
Trial (Hard Mode)
The Sage, the Kell and the Sinner
8 man trial
Requires : Level 50
Story :
An ancient library containing secrets of magics untold has been discovered by an adventurer, who promptly used these to threaten the three city-states with unreasonable conditions. Retrieve the library and stop him at all costs, lest Limsa Lominsa, Ul'dah and Gridania be annihilated!
Area :
A rectangular arena composed entirely of strewn about ancient tomes that are somehow targetable (though impossible to attack), with bookshelves adorning the sides. There are three circles, each adorned with twisted unknown symbols resembling guild crests. Will change during the course of the fight and the arena descriptions will be added with each phase.
Phase 1.1 :
Ancient Archmagus
Description :
A hooded man in elaborate, strange garb. What little can be seen of his skin shows it is dark. His eyes gleam of a black never before seen.
Intro :
So, you found this ancient library and seek to stop me? My ultimatum is tantamount to Eorzea's survival! If you will not remove yourselves, then I will not suffer your presence, nor your lives. BEGONE!
Attacks :
Swinging Staff : Allows the Ancient Archmagus to attack while casting. Pacification will prevent the Swinging Staff from attacking.
Twisted Thunder : Small ground persistent AoE. Anyone within 30 yalms of whoever is struck also takes damage.
Fabulous Flame : Snake-like AoE that will do minor damage. If it strikes a book that is strewn about, will spawn a Burning Book that will self-destruct for massive damage, causing enough damage to 1-shot a DPS/Healer. If the Fabulous Flame hits someone before hitting a book, it dissipates.
Insane Ice : Rain of ice over a given area - will deal constant damage to people standing in it even after the cast. If standing in it for 3 seconds, causes Confuse for 10 seconds.
Wild Wind : Raid-wide AoE that does minor damage and displaces all the currently active persistent AoEs several yalms. Activated every 20% life loss.
Erratic Earth : Cast on two people inside the raid. If they use an ability in the next 10 seconds, they are stunned for 10 seconds and get a healing reduced debuff.
Weird Water : Bubbles resembling Scylla's thunder/fire/ice balls are linked to 4 people. These can be used to extinguish a Burning Book before it explodes.
At 45%, the Ancient Archmagus will disappear from the arena and reappear in three different spots marked by the twisted guild symbols. The Conjurer is dressed in black garb with white eyeglow, the Arcanist is dressed in blue with red eyeglow, and the Thaumaturge is dressed in white with purple eyeglow.
Phase 1.2 :
Mid-fight interlude :
Your might is considerable, yet flawed! You are nations divided, unable to fight the Garlean Empire, much less one man! Your own magics will be your end!
Attack:
Arcanimoconjurathurgical Antipode : All three Ancient Archmagus start casting this spell, which is essentially a DPS race. All three archmagus gain an instance of Protect, Manaward, Galvanize and Stoneskin. All four effects can be taken away by any ability that has that capacity. Any of the perpetual effects from the previous phase are now permanent until either the Antipode is fully casted, which wipes the raid, or all three Archmagus are defeated.
Phase transition :
The three archmagus become one, in the center of the map. He cannot be targeted as he falls to a knee. Massive quantities of aether surround him and blasts the library to bits. What remains is transported to the void.
Transition text:
That... that was a mistake. I should have known the powers of a divided people would not suffice. No matter... if I can't have this power... I will erase it from existence! As I fell to the dark, SO SHALL YOU!
Phase 2.1 :
Kellach Woods
Description:
A black young man with a dark red battle aura surrounding him. He is wearing a Star-Spangled subligar, some tightly wound boots, and gloves with bracers as well as a feathered circlet. There are numerous scars strewn about on his face.
Intro:
Surprise! Time to take matters into my own hands!
Area:
A perfectly square floating block of granite floating into the aetherical void. There is an aether wall surrounding the block.
Attacks:
Most Electrifying Punch : A AoE attack that is almost impossible to dodge. Marks 2 people with a debuff that will knock them back several yalms if they are close together.
H'rlem Heat : Flame cone AoE attack that will set the affected area on fire for 15 seconds. Anything that walks through it gets a Burning debuff for 30 seconds, which causes damage over time.
Glacier Smash : A punch to the ground with a slowly advancing ice projectile. If it hits anyone, it encases them into an ice block. If it does not, once it reaches the aetheric wall, it bounces into 3 projectiles in a trident format, not unlike the ice spikes of Fenrir, causing moderate damage. Ice block prevents Hurricane.
Hurricane : A timed attack occurring at 75%, 50% and 25%. Causes severe knockback to everyone that is not behind an Ice Block.
Gigantoad Splash : An icon appears over a non-tank member of the raid. The tank must rush to that person's side to transfer the icon. Causes water AoE upon landing, which knocks back a few yalms.
Stone Crush Stunner : A large, staggered AoE circle appear throughout the squared arena. Once it finishes casting, anyone standing in the AoE is stunned until attacked. Party members can attack people affected by Stone Crush Stunner.
Special Mechanics:
Any time a player is knocked into the aether wall, they take severe damage. Not enough to kill them if they are at full health but enough that they require extra healing stat. They are also dangerously close to the wall, allowing more knockback abilities to outright kill them.
Phase 2.2
Mid-fight interlude:
Y-you can't defeat me! Not after I've gone this far! THIS WILL NOT BE THE END!
