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WIKI/raids/alliance/Royal City of Rabanastre

Royal City of Rabanastre

allianceStormblood

Overview

Recently, residents of Kugane woke to find hovering above their city an airship unlike any ever seen. Yet while of Garlean design, the vessel distinctly lacked the bleak outfitting common in the Empire's warmachina. No, this was the Prima Vista, private stage for the Majestic Imperial Theater Company─a troupe having won acclaim across Garlemald for their timeless work, The Zodiac Brave Story. Which begets the question...why are they here? The answer to that question and more lies in the selfsame legend of which they sing. The legend of Ivalice.

Strategy Notes

  • Owing to it's lack of an ilvl sync, players are often able to skip noteable mechanics on several bosses, such as Mateus' Ultimate Phase.
  • This boss has a number of distinct phases. Once you've memorized the pattern, you'll always know what happens next.
  • Before pulling, mark the arena with gather points for each alliance. One goes due north, one south-west and one south-east.
  • When adds are up, they need to be killed. No exceptions. He starts the fight with several Ice Azers already spawned; they need to be taken out or they'll detonate and leave ice puddles that will hurt you later.
  • Rebind -> Dualcast -> Blizzard III + Blizzard IV
  • He repeats the phases in order from this point until killed or wipe.

Boss Encounters

Mateus, the Corrupt

  • When Mateus casts Unbind, gather up on your alliance's marker.
  • Your first priority is the nearest Aqua Sphere. It needs to pop before the ice dancer gets to it, or you'll have trouble later.
  • Each player should gather two of the blue orbs that appear during this phase, then stand off of the spiraling ice track to avoid getting frozen.
  • The water pillars will turn into Blizzard III pillars if the ice dancer touches them. If three players stand in them, they will disappear.
  • Any Blizzard III pillars that form need to be destroyed ASAP, or the players tethered to it will turn into snowmen once Mateus's cast of White Whisper completes.
  • If you did the mechanics correctly, there will be at least one safe spot to stand. Run there during the proximity AoE warnings to avoid dying.
  • Healers should prepare large AoE heals to go off after the blizzards land.
  • Flume Toads need to die ASAP.
  • Arena-wide effect causes everyone to get gradually increasing stacks of Breathless. If the stacks hit 10, you die, no exceptions.
  • Each toad drops an air pocket on death, run through those pockets to drop your Breathless stack to 0.
  • Several players will be targeted for line AoE attacks, keep those lines from intersecting the air pockets to avoid popping them.
  • Several players will be tethered by ice orbs that will slowly drift toward the tethered player.
  • Don't let them touch you, or you'll die.
  • Keep the tether line pointed away from the raid to avoid hitting people with the narrow cone AoEs the orbs periodically cast.
  • As in phase 1, the Ice Azers need to be killed, while avoiding their AoE bursts.
  • Three Azure Guards will spawn, tank them away from each other or they'll tether to each other and become stronger.
  • Kill the Azure Guards before Mateus's Aether bar fills up or you'll wipe.

Hashmal, Bringer of Order

  • Quake IV - Raid-wide AoE, heal through.
  • Jagged Edge - Red circles that target and follow a random player, avoid and keep moving until they stop appearing.
  • Falling Rocks - Circle AoE, avoid.
  • Rock Cutter - Heavy tankbuster, use mitigation cooldown.
  • Extreme Edge - Boss appears on eastern or western edge of arena with one arm on fire and flies across, burning everything on the flaming side. Look to see whether the north or south side is getting burned, and move to avoid. Sprint is strongly recommended.
  • Earth Hammer - Proximity AoE, look for where the hammers spawn and move to the opposite side of the arena.
  • Control Tower - Towers spawn and then drop when Hashmal cuts them; any players caught underneath die.
  • Command Tower - Big tower rises out of the centre of the arena to lift Hashmal; avoid.
  • Submission Tower - Drops towers in a Y-shaped pattern that leave behind flames; players running through get a persistent Burns effect.
  • Landwaster - Ultimate. If Hashmal's mana bar is full when this casts, it's a guaranteed wipe.
  • Summon - Summons two golems that grow over time; kill them ASAP.
  • Demolish - Empowers and enlarges golems with each cast.
  • To Dust - Spawns three Sand Spheres that will explode for massive damage if not killed in time.
  • Quake IV + Jagged Edge
  • Control Tower, watch for where he cuts them and move to avoid
  • Extreme Edge, move towards the centre and be ready to run for safety
  • Remember, fire = bad. Run away from the fire!
  • Quake IV + Earth Hammer, move to avoid
  • Rock Cutter, MT use mitigation
  • Command Tower spawns, move out of centre to avoid damage

Rofocale

  • Crush Helm: Tank buster.
  • Chariot: Target a random player and charge toward. Stay close to Rofocale because Cry of Victory will follow.
  • Cry of Victory: A large cone shaped AoE, may cover most of the area. Follows Chariot or in phase 3 also Trample. Will deal moderate damage but inflict 1 stack of Vulnerability Up.
  • Crush Weapon: Places AoE circles under some random players.
  • Trample: Performs a roundtrip in a figure 8 or infinity. Safe zone is in the middle of upper/lower part of the 8 or outside of it. Will inflict serious damage, knockback and 1 stack of Damage Down.
  • Pomp and Circumstance: Large proximity AoE, placed under Rofocale. Will deal moderate damage.
  • Embrace: Places bluish circular AoE around the area, indicating a tendril-like AoE. Getting hit by this will apply a root for 8s and deal a small amount of damage. Mind that the effective AoE radius will be larger than the initial circle.
  • Dark Geas: Rofocale will retreat and place a number of small Dark Circles around the area. Stand close to one and 'activate' it. During this time the raid will be inflicted with a Bleeding debuff. There is a time limit, in which all Dark Circles must be deactivated.
  • Heavenly Subjugation: Ultimate ability. Executed based on the Aetherial Acceleration meter. Run to the sides of the area and avoid most of the damage. At 100 points of Aetherial Acceleration it will deal 300,000 point of damage. As it seems, this damage can not be mitigated.
  • Archaeodemon:
  • Ability- Unholy Darkness: Large circular AoE.
  • Ability- Karma: Large cone AoE.

Argath Thadalfus

  • Phase 1: Pre-Emptiness
  • Phase 2: Emptiness
  • Phase 3: Post-Emptiness
  • Crush Weapon: Places AoE circles under players.
  • Soulfix: PBAoE around Argath.
  • Fire IV: Area wide moderate AoE.
  • Crippling Blow: Tank buster, significant damage.
  • Trepidation: Places meteor-like circles around the area. Have one (1) player stand in each one (small damage to the player) or suffer moderate area wide AoE damage.
  • Unrelenting: Five cone shaped AoEs with safe zones between them. Always face this AoE away from the MT. Getting hit by this will apply a Crave debuff. Think confusion or similar.
  • Judgment Blade: Places four square AoE marker around the area (more in phase 3). Do not step in them or suffer a strong Bleeding debuff. Two players will be marked with blueish swords. After a few seconds, those player will drop AoEs, that will fire large line-shaped AoEs crosswise. Suggestion: Drop the marker in the middle. Reason: Argath will drop Coldblood soon after.
  • Coldblood: Proximity AoE, dropped by Argath somewhere. Be as far away as possible.
  • Royal Blood: Argath will summon Shades. Suggestion: Stack and AoE ASAP.
  • Empty Soul: Argath will summon 'Shards of Emptiness'. Suggestion: Stack and AoE ASAP.
  • Gnawing Dread: Applies Temporary Misdirection. The player can only move in the direction of the arrow above their head.
  • Divine Command: Turn:
  • Divine face - Turn away from the boss.
  • Demon face - Do not turn away from the boss.
  • Divine Command: Flee:
  • Divine face - Continue to move.(ie: running, attacking)
  • Demon face - Stay near Argath. Do not attack and do not move.

Duty Information

  • Duty Finder: Alliance Raids (Stormblood)
  • Roulette: alliance raid
  • Time Limit: 120 minutes
  • Tomestones: 100 poetics + 80 + 10

Achievements

Music