FFXIV Stormblood Dungeons & Primals (STORY) Quick Guides

If you searched for this, I have bad news for you.

Here’s a quick little guide regarding all the dungeons and trials you’ll be facing in the 4.0 Stormblood STORY. Not in-depth ’cause they don’t need to be! I nicknames since many like to identify bosses by appearance.

***Forgive me if I use humor***, it’s to keep me sane during this hectic time. And light spoiler alert on boss names.

Stormblood Story Dungeons & Trials – Navigation:
Story Dungeons: Sirensong | Shisui | Bardam’s | Doma | Abania | AMO
Story Primals: Susanoo | Lakshmi | Shinryu

The Sirensong Sea (Dungeon)

Sirensong Boss 1: “OCTOPUS” (Lugat)

If you’re new, the 4 yellows arrows means STACK TO SHARE THE DAMAGE. So help a brother out when he’s targeted by hugging him! For the love of god, don’t run from your team!

Sirensong Boss 2: “SLENDER MAN” (The Governor)

If tethered, move away, otherwise you get a huge magic vulnerability debuff. This is the only truly punishing mechanic in this entire dungeon, as a 5 stack vuln can be deadly.

Move away from the general area of the shadows.

Sirensong Final Boss: “SEASLUGMAID” (Lorelei)

Morbid Advance and Morbid Retreat force you to move a certain direction depending on where you’re facing. Retreat makes you go backwards, Advance – forward (YOU DON’T SAY!?)

“I’ve seen enough aNime to know what’s next”,
Mahiko “Taku” San


Shisui of the Violet Tides (Dungeon)

Not really a “side” since you need it for Aether Currents…

Shisui Boss 1: “SCORPY MCCLAW” (RNF)

Those guys who get “stunned”… you actually have to attack the “arm” or whatever it is. Some classes are AoE light so you may not notice it’s a new enemy on the list. Free your friends!

*real name forgotten*

Shisui Boss 2:  “TOO MANY DRINKS” (Ruby Princess)

Seduce: Hide behind the boxes before this skill comes off. AVOID BOXES IF YOU DON’T NEED TO BE THERE! You get “silenced” otherwise.

Lasers from the sky? Sprint! This appears to be only countered by Sprint. You can outheal it, sure… but ah…

Shisui Final Boss: “WHOA” (Shisui Yohi)

Sharks & Water Balls: kill ‘em fast.

Mad Stare: for new players, the LARGE EYE ICON means “Look away before this is finished casting”.

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Susanoo (Story Mode Primal)

If this is your first time to the primal rodeo, they’re colorful fights! But avoid those colors…

Remember the Yellow Arrows? Stack with friends.

Susanoo “Sword” phase:

Whoever picks up the “item” blocks his attack. (I’ve never done it, but I presume:) You can’t take actions while doing so. Have your MAIN TANK pick up the sword since healers need to heal during this mini phase.

It’s a DPS race – you gotta kill the sword before it hits ya! That’s it!

Oh, in the final phase, Itachi absorbs Susanoo’s essence to create an armor of… wait a second…


Bardam’s Mettle (Story Dungeon)

Bardam Boss 1 “COW” (Galura)

RUN FAR if targeted by the “rush” skill.  Older players will mistake this for the “rush go near!”, as it looks almost the same.

I suppose it mirrors real life, in this regard. I would share the same reaction to a rushing cow.

Bardam Boss 2 “DODGE BALL” (Ben Stiller)

Dodge as hard as you can.

Gaze = Look away.

For new players, you may not be familiar with the “expanding cone” mechanic yet. Basically, the smaller sections danger zone will disappear as the larger one resolves. Walk INTO the smaller one after it bursts.

Meteor = hide behind the rock.

“Like love, It’s all about timing” –
Mahiko “Stunned” San

Bardam Boss 3 “BIRD” (Yolo)

Watch out for the boss diving from the side when dealing with adds. You have to visually see from the edge of the arena where the bird is coming from, and move away from its path!

I believe this is the first “visual queue” mechanic new players would face. Old players will suffer from from a plethora of nightmarish nostalgia with visual mechanics

The circular AoE’s in the final phase don’t follow you… Like many seem to think. They just serve as a way to effectively reduce the arena.


Doma Castle (Dungeon)

Doma Castle Boss 2 “ROBO A” (Magitek Rearguard)

Basic stuff… dodge.

