Difference between revisions of "Thornmarch (Extreme)"

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==Strategy==
==Strategy==
===Adds===
===Adds===
*'''Whiskerwall Kupdi Koop''' (PLD): Has single target attacks that can leech [[HP]] from the player.
'''Whiskerwall Kupdi Koop''' (PLD): Has 3 different basic single target attacks, one will steal a small amount of HP. Mark this with the "X".


*'''WoolyWart Kuqpu Kogi''' (RNG): Sits in a corner of the battlefield randomly targeting a player. The targeted player will be identified by a large floating Crosshair above them. After a short delay he will use Moogle Eye Shot, a three, four or five hit ranged attack that may deal considerable damage.
'''WoolyWart Kuqpu Kogi''' (RNG): No aggro table and will not move unless he is starting a combo attack. He uses a basic attack, “Moogle Eye Shot” which will fire 3, 4, or 5 attacks at a target marked with a multi-colored reticle. Mark him with a "5".


*'''Pukla Puki the Pomburner''' (BLM): Casts Pom Flare that will wipe the party if it finishes casting. Players can interrupt it by attacking it 5 times.
'''Pukla Puki the Pomburner''' (BLM): Has no aggro table, don’t try to control him. Only uses 1 ability “Pom Flare” which is interrupted by attacking him 5 times. Failure to interrupt this means you will wipe. Mark him with "4".


*'''Furryfoot Kupli Kipp''' (WHM): she is the healer that heals the other moogles.
'''Furryfoot Kupli Kipp''' (WHM): she is the healer that heals the other moogles. Mark with "3".


*'''Pukna Pako the Tailturner''' (THF): Randomly targets a player, then running up and stabbing them. She can become dangerous and deal really heavy damage if she has too many buffs.
'''Pukna Pako the Tailturner''' (THF): Has no aggro table. Will randomly jolt around the map stabbing people. This can become a one-shot mechanic if you let him get too many buffs. Mark him with "1".


*'''Ruffletuft Kupta Kapa''' (WAR): deals greater single target damage than PLD.
'''Ruffletuft Kupta Kapa''' (WAR): Has 2 basic single target attacks. Mark him with the "O".


*'''Puksi Piko the Shaggysong''' (BRD): Has an attack bonus song to other moogles and a damage song that does AoE around her. Somewhat responsive to hate.
'''Puksi Piko the Shaggysong''' (BRD): Has an attack bonus song to other moogles and a damage song that does AoE around her. Somewhat responsive to hate. Mark with "2".


====Combinations====
====Combinations====
The GLD and MRD will use overpower, creating 2 orange thin-cone markings on the ground. Move out of it.
The archer (#5) will be a cue for many attacks. When he moves, something is going on. If you see him say anything in the chat bubble over his head that includes the word “Delta” then they are about to use a move called “Delta.” This creates a giant triangle floor attack that will do about 4,000 damage to non-tanks. Just stay out of the middle of the arena during the fight and you’ll be okay.
If the archer runs off saying “aye, aye” then they are about to do a  holmgang looking attack COMBOED with a poison pool and rain of death. The rain of death will hit targets marked with a yellow reticle. The holmgang chains can be broken by using ensuna or leeches on the affected targets. The debuff for this icon looks like a little mog face on a black background. Always free the healers first, then the DPS, then the tanks. If you have a blackmage or SMN, backup heal the tank til they are free. (Note: If you are marked for rain of death, the closer you are to the archer, the less damage you will take, just be careful not to get too close to anyone because the damage will splash.) The 3 players closest to the GLD during this attack will be holmganged. The 3 furthest away will be targeted for rain of death.
The archer will combo with a TANK AGGRO TABLE RESET. When this happens 3 players will be marked for rain of death. To counter this, run towards the archer as fast as you can. Tanks MUST be ready to re-claim their aggro target IMMEDIATELY or you will probably lose a healer and proceed to wipe. The tank reset animation looks like a bunch  of stars exploding from the ground.
Probably the “hardest” part of this fight comes the combo from the WHM and MRD. The arena floor will turn an awkward purple-ish color and the WHM will start to cast holy. Stop this the exact way you stop flare, attack it 5 times. At the same time, two people at random will be marked with a debuff which is red in color and looks exactly like the debuff the tanks will have basically all fight, except flipped to point up. The healers must ensuna/leech this off immediately (you have about 4 seconds) before Moogle-Go-Round happens. Failure to do so will kill the player with the debuff.
This is a very rough drawing of what this debuff looks like. Don’t hate on my superior paint skills.
Sometimes the BLM will get bored and cast 2 sets of meteors which are small circles on the ground, run out of them. One happens, then the other about 2 seconds later. There isn’t much of a grace period, but getting hit by 1 will not kill you, 2 might/probably will.


