Apocsky replied

612 weeks ago

Did this run with 3 friends and Pugged 20 JP players.. Went as far as we could with limited communication and broken JP via Google Translate

Allagan Teleporters
Activate them as you pass by. They're like checkpoints in the map.

Clear the Pools of Oblivion
Trash mobs, just kill and avoid the poison pools. 200 damage per tick.

Defeat the bone dragon
1st Phase - Bone dragons and his adds (some skeleton thingy)
Each add has to be lured to the 8 corners of the map to keep them as far from the boss as possible. Ideally keep the boss at the middle and each tank pull 1 mob to each corner. Do not let 2 adds die next to each other.
After the bone dragon dies, the adds will resurrect from wherever they died and run towards the bone dragon. When they are close to each other, they gain an acceleration buff and run very fast, thus the need to separate them before killing them. Once an add reaches the bone dragon's corpse, it will deal 1500 global AOE damage.

2nd Phase - Identical to 1st phase

Phase 3 - Bone dragon and his flying-eye adds.
Bone dragon gains a new ability - an AOE that can reach the first layer of tiles and thus the need for DPS to get out of the way.
Another new ability is AOE fear which makes you immobilized or rather, you lose control of your character.

For this phase we just burst the boss down and it ended.

1st round of loot here. 1 coffer per alliance

Clear the walk of lament
There are 3 rooms for 3 teams so Team A takes left, Team B takes middle and Team C takes right.

Refer to this picture which I made for my JP party -
Team A triggers Team B's ATMOS,
Team B triggers Team C's ATMOS,
Team C triggers Team A's ATMOS.

ATMOS will be invulnerable until triggered by your neighbouring Alliance, as described above. So the picture depicts what worked the best for my raid team. Balancing of Melee and Ranged DPS is up to your party.

To trigger your neighbouring Alliance's ATMOS, 4 people have to be in the coloured plate near the entrance of the Boss Room.

The adds have to be lured off the ATMOS' DPS towards the coloured plate, so your other DPS can burst them down. If there are 3 or more adds in the room, they gain some weird buff (there is a suspicious connecting line that connects when 3 or more are up). Should be done easy enough.

Defeat Thanatos
Thanatos - Invulnerable unless you get the debuff (Astral Alignment) from the Magic Pot.

Magic Pot - There will be 3 magic pots. Every 1 minute or so, the pots will throw Astral Alignment debuff on 12 random players. These 12 players need to DPS the boss, while the other 12 unbuffed players need to kill the adds or they throw a shitload of AOEs.

Astral Alignment - Gives you the buff to hit Thanatos, and shitty damage on adds.
Random adds will spawn and they will go straight for the magic pot, or get aggro-ed by your tank's AOE provoke.

2nd round of loot here. 1 coffer per alliance

Lord Behemoth
A not so straight forward tank and spank (meaning just DPS him down asap).
There is a global damage-over-time that hits for 150-200 or so. Just have a healer keep Medica 2 up all the time and you should be fine.
He has another skill Meteors that acts like Amdapor Keep's final boss' Imminent Catastrophe. Basically hide behind meteors in a LOS (line of sight) manner and you'll be safe. (Also resembles Garuda's linear attack, Slipstream)

Generally your goal is to keep the 4 towers in blue attunement. They may switch to Red or Purple and requires activating to go to blue attunement. Switching attunement will deal 300 damage to whoever is nearby the tower.

Mobs will spawn that will go for your tower, not sure what they do to the towers though. But just kill them asap.

Puropuros - Weak mobs that need to be killed. Good idea to place them near the towers. When they die they become comets that will protect you when the boss drops Meteors.

Iron Giant - Slightly tanky idiots that go for the comets.

Strategy = have ranged DPS stay near towers. Off tanks grab aggro of comets/Iron Giants and position them. Hide when Boss casting Meteors.

3rd round of loot here. 1 coffer per alliance

Archeron
He has several kinds of AoEs, just avoid those crap. There's orange, blue, fire, red AoE. Frontal linear, back linear, grid kind of AoE (like ####), weird swirly AoE (with small gaps in between) and something like Titan HM's Land Slide but without the pushback.

The difficult part is in getting the shield up when he performs his Ancient Flare. The gist of it is that there will be 9 circles outside and they are sized this way:

O o o o O o o o O

Before Ancient Flare is casted, there is a phase change and he will spawn Iron Claws on the big circle. When the Iron Claws spawn they will grab a random member nearby until the Claw dies, the party member is immobilized (like Gaol in Titan HM). Once the 3 claws are dead, you need at least 4 members in each big Circle to activate the shield. So allocation of standing will be

4 x x x 4 x x x 4

x = any number, but from what I've seen, it does not matter as long as 4 members stand in each big circle.

Activating the shield is a very nice visual effect. After Archeron casts Ancient Flare, Iron Giants will spawn on the 3 big circles, just kill them.

There are 2 phases of Ancient Flare, or maybe it was 3, but it's the same, you just need to kill Iron Claw, activate shield, Ancient Flare, kill add(s), spank boss until he dies.

Final loot chest here. Additional total 150 Philo Tomes and 50 Myth Tomes

Hope you find the guide helpful!


last edited 612 weeks ago by Apocsky

Apocsky replied

612 weeks ago

Okay actually some guy already finished it and wrote the guide

here: http://forum.square-enix.com/ffxiv/threads/129547-Crystal-Tower

Rendyk Stormborne Default replied

612 weeks ago

Yeap! Thanks Apoc!
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