Difference between revisions of "Bardam's Mettle"

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(→‎Yol: notes from memory, pretty sure I'm missing a few things)
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===Yol===
===Yol===
The Yol is a mean one, and possibly one of the tougher bosses of Stormblood in general, as the fight gets pretty hectic at times. The second 'boss' fight is a warmup, in a way.
====Phase 1====
Initial phase. Pretty calm. Watch out for the (line?) AoEs. After a while, the Yol will wander off and start summoning lesser birds for you to fight, whilst doing strafing runs on the arena. Kill them all (3-4 of them) and the Yol will return.
The Yol also has a sight-based attack that causes Confusion. Make sure you look away for this so that you don't end up beating up your Healer or something.
====Phase 2====
At some point here, the Yol will become untargetable, and you need to target the wings instead. If you remember the end fight of [[Sohm Al]], it's a bit like that. The part of it that isn't like that is one wing does not regenerate to full when the other is broken. The wings are quite weak, too. If you have a Ranged Magic DPS (e.g. [[Red Mage]]) on hand, this is a good time to use a limit break; just barbeque those wings. You can hit them both at once without too much trouble.
====Phase 3====
Now for the fun part. Lots of AoEs. The main hazard here is that at a certain point, there will be a rotating double-helix of air/wind blasts going around the arena. This is exciting because your choices for safe spots are directly under the boss, or you can try to squeeze yourself up against the edge of the arena and hope you won't get hit.
The important part here is not to panic at all the AoEs markers, and for the love of everything '''do not run around like a headless chicken'''. You will not have time to do any casts or long windup attacks with how fast the AoEs cycle. Get under the boss and pray.
If it helps you visualize the AoE pattern before getting there, think of a clock or compass. The AoEs strike 12:00 (North) and 6:00 (South), then 1:30 (Northeast) and 7:30 (Southwest), then 3:00 (East) and 9:00 (West), then 4:30 (Southeast) and 10:30 (Southwest), repeating over and over.


==Loot==
==Loot==

Revision as of 04:30, 7 July 2017

Template:Dungeon Infobox

Lore

"If you are to participate in the Naadam, and fight alongside the Mol, you must first be recognized as a warrior of the Steppe. To earn this honor, you will be required to complete a rite of passage involving walking in the footsteps of the legendary hero Bardam and taming a yol. Each must do this by themselves, of course, and so you shall... though if by pure coincidence some of your fellow adventurers happened to have made the long journey to the Far East, and simply insisted on accompanying you... surely no one would be any the wiser?" — Game Description


Unlock

Objectives

  • Arrive at Bardam's Hunt
  • Defeat Galura
  • Arrive at the Rebirth of Bardam the Brave
  • Defeat Bardam
  • Arrive in the Voiceless Muse
  • Defeat Yol

Bosses

Galura

Heave Frontal cone AOE. Tank to dodge as required.

Crumbling Crust After a short cast time, 4 telegraphed quick casting AoEs appears around Galura. Deals moderate damage, but AoEs can stack. Melees to dodge as required.

Rush Galura targets an off-aggro target and channels a straight line charge. Run as far away from Galura as possible to reduce damage taken. Has a long cast time, so other players can move out of the way as necessary. Contrary to popular belief, you do not need to hide behind animals.

Earthquake Immediately after Rush, Galura stomps the ground for an untelegraphed attack, stunning all players. Animals in the pen will begin charging up their AoE attacks. Dodge as necessary, you have plenty of time even with the stun. Galura does this three times in his fight.

  • Ram: Straight line AoE. Appears in all 3 phases.
  • Coeurl: Large front cone AoE. Appears after the second time Rush is used.
  • Kukurul: Small circle AoE. Appears after the third time Rush is used.

Bardam

Sheathe your weapons! It's time to dance! This is a non-combat boss that tests players' understanding of mechanics. Players will fail a phase if they are hit twice in a single phase. At least 1 player needs to survive the phase in order for the party to proceed.

Phase 1

  • Magnetism: Pulls all players towards the centre of the room.
  • Travail (shockwave): Immediately after Magnetism, Bardam begins charging a shockwave attack, which splits the room into an inner circle AoE and outer circle AoE. Dodge as necessary.
  • Spear charge: Spears appear along to edge of the map and fire off AoEs that makes the map a chessboard of safe zones. Dodge as necessary.
  • Empty gaze: Empty Gaze will charge while Travail and Spear charges are running. Turn away to dodge it. Basically, do the entire phase facing away from the scary golem.

Phase 2

  • Travail (lightning): Locked-on lightning attack on the whole party. Stand on prism towers to dodge the attack.
  • Travail (firestorm): All players are marked and rings of fire drops periodically over their heads. To prevent dropping your AOE onto an ally's escape path, everyone should spread out and run clockwise.
  • Heavy strike: 270 degree front cone. Safe spot is behind the golem. Hide as necessary.
  • Star fall: 4 circular AoEs that leaves behind Star shards to be used in the next phase. Dodge as necessary.

Phase 3

  • Looming Shadow: Meteor attack with an extremely long cast time. Hide behind Star shard to dodge.
  • Travial (summon warriors): Breaks the left and right star shards.
  • Magnetism + Spear charge + Heavy Strike + Shockwave combo: The floor is lava. Find safe spot. Will destroy one of the two remaining star shards. After these attacks, the meteor will land. Hide behind the last star shard.

Yol

The Yol is a mean one, and possibly one of the tougher bosses of Stormblood in general, as the fight gets pretty hectic at times. The second 'boss' fight is a warmup, in a way.

Phase 1

Initial phase. Pretty calm. Watch out for the (line?) AoEs. After a while, the Yol will wander off and start summoning lesser birds for you to fight, whilst doing strafing runs on the arena. Kill them all (3-4 of them) and the Yol will return.

The Yol also has a sight-based attack that causes Confusion. Make sure you look away for this so that you don't end up beating up your Healer or something.

Phase 2

At some point here, the Yol will become untargetable, and you need to target the wings instead. If you remember the end fight of Sohm Al, it's a bit like that. The part of it that isn't like that is one wing does not regenerate to full when the other is broken. The wings are quite weak, too. If you have a Ranged Magic DPS (e.g. Red Mage) on hand, this is a good time to use a limit break; just barbeque those wings. You can hit them both at once without too much trouble.

Phase 3

Now for the fun part. Lots of AoEs. The main hazard here is that at a certain point, there will be a rotating double-helix of air/wind blasts going around the arena. This is exciting because your choices for safe spots are directly under the boss, or you can try to squeeze yourself up against the edge of the arena and hope you won't get hit.

The important part here is not to panic at all the AoEs markers, and for the love of everything do not run around like a headless chicken. You will not have time to do any casts or long windup attacks with how fast the AoEs cycle. Get under the boss and pray.

If it helps you visualize the AoE pattern before getting there, think of a clock or compass. The AoEs strike 12:00 (North) and 6:00 (South), then 1:30 (Northeast) and 7:30 (Southwest), then 3:00 (East) and 9:00 (West), then 4:30 (Southeast) and 10:30 (Southwest), repeating over and over.

Loot

Additional Treasure Coffers

Treasure Coffer 1

Coordinates: (x??,y??)

Treasure Coffer 2

Coordinates: (x??,y??)

Treasure Coffer 3

Coordinates: (x??,y??)

Treasure Coffer 4

Coordinates: (x??,y??)

Treasure Coffer 5

Coordinates: (x??,y??)

Images

Template:Dungeons