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WIKI/trials/extreme/Minstrel's Ballad: Endsinger's Aria

Minstrel's Ballad: Endsinger's Aria

extremeEndwalker

Overview

Had the Endsinger succeeded in gathering but a few more stars' worth of despair─or even that of a few more souls─might the darkness you faced have been so deep, not even the light of hope kindled by your comrades could pierce it? So muses the wandering minstrel, and by his consummately evocative words, you find your mind set adrift amidst that unsettling possibility, where you can rely upon naught save your own conviction to overcome the ultimate incarnation of despair...

Strategy Notes

  • Assign a light party with each healer. This is useful for a mechanic which targets each healer with a stack marker. Each healer should also have a mark such as or overhead.
  • Assign tanks and healers to one side of the arena (either left or right) in a column and DPS to the other side of the arena also in a column, for a mechanic similar to E3S Leviathan puddle soaks. It is recommended to let melee have the 2-3 front spaces for uptime.
  • Optional - Assign corner clock spots. One tank/healer and one DPS per corner, with the understanding that either the tank/healer or the DPS will rotate if necessary. However, this part of initial prep can be skipped since the corresponding mechanic can be done on the fly.
  • Place four markers on the intercardinal corners. It is very important to place these markers as close to the meteor impact points as possible, since players have a tendency to use the markers as the knockback meteor's point of origin.
  • Place one marker in the exact center of the arena. A blue marker is reccommended, since this color contrasts most strongly with the boss' hitbox. (Note that the boss' hitbox extends somewhat beyond the center of the arena towards the rear, which can be dangerous during Despair Unforgotten.)
  • Elegeia Unforgotten - Unavoidable moderate raidwide AoE damage, followed by two planets spawning on two opposite intercardinal points, similar to normal trial difficulty. They will impact on one of the non-spawn intercardinal points. Red planets explode in an AoE for lethal damage. Blue ringed planets inflict a knockback for 3/4th's of the arena's diameter.

Boss Encounters

The Endsinger

  • If you have to choose, getting Vuln Up from the head is much preferable to being killed by the red planets or knocked off by the blue ringed planets.
  • At full health, the raid can survive up to two unsoaked towers. Three can be survived with mitigation and high gear levels.
  • If she uses this back-to-back, the second pair of planets will be different from the first pair, i.e. if red planets were the first pair, then blue ringed planets will be the second pair.
  • Red to blue is considerably easier than blue to red, since the second knockback from blue planets will require you to be knocked towards the safe area from the imminently-exploding first pair of red planets.
  • You can determine which pair of planets spawned first during Fatalism by watching the rewind rings. The faster-spinning rewind ring will spawn and resolve first.
  • Tip: rather than remembering which mechanics came in which order, have the game's text box do it for you. You can have one person use the following macros as the mechanics come out:
  • Sprint is very useful here. If you misjudge, you can survive one AoE if above minimum ilvl, but taking two AoEs is fatal.

Duty Information

  • Duty Finder: High-end Trials (Endwalker)
  • Roulette: Mentor
  • Time Limit: 60 minutes
  • Tomestones: 20 Poetics

Achievements

Music