FFXIV Heavensward The Lost City of Amdapor Hard
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7:32-Achamoth. The boss has big AoEs so be on your guard and sprint if necessary. He will mark you and cause a toxic cloud to chase you, you can just keep running until it expires or let it hit you and suffer from vulnerability and the spawning of a toxic pool. Do note whether the cloud expires or explodes it will inflict vulnerability to those around you when it does.
The main move to look out for is Neuro Squamae, this will move causes copies of party members to spawn and unleash cone AoEs in the direction they are facing. They imitate your position though so the trick is to face the wall so no one gets hurt. So watch his cast bar so you can get face the wall before he spawns your copies.
17:57-Winged Lion. This guy creates AoEs that will sometimes leave behind residual magicks. The trick to that is to walk into the lingering magic bubble and take a hit otherwise he'll re-absorb it.
This mechanic adjusts a bit when he starts giving the party wind and earth resistance down debuffs. If you have earth resistance down walk into wind bubbles, if you have wind resistance down walk into earth bubbles.
He'll begin casting Ancient Holy and spawn adds in the fight as well. The Arcane Sphere add MUST die fast or you'll wipe, the others should be killed too. He is invulnerable until the sphere is dealt with.
28:38-Kuribu. One of the most mechanically interesting bosses in a while. She has Seed of Life which gives her two additional lives, meaning you must kill her three times. She also has a buff that reverses the effects of spells, hence how she is hurting the party with some of her Cure spells.
Cure IV in Phases 1 and 3 must be stood inside to prevent it. Otherwise she will heal herself.
Cure IV in Phases 2 and 3 becomes a big room AoE where you'll want to get as far as possible to reduce the damage.
She'll spawn Adds now and then as well. They are mostly just to distract you but in the last phase they can tether to a player to debuff and interfere with them, kill them.
Regen can apparently be interrupted or so I've been informed.
Cure III in Phase 2 will give two players red markers. Just stay away from the other player/s to prevent them from taking the damage too.
Pretty cool battle, not too hard and it's not easy to wipe on. Just gotta prevent her from healing too much so it won't drag on.
This run was ok for a day one first timer run. I did have a better one today that I attempted to record but due to Nvidia crashing issues..had to give up on that sadly. This run though mostly is just getting our bearings in and learning things blind basically since no one had prior experience of this dungeon.
Lastly, those magic pots? Don't quote me but I believe looking away when they cast mysterious light will avoid the blind status, I tried it and it worked last time. I just am not 100% sure and want to test it more.
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