===Phase 1===
===Phase 1===

Revision as of 21:00, 14 May 2014

See also: Thornmarch (Hard)
Thornmarch (Extreme) Video Guide

Thornmarch (Extreme) is a level 50 trial that requires the player to defeat Good King Moggle Mog XII and his Mogglesguards. The trial requires a full party of 8 players with average item level (iLevel) of 80 or above. To unlock the trial, players must be on the quest The King Lives. Player must have completed the quest On the Properties of Primals and the trial The Bowl of Embers (Extreme).

Strategy

Adds

Whiskerwall Kupdi Koop (PLD): Has 3 different basic single target attacks, one will steal a small amount of HP. Mark this with the "X".

WoolyWart Kuqpu Kogi (RNG): No aggro table and will not move unless he is starting a combo attack. He uses a basic attack, “Moogle Eye Shot” which will fire 3, 4, or 5 attacks at a target marked with a multi-colored reticle. Mark him with a "5".

Pukla Puki the Pomburner (BLM): Has no aggro table, don’t try to control him. Only uses 1 ability “Pom Flare” which is interrupted by attacking him 5 times. Failure to interrupt this means you will wipe. Mark him with "4".

Furryfoot Kupli Kipp (WHM): she is the healer that heals the other moogles. Mark with "3".

Pukna Pako the Tailturner (THF): Has no aggro table. Will randomly jolt around the map stabbing people. This can become a one-shot mechanic if you let him get too many buffs. Mark him with "1".

Ruffletuft Kupta Kapa (WAR): Has 2 basic single target attacks. Mark him with the "O".

Puksi Piko the Shaggysong (BRD): Has an attack bonus song to other moogles and a damage song that does AoE around her. Somewhat responsive to hate. Mark with "2".

Combinations

The GLD and MRD will use overpower, creating 2 orange thin-cone markings on the ground. Move out of it.


The archer (#5) will be a cue for many attacks. When he moves, something is going on. If you see him say anything in the chat bubble over his head that includes the word “Delta” then they are about to use a move called “Delta.” This creates a giant triangle floor attack that will do about 4,000 damage to non-tanks. Just stay out of the middle of the arena during the fight and you’ll be okay.


If the archer runs off saying “aye, aye” then they are about to do a holmgang looking attack COMBOED with a poison pool and rain of death. The rain of death will hit targets marked with a yellow reticle. The holmgang chains can be broken by using ensuna or leeches on the affected targets. The debuff for this icon looks like a little mog face on a black background. Always free the healers first, then the DPS, then the tanks. If you have a blackmage or SMN, backup heal the tank til they are free. (Note: If you are marked for rain of death, the closer you are to the archer, the less damage you will take, just be careful not to get too close to anyone because the damage will splash.) The 3 players closest to the GLD during this attack will be holmganged. The 3 furthest away will be targeted for rain of death.


The archer will combo with a TANK AGGRO TABLE RESET. When this happens 3 players will be marked for rain of death. To counter this, run towards the archer as fast as you can. Tanks MUST be ready to re-claim their aggro target IMMEDIATELY or you will probably lose a healer and proceed to wipe. The tank reset animation looks like a bunch of stars exploding from the ground.


Probably the “hardest” part of this fight comes the combo from the WHM and MRD. The arena floor will turn an awkward purple-ish color and the WHM will start to cast holy. Stop this the exact way you stop flare, attack it 5 times. At the same time, two people at random will be marked with a debuff which is red in color and looks exactly like the debuff the tanks will have basically all fight, except flipped to point up. The healers must ensuna/leech this off immediately (you have about 4 seconds) before Moogle-Go-Round happens. Failure to do so will kill the player with the debuff.

This is a very rough drawing of what this debuff looks like. Don’t hate on my superior paint skills.


Sometimes the BLM will get bored and cast 2 sets of meteors which are small circles on the ground, run out of them. One happens, then the other about 2 seconds later. There isn’t much of a grace period, but getting hit by 1 will not kill you, 2 might/probably will.

Phase 1

Burn the boss 10%, he doesn’t do anything major here but you will see all of his attacks. A “imma chargin mah lazorz” attack that is easily avoidable. A single target attack. A small AoE attack. 2 conal attacks, once which will deplete your mana, one which will deplete your TP. Those last 2 are the reason why you must keep the king away from all other players at all times.

Phase 2

He summons his minions, all the attacks are the same as listed above. The mini-mogs do NOT have access to the holmgang/rain combo or the holy/mog-go-round or the hate reset combos in this phase. Bring all of the mini-mogs down to about 10%, always focusing the BLM (Number 4) last. Incase you have to interrupt him, you don’t want to kill it while doing that. When they are all at around 10%, have your physical DPS kill #1 while the mages kill #5 (or any other 2, just pick your 2 favorite/least favorite). The mechanic here is that the king will use his own HP to revive and heal all the mini-mogs two times. So you basically have 2 tries to bring the king down low enough for the final phase.

Phase 3

Same thing, dps everything to 10%, watch out for the new attacks. Fun times. What isn’t so fun, is that this time the king will get pissed off and cast an arena wide meteor which will probably kill anyone with weakness on still, or people who are not topped off. To survive this, once a mini-mog dies, run to the center of the arena, drop a SCH bubble, use succor, and hope no one dies.

Phase 4

Dps everything to 10% or lower if you are good enough at controlling your DPS. At this point, assign the physical DPS to kill “X” and “O” with the tanks, while the mages kill 5 and work their way down the numbers. This way everything dies quickly and attacks aren’t wasted on targets that are going to die before a cast goes off.When the last mini-mog is about to die, have a melee DPS use the level 3 limit break while everyone burns the boss. If he finishes his Momento cast, you lose. Have the PLD go to sword oath, the healers bust out some cleric stance, use cooldowns. Fun stuff. You must kill all the mini-mogs AND the king before momento goes off.

  • Note: You do not have to dps them evenly, and there really is no specific order in which to DPS them. It is worth noting that you should probably save the BLM, WHM. GLD, and MRD for last, especially in the last 2 phases, as you do not want to kill them while interrupting flare/holy, or trying to regain aggro on a hate reset.

Tips and Tricks

  • Have your tanks pick which of the GLD/MRD they are going to hold onto. If your PLD wants to tank the MRD then have the other tank in your group focus target the MRD, when the MRD gets 3 stacks it is time to swap, same thing for the other tank, he will focus target the GLD, when it get 3 stacks it is time to switch. The stacks are buffs given out by the king when he wiggles his butt. It is important to make sure the stacks fall off before switching or you’re going to have a bad time.
  • Use voice chat. Dedicate one player (probably the BLM or BRD) to be the “caller.” This player stands by 5 (the archer) basically all fight and calls out delta, holmgang, and other fun stuff. Also notices when one mini-mog needs to be focused. This player should also get used to saying “4” or “Blackmage” a lot, to cue the other players in on interrupting flare -- also for when the WHM starts using holy. It isn’t necessary but it helps, a lot. Especially the healers who might have to run into the middle of the arena once in a while to save someone. Just do it.
  • If you get marked for moogle-go-round, run to the middle of the arena so the healers will be in range of you. Nothing is more annoying to healers than having to try and ensuna/leeches someone who isn’t in range. It is probably best to have both healers sort their party list to be the same, have one start from the top and one from the bottom of the list to make sure they’re both not trying to remove the same debuff.
  • If you are a tank please keep to the outside of the arena. You should never get close to the other mini-mogs and especially never get close to the other tank’s add. Be vocal about your movement. Sometimes the king will get a buff off on a small mog, just do everything you can to never buff #5 (archer) or #1 (THF). They get really strong, very fast. Do not cross over the middle and never cross paths.

Loot

Item Icon Slot Level iLvl Job Def Magic Def Stats
Ribbon of Aiming Ribbon icon1.png Necklace 50 100 All Classes 1 1 Dexterity +16, Skill Speed +17, Critical Hit Rate +12
Ribbon of Casting Ribbon icon1.png Necklace 50 100 All Classes 1 1 Intelligence +16, Determination +12, Accuracy +12
Ribbon of Fending Ribbon icon1.png Necklace 50 100 All Classes 1 1 Vitality +18, Parry +17, Determination +9
Ribbon of Healing Ribbon icon1.png Necklace 50 100 All Classes 1 1 Mind +16, Piety +9, Determination +12, Accuracy +3
Ribbon of Slaying Ribbon icon1.png Necklace 50 100 All Classes 1 1 Strength +16, Determination +9, Accuracy +17

Lore

Kuplo Kopp's attempt to chastise the Mogglesguard for their dangerous and foolhardy actions has not had the intended effect. Reminded of how deadly the Twelveswood has become, the royal guards have instead channeled their fear and desperation into calling forth an even more potent potentate. The Good King Moggle Mog XII now styles himself the Great King Moggle Mog XII, and all the evildoers in the forest shall tremble before his majestic wrath!

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