Doma Boss 2 “ROBO 2” (Magitek Hexadrone)

Towers mean “STAND ON THIS OR ELSE BAD THINGS HAPPEN”.

When the arena is sectioned off in lasers STAY IN THE LARGEST PART, is it’s likely safest.

Yellow Arrows: Stack with friends

Doma Final Boss “CHAINSAW” (Hypertuned Grynewaht)

BOMB Mechanic: The further you are from the epicenter, the less damage you take. However, keep an eye on your debuff and MOVE AWAY. Once the debuff drops off, you will leave the “bomb” there.

Older players may refer to this as a “Stardust” mechanic.


“What’s next, a group dance!? ….oh” –
Mahiko “ollywood” San

Lakshmi (Story Mode Primal)

You can fall off. Just so you know.

Dodge like hell, don’t go too far so you can stack afterwards.

ONCE BLUE BALLS APPEAR = GET ONE USING THE SPECIAL SKILL. Otherwise you die. Each ball can only be used once.


Castrum Abania (Dungeon)

Abania Boss 1 “BUFFWHEEL” Magna roader

Use cannons to stop Wild Speed

Abania Boss 1 “DUDE” Number XXIV

2 of 3 immunities: Pay attention to his buff, and stand on the circle he ISN’T COUNTERING, or you’ll have a BAD TIME.

Abania Final Boss “ALIENS IV” Inferno

“Bomb” mechanic: move away from the source of the pulse.

Kefu Left Arm: This boss has very painful abilities that are obviously telegraphed. This should be a learning point for healers and tanks to practice mitigating these “tank busters”. Use defensive cooldowns, and precast healing.


Ala Mhigo (Dungeon)

Ala Mhigo  Boss 1 “SCORPY MCCLAW II” (Magitek Scorpion)

Nothing notable.

Ala Mhigo  Boss 2 “WTF IS THIS” (Aulus Mal Asina)

Walk back to your soul! AKA Trace the line back to your body.

Ala Mhigo Final Boss: “ZYG” (Zyg)

A bunch of stuff going on here… Nothing “too” threatening.

When he says “Kill” prepare for a pretty strong tank buster.

Spreading out is a good idea as he has a line skill which targets all players. Can be deadly if you 4 stack. (?)

Lots of AoE healing here, especially in the final phase post swords.


“I Haven’t raised this much since a4s pentacle” –
Mahiko “Salt” San

Shinryu (Story Mode Primal)

You can fall, careful.

Tidal wave: move towards the water at the edge so you don’t get knocked off.

Earth Breath: Drop them at the sides of Shinryu!

Many bombs: Move in between two of them. So basically stay directly N S E or W.

AKH MORN IS A SHARED TANK BUSTER! Tanks: Use a cooldown, don’t absorb it alone! Other party members get away as it will kill you quickly.

Hellfire, Judgment Bolt etc… are basic AoE Nukes.

Press the grey button to fill up the bar when you phase change.

SECOND PHASE

Tethered together by a red chain: BREAK IT BY MOVING AWAY FROM EACH OTHER!

Diamond Dust: DON’T MOVE OR YOU SLIDE OFF!

Aerial Blast: MOVE TOWARDS THE CYCLONE OR YOU FALL OFF!

Hellfire & Earthen Fury: Basic meganukes as far as I can tell.


Stormblood Story Dungeons & Trials – Navigation:
Story Dungeons: Sirensong | Shisui | Bardam’s | Doma | Abania | AMO
Story Primals: Susanoo | Lakshmi | Shinryu

“Hey Mahiko, damn this guide sucks!” Yes.

The story dungeons are super simple, and this literally serves as a guide to help those who are in need or confused for a quick fix. If you need a full page guide for a story dungeon, I’m sorry, but you’re likely “MadCuzBad”.

GL wrapping up the 4.0 Stormblood MSQ!!!!!

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FFXIV ARR Garuda – Lady of the Vortex

Garuda Phase 1

In garudas first phase, you have one goal: Protecting the stone pillars. All of garudas listed abilities below can cause damage to the stone pillars, so positioning must be precise!

Wicked Wheel (PBAoE): A large 360 degree radius nuke.

Downburst (Targeted AoE): A medium sized AoE which targets random party members.

Slipstream (Interrupt-able, Stun): A nasty channeled attack that deals massive damage, and stuns you.

