Pharos Sirius

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Pharos Sirius Guide
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The Siren
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Pharos Sirius is a level 50 dungeon released in patch 2.1. It requires a light party of 4 players and average iLvl (item level) of 48 or higher. To unlock Pharos Sirius, players should have completed The Praetorium and started the quest Sirius Business.

Bosses

Symond the Unsinkable

  • He has a straight line AoE that does moderate damage and puts a crystal debuff on the target. Its not able to be silenced but its fairly easy to dodge.
  • He summons adds that also do a circular AoE that does low damage but also gives a stack of the crystal debuff. The attack is instant and I couldn't find a way to stop it except maybe stun locking. Best to stay spread out when fighting them so only one person is getting the debuff.
  • He puts two large circles on the ground that do persistent damage that grow eventually dividing the room in half. Its easy for the party to get separated so the healer and tank especially want to make sure to be on the same half of the room before the circles grow.
  • Crystal debuff explodes when you get three stacks of it. Deals Severe damage and puts a Vulnerability debuff on targets.
  • Strategy we used was to avoid AoE as much as possible, burn down adds before anyone could get more then a stack and to not get separated by the room divide. Try to divide the adds or take shifts so that no one person is getting three stacks. Not much more to it I think.

Zu

  • The battle starts with a ring of Eggs spawning on the outer border of the room. Boss does little damage at this point. Killing Eggs gives Zu several stack of enrage, so it is not advised to start the fight killing eggs. Once enraged Zu will deal more damage but also take more damage. If, however, Zu gets too many enrage stacks (not certain how many but usually 15+) She does a cone AoE that does severe damage and stuns all targets hit for several seconds. It is devastating and resulted in many wipes.
  • Zu casts a room wide AoE that does moderate damage but increases with enrage stacks.
  • A few seconds into the fight and two eggs will light up and begin casting "Hatch" which will spawn one of two adds. One will move around attacking a target while occasionally casting an AoE that does low to moderate damage. The other will stand in place and choose a single target, marked by a blue beam, and barrage them repeatedly with a moderate damage nuke.
  • By themselves the adds are pretty easy to handle but they can add up quickly. Later on in the fight three eggs start to light up at once and they start spawning faster than we could take them out.
  • At some point about halfway Zu will fly up into the Air becoming untargetable and start throwing down circle AoEs. This phase wasn't hard and actually was kind of a break for us to mop up some of the baby birds.
  • Strategy we used to eventually beat Zu was to kill one egg and let one chick spawn. Killing one egg didn't seem to give enough stacks for Zu to cast her crazy ground stomp stun, it kept one add out of the fight and also increased the damage she took from enrage. Things started to get hectic around the three egg spawns but we managed to burn her down with a LB before things got messy.

Tyrant

  • He had low HP and died nearly as fast as a trash pull. The only mechanic I saw was he summoned a few zombie adds. Sorry I don't know anymore than that.

Siren

  • This fight is healer intensive. The primary mechanic that seems to give the most trouble is "Siren's Song". Two of Siren's moves put a debuff on a target for 12 seconds requiring them to be healed to full health or the they become mind controlled for several seconds. Mind controlled targets only seem to do basic attacks so they're not devastating, but it knocks a person out of the fight and makes subsequent party members harder to top off with an extra source of damage.
  • Siren targets one party member besides the tank and puts Siren's Song on them.
  • Siren puts a persistent bleed on the Tank. I don't think it was bad but it was on the tank the most of the fight.
  • Siren summon groups of two types of adds. Zombie Pirates and Zombie Sergeants I believe. The Pirates are just normal auto attacking mobs, they make things harder for the healer. The Sergeants on the other hand crawl slowly along the ground toward a target, they cannot be bound or slowed, and when they reach the target they grab them and hold them in place. I think they also pacify you making you unable to take actions. I was only targeted during wipes, they seem to go after the healer and the tank every time. They don't have a lot of HP and we made them kill priority because they just made things difficult. Especially if I'm right about the pacification.
  • Periodically during the fight Siren will disappear and do one of two attacks. The first is a straight line nuke similar to Ifrit's charge. It does Severe damage and you don't have a lot time to get out of the way. The second is an AoE that puts the Siren's Song debuff on all party members. You need to group up and get some major AoE healing going so no one gets MCed. Its easy to tell which of the two moves she's casting based on where she appears. She comes from the border of the room when she does the charge and she appears in the center of the room if she is doing the AoE debuff.
  • When she appears in the center to cast the AoE charm, you can avoid it by stacking on Siren. Think of it as Hydra's Fear Itself.
  • About halfway through the fight she will start doing an AoE heal debuff called Lunatic Voice. This makes it even harder for healers to keep people out of mind control. It can be dispelled but our healer seemed to have a lot of trouble keeping people topped off and getting the debuffs off.
  • Lunatic Voice and should be stunned by the tank.

Loot

Lore

Off the shores of the Isles of Umbra, the sea is rife with hidden reefs and rocks, leading many a ship to a watery demise below her undulating waves. So it was that a lighthouse was constructed at the end of the Sixth Astral Era. For a time this structure would serve seafarers well, ensuring safe passage through the Navigator's waters. Fueled by an aether generator designed by Naldiq & Vymelli's, Pharos Sirius was the guiding light of Limsa.

The Calamity, however, would change everything. The lighthouse was destroyed in the wake of Bahamut's onslaught, and the surrounding area's aether would soon give way to a formation of corrupted crystal. While efforts to rebuild the lighthouse were impeded by these crystals, the peoples of Limsa would soon face a threat much more sinister.

Thought to be long since purged from La Noscea's shores, a siren has returned to the Isles of Umbra, making Pharos Sirius her nesting ground. Rumors are now made manifest as a supernatural infestation continues to spread across the isles. Once a shining beacon of hope for Lominsans, Pharos Sirius is now the dark dominion of the siren and her legion of undead minions.

The seas around the Isles of Umbra are rife with hidden reefs and rocks, and many a hapless ship has met its demise beneath her surging waves.Recognizing the need to provide vessels with safe passage through these treacherous waters, the Admiral of Limsa Lominsa ordered the construction of a great lighthouse. So it was that Pharos Sirius came into being, shortly before dusk fell upon the Sixth Astral Era.

For a time, Pharos Sirius served seafarers faithfully, the radiance of its aether-fueled lantern piercing the blackest night. Alas, its light was prematurely extinguished by the Calamity, the destruction wrought by Bahamut leaving vast parts of the structure in ruin. Corrupted crystals and aether alike now pervade its halls and passageways, and the reconstruction effort is at a standstill.

Worst still, if rumors can be believed, the dreaded siren of Umbra has returned to claim Pharos Sirius for her domain. Dauntless adventurers must venture within and defeat the seductress and her legion of undead minions if this beacon of civilization is to shine once more.

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