Here it is. The most important fight against Final Fantasy XIV: Shadowbringers expansion. We’ll have a few more fixes before the immediate next expansion, but this patch 5.3 trial will push the story to the next destination, making the final battle against one of the game’s longest antagonists, Elidibus, the expansion’s conclusion.
The last of the unhealthy, Elidibus has made countless sacrifices over the years that have left him blind to the job he was destined to do. As he clings to the mission that dims his mind, he takes the form of the first warrior of light who finally overcomes you, the warrior of darkness. How to strike back.
Phase one ̵1; impressed
Without blinking an eye, Warrior of Light reduces everyone’s HP to one with Terror Unleashed. Healers will want to prepare some cross-party koldowns to prepare. Solemn Confiteor then releases four red circles on four random party members. Hug the boss to avoid the first Coruscant Saber and then clear him away to avoid the second.
Then comes the main recurring mechanic: Absolute Fire and Absolute Blizzard. These are denoted by red or blue markers above each player’s head. The markers count down from three, at which point the corresponding effect goes out. Whether you move under this or not depends on whether it is Blizzard or Fire.
- Absolute blizzard move to avoid freezing and damage over time
- Absolutely fire – Stop all measures until the waste disappears to avoid burning over time
He will then impress his weapon with one of the two elements and cause any enchanted spells (excluding Coruscant in normal mode) afterwards to get the effect of the declared element. For example: If you are imbued with Blizzard, you want to keep moving within the safe area of Imbued Coruscant to avoid freezing when the casting dissolves.
Light Sword will be out soon. The phantom weapon draws a path within the arena. Get out of the inside of the tracked area before the sword completes its run. Bahamut dashes will cover the alleged safe zones before the track is ready, so you will want to return to the tracking zone after it explodes to avoid charging.
Healers will want to top them here before Elddragon Dive injures the team. He will then transfer another element and repeat phase 1 until he reaches 50% HP.
Phase 1.5 – How to clear ATM
This active time maneuver “Will of Defiance” bothers some teams. Once connected in the vacuum, you only want spam buttons for 15 seconds to prevent your individual meters from draining. Again, you do not feel like emptying them. You hammer on these keys to keep them up, so do not think you have done a good job if it is emptied.
The reason for this clarification is that if even one person lets his meter dry up, it is game for the team and you will be sent back to the beginning of the match. You can not restore a dark warrior who is lost to the void.
Control users can make it easy by simply rolling their thumbs along the face buttons and D-pad.
Phase Two – Limit Broke
Thanks to Azem, you will play back into the arena, the spooky ancient that basically releases Elidibus when it leaves. Baddie absorbs a bunch of Warriors of Lights summoningly and gets access to border breaks. Let a tank use theirs, and you should just survive his. Doctors have to come to work.
Now it’s back to building with elements before he summons a couple of warriors next to him; namely a Black and White Mage duo that calls in falling meteors for players to drink.
The mechanics that these summonses trigger depend on their class. More will come later, and they may be random in Extreme mode for this fight, but for the moment you will always see the same summons at the same point in the fight.
Imbued Coruscant will go right when these first calling effects resolve, so pay attention to the element Elidibus is permeated by beforehand. Top up before another Elddragon Dive finishes those who make a mistake.
After this, Bamahut will not only come back after Summon Wyrm, but two growing invalid markers will essentially split the arena in two. The random target with a scatter marker should take a long corner and leave them with the stack to suck the hit into another.
Bitter End, tank buster, comes out shortly after. Our tank used Hallowed Ground to ignore it, but doctors should protect the target from falls.
Phase 2.5 – to the limit
Limit Break One
Elidibus’ use of To the Limit fills a bar in his boundary meter, which he then uses to deliver a canal strike to three players. The three targeted will want to target it far apart to avoid some death from an overlap.
Limit Break Two
After a fast charge, the second limit then expires. It is the varying one, so the party has split in two to suffer two railway-type attacks.
Avoid trying to join the other team if you are beaten first. You have a vulnerability in you that could lead to a second hit becoming fatal. This is not something we have not seen before.
Limit Break Three
Limit Break number three is a little more than four very large area-attack markers in the team. Affected players should simply take these to every remote corner and create a safe place for the team in the middle of the map. Healers may want to protect the team when they go out. For safety’s sake.
Phase three – light warrior
Now it’s time for a new pattern from Sword of Light that makes everyone except the real north and south parts safe. You must deal with an Absolute Fire / Blizzard when it resolves, with another Elddragon Dive threatening to quit some of them afterwards. Healers will need to get back to the center to heal through this quickly.
The Lights Warrior will carry his weapon again, but will not use it until some other move: Note a tide knockback from a summoned Ninja. Do not bother to deny the knockback with Arm’s Length or similar, as a stack marker goes out under the one you all want in anyway.
After another simple Imbued Confiteor, players connected to the four summoned wyrmas will angle the attacks out towards the edge of the area to avoid splitting the team with conal flames. Another light warrior, this time a real warrior, will then perform an alternating umbrella area attack from the center of the arena.
Absolute Fire / Blizzard should happen at the same time, as should a tank buster. Everyone will have to stay on their toes when these attacks go out, as one last Elddragon Dive can cost the run if too many are hit.
At this point, things should be repeated from the beginning of the phase. The Warrior of Light will teleport back to the center to reproduce his weapon again, calling the Black / White Mage combination and repeating the fight from the right after his phase two transition thump.