Razor Plumes (Adds): Kill them ASAP. They destroy the stone pillars if left alone.

After a while garuda will vanish and reappear on the edge of the map. You have to hide behind a rock opposite to her to prevent getting KO’d by the following attack.

This cycle repeats itself three or four times, until she does Aerial Blast.

Garuda Phase 2

Before officially entering Phase 2, You have to survive Aerial Blast. The better the condition of the stone pillar you hide behind, the less damage you take. Aerial blasts damage is absolutely brutal. Make sure you try to reduce it with various skills (As maruko did with Mighty Guard in the video)

The Arena becomes much smaller, but she retains all of the above skills. Exiting the “eye of the storm” results in significant damage. Make sure your tank doesn’t move around wildly. Having her face backward is extremely risky due to Slipstream in this phase, as there is little space to dodge it. Ranged guys, position yourself JUST OUTSIDE Wicked Wheels range. and far enough not to be multi-tagged by the Ranged AoE.

Razor Plumes continue to now explode on you, so kill them quickly or kite them.

Mistral Song is very similar to the disappearing mechanic in Phase 1. Treat it like Slipstream – but this one is a one shot kill.

Make sure throughout the fight you are aware of your position. Not too close, not too far. If your group has your positioning strategy down – Garuda is no problem!

Primals:
Ifrit | Titan | Garuda | ???

FFXIV ARR Ifrit – Lord of the Inferno

Ifrit is the first legitimate boss you’re going to fight. Don’t let nostalgia get to you: Ifrit can catch you off guard!

Ifirt Phase 1

“Flame Breath”: A wide cone of fire without a warning area. It’s important that Ifrit never faces the rest of the party.

Vulcan Burst: (PBAoE, knockback): A huge AoE knockback. Don’t worry, the fire walls do not damage you. While annoying for casters, this does not do significant damage.

Eruption – A targetted AoE attack that you must run out of the moment you see it. The affected area is pretty big. Damage ranges from 50-75% of your health.

All of the above abilities will continue throughout the fight.

Ifrit Phase 2

Infernal Nail – At 50% Health Ifrit will spawn “Infernal Nail”. This should be killed immediately. After a set amount of time, Ifrit will cast Hellfire. If Infernal Nail is still alive, your party will be KO’d.

Hellfire – Like mentioned above, a sure KO if Infernal Nail is still alive. This still does a huge amount of damage otherwise. There are two ways to deal with this, either a tank cast limit break before it hits, or a healer casts limit break after it lands. Either way is okay.

Radiant Plume – This ability can affect either the outer rim of the ring, or the inner area. It’s quite obvious, because the floor turns to Lava. After a few seconds of casting it explodes. Avoid this, because it can deal critical amount of damage.

Primals:
Ifrit | Titan | Garuda | ???

FFXIV ARR Titan – Lord of Crags

Titans fight has 2 phases, and in case you’re wondering: Yes, you can fall off or be pushed off the platform. Titan can, and WILL, use this to his advantage.

Titan Phase 1

Rock buster (frontal cone attack): A basic cone attack that tanks should be pretty familiar with by now. Face this away from your party members.

Tumult (PBAoE) – Titan randomly casts this skill, and hits everyones. Does twice in succession when in Phase 2.

Geocrush (jumping attack AoE,): When Titan jumps in the air, all party members should get as far from the center as possible, while remaining outside of the red pulsing area which surrounds the platform. Party members standing on the red pulsing area, or too close to the center will be KO’d. This deals significant damage, so make sure your HP is not critical.

Landslide (frontal line attack) – Knocks affected players in the AoE back, pushing them off the platform and resulting in a KO.

All of the above abilities will continue throughout the fight.

Titan Phase 2

The addition of double casting Tumult makes this phase quite damage heavy. If your healer gets caught in a Gaol – get him or her out immediately!

Titans Heart – comes out at 50% must be destroyed within a certain amount of time otherwise his Earthen Fury will kill all party members. This is the same mechanic as Ifrits Infernal Nail.

Granite Gaol – Imprisons a random party member. Party members should attack the imprisoned party member to “free” them ASAP. Otherwise they are vulnerable to Titans various AoE attacks.

Weight of the land –  places two random ground AoE circles which should be avoided. The damage isn’t so big, but don’t get hit either way!

Primals:
Ifrit | Titan | Garuda | ???