Phase transition:
Kellach rushes to the center of the platform and is untargetable. He'll stomp his foot for a minor AoE (Arm of the Destroyer) that will shortly silence anyone who's in its range. This gives him access to the following buff and additional attack, which is up as soon as the transition ends. The Aether Wall is smashed.
Attacks:
Omnifist : Kellach gets the following buffs -
Increased damage
Increased knockback
Regular attacks cause knockback
Any ability hitting except Most Electrifying Punch causes Heavy
Stoneskin appears on Stone Crush Stunner hitting
Gigantoad Splash leaves a water puddle for 10 seconds that causes anyone walking inside it to slip.
Doomed Lariat : Kellach disappears and goes, in a straight line, from one end of to the arena to the other. Anyone caught within is carried to the end of the arena.
Special Properties:
Due to the Aether Wall being smashed, anyone knocked off the platform is dead and cannot be resurrected. We love Titan/(EX) Leviathan mechanics, don't we?
Phase transition :
Kellach falls to the ground, dying as the aether maintaining the pocket dimension or wherever they were transported starts transforming. The squared platform grows into an aether-shaped gladiator's circle. Once the arena is constructed, familiar faces (Primals and discarded designs for them, as well as other references from monsters pas) assist in their final fight.
Transition text:
I... I only dreamed... of the three city-states... uniting against a common enemy. Is this... what they have done here? Are your bonds... stronger than I believed?
Phase 3.1 :
Kellach Woods
Description:
He has returned to his usual look, though augmented by the residual aether and his primal "friends" that are helping him against Eorzea's finest. All of his equipment is paved in an aether blue/white combination, and seems to oscillate between the different six elements.
Intro:
We... are now lost to the aether. Whoever wins this final fight will return to Eorzea a conqueror, and whoever loses will be lost to history! Come at me, brave heroes and show the world your mettle!
Area:
A gladiator arena situated in the Aether, surrounded by primals. There are no mechanics involving the area, though it is quite small, making dodging stacking mechanics quite difficult.
Attacks:
Auto-Attack : Causes Heavy.
Blizzard Cyclone : Kellach targets a character at range and throws a cyclone until it reaches the target (avoidable). The blizzard persists for 30 seconds and causes Heavy to anyone who enters it. Deals damage in both a straight line and circle.
Overquake : Large cone-based AoE that stuns anyone who is hit by it, including the tank. Short stun duration.
Thunderhawk : Targets a character at range - Deals cleansable magic damage over time, with an initial hit.
Ocean of Blood : Targets a non-tank character. Character is surrounded by chains and feared, drawing closer to Kellach. If he reaches Kellach's melee-range, Brined Butcher occurs and instantly kills the target.
Fury of Flames : Grants Kellach a melee range of 30 yalms and adds 30 yalms to Overquake, Inner Tempest and Ocean of Blood. Removable (and must be removed or else Ocean of Blood's gonna start wrecking faces).
Inner Tempest : Short-range straight-line AoE that knocks back anyone caught in it to the end of the arena, dividing the damage between targets hit. Causes Heavy.
Sun's Path : Arena-wide vertical lines AoE that is dodgeable. Does considerable damage. Causes Heavy.
Sun's Eye : Arena-wide horizontal lines AoE that is dodgeable. Tank also as a vertical line AoE that spawns where he currently is on a short cast. Causes Heavy.
To My Aid, Pinchyshell! : Kellach reaches... somewhere and throws his pet crab at a person. That person is silenced/pacified (determined by job) and has a tiny AoE until another player uses a damaging attack on the other player. Target takes regular damage from the attack. Only one Pinchyshell can be out at any given time.
Appeal to Vengeance : Kellach turns to the crowd of Primals for aid. Can only be used six times and is used at 60% and then at 50%, 40%, 30%, 20% and 10%. The order in which abilities appear goes as such :
Mistral Song - As Garuda HM, but unavoidable due to no obstacles. (60%)
Radiant Plume - As Ifrit HM but the formation is different (50%)
Judgment Bolt - As Ramuh HM, but only two arbiters appear (40%) (I tried finding a good attack for this, but JB is the only thing that could match the fight's mechanics)
Bomb Boulders - As Titan HM, but bombs appear twice in two different patterns (30%)
Absolute Zero - As Shiva HM and still unavoidable (20%)
Tidal Wave - Unlike any of the Leviathan fights, this acts more as a Zantetsuken-type mechanic though since Kellach isn't casting it, he is still free to attack - If allowed to cast, hits the entire party for 40k damage. (10%)
Special Properties:
Every Primal interference with the exception of Garuda/Shiva is a potential wipe mechanic due to the Heavy inflicted by the axe's attacks and how bad the fight itself can get with the perpetual blizzard and Inner Tempest messing with the group's placement.
Phase Transition:
Kellach dies. Cutscene shows him fading away into the aether after his death, his spirit seems to join with the primals.
Outro:
I... am finally free. Thank you, adventurers. Do through love... what I could not through fear. With my death... I join my new friends.
Victory fanfare and loots! (Gear is essentially primal-touched versions of different outfits - Tons of outfits to get!)
(FINALLY FUCKING DONE JESUS FUCK THIS TOOK A WHILE.)
The Sage, the Kell and the Sinner
8 man trial
Requires : Level 50
