Final Fantasy XIV - Labyrinth of the Ancients - Full Run - Teaching and Learning

Labyrinth of the Ancients POV: Gladiator/Paladin (Tank) The strategies described below are the original way the fights were done. Though the fights have become easier after nerfs and gear increases, the proper way is still listed below to aid in understanding. Bosses Bone Dragon 4:00 Boss is tanked on center platform, will summon skeletons periodically based on health level. Skeletons are to be dragged down different paths by the tanks and killed at the end. When dragon dies, skeletons will revive and run toward dragon, each one that reaches will deal raid wide damage. Kill skeletons before they reach, heal through any damage done. Repeats this phase once. Third phase burn boss while off tanks grab adds that spawn. Do not get hit by the frontal cone in third phase, you'll be paralysed for half a minute. Atomos (Mechanics matter, trash) 7:40 Almost always facepulled. Groups split down different lanes, A left (North), B middle, C right (South). 4 players must stand on the platform closest to the entrance, this removes the invincibility on the next party's Atomos (A to B, B to C, C to A.) When the platform turns grey, you are free to leave it. If your Atomos is dead stay on the platform unless it is greyed out. Tank will grab adds that spawn and pull them back to the players on the platform to kill. 3 DPS should be on Atomos until it is dead. Failure to stand on the platforms will cause adds to spawn that will deal raidwide damage wiping the raid. Thanatos 10:54 Magic pots will provide Intangible buff to the groups in the order of A, B, C, and if needed repeating. Intangible allows players to deal damage to the boss. Magic Pots will be targetting by adds, DPS that does not have intangible should focus on killing these adds. Healers can heal the magic pots. If a magic pot dies, it no longer provides intangible. Intangible tanks priority is to tank the boss. As soon as a tank gets marked with intangible, they should taunt from the previous tank. Tanks without the buff should pick up the succubi that spawn throughout the fight and pull them away from the boss tank. King Behemoth 16:33 There are 4 towers which will electrify the floor with increasing damage. A dps or a tank preferably should activate the towers to reduce the constant damage dealt to the raid. This will deal damage proportional to the level the tower is at (1-3.) The boss is to be tanked where he starts, faced away from the raid. The boss will mark players with a green meteor icon, this players should move away from the boss and drop them strategically so players can put one between themselves and the boss when he casts Ecliptic Meteor. After the comets drop, an Iron Giant will spawn, a tank needs to grab this and pull it away from the comets, as they will cleave them to death if given the chance. When Ecliptic Meteor is cast, all players need to place a comet between themselves and the boss. (While you need not be standing right behind the comet, but with it between you and the boss, you can be standing across the arena.) This will happen 3 times during the fight. Adds spawn in the middle and move to the towers, ranged DPS should focus these down. Phlegethon 23:15 I will stress this, pay attention to the abilities the boss is using. If you are a healer, focus target the boss. The raid will split into their parties and take position to the left (A,) the center (B,) and the right (C.) Remember your position because you will be returning there twice during the fight. The tank should keep the boss middle of the arena, pulled toward B's position. This is done to allow for a visual cue for players to return to their platform, as well as allow players to run to their platform without popping sprint. When the boss casts Ancient Flare, return to your platform. Players from each group must be standing on all three platforms to activate a barrier that will protect them from the flare. If you are caught by the flare, you will need a raise. The first time Flare is cast, a single Iron Giant will spawn on each platform and needs to be killed. The second time Flare is cast, after the Iron Giant is dispatched, a Claw will appear and grab a random player. This should be killed as well. Throughout the fight Claws will spawn and will grab and stun the player closest to the outer ring. Dispatch them quickly. The boss will use AOE attacks aimed at random players that will get progressively complex after each Flare. Dodge these as best you can. I have played FFXIV since beta. I enjoy teaching people the content in a relaxed manner. I'm not perfect but I try my best. I hope you can use this video to figure some stuff out! Many of my runs will be recorded while streaming, expect commentary and conversations. If you've got any questions ask them below. . FINAL FANTASY is a registered trademark of Square Enix Holdings Co., Ltd. © SQUARE ENIX CO., LTD. All Rights Reserved.