Overview
Only one pillar of the Warring Triad remains: Zurvan, the Demon. Worshipped by a Meracydian race of centaur-like beings, this eikon manifested upon the physical plane as an embodiment of eternal victory. And yet, despite his godlike might, Zurvan was captured. He has languished in his Allagan-made prison now for five thousand years, his primal desire for justice swelling in magnitude with each passing millennium...
Strategy Notes
- Zurvan utilizes the following moves and mechanics throughout a total of four phases.
- The fight begins on a large platform divided into noticeable quarters which, as the fight progresses, eventually fall in a counterclockwise pattern starting from the east. Anyone standing on falling segments of the platform will immediately perish. When the last remaining quarter of the platform drops, Phase 2 begins.
- Phase 2 begins after the last remaining section of the platform drops down, causing all remaining players to fall into a new arena.
- This phase consists of dealing with multiple waves of adds.
- This phase begins after all adds are slain. For the most part, it is identical to Phase 2, except for a few additional abilities.
Boss Encounters
The Demon: Zurvan
- Detailed mechanics not available from the source page.
Adds Phase
- Wave 1 includes three Execrated Threw which spawn at the northern end of the arena. These should be picked up by a tank and burned down as soon as possible.
- Wave 2 involves a mixture of Execrated Threw and Execrated Will.
- Wave 3 contains two Execrated Will, which should be picked up by the tanks, and one Execrated Wit (caster add) which should be focused down by the rest of the party as soon as possible.
Duty Information
- Duty Finder: Trials (Heavensward)
- Roulette: Trials
- Time Limit: 60 minutes
- Tomestones: 15 poetics
Music
- Phase 1: Battle to the Death - Heavensward
- Phase 2: Penultimania
- Phase 3: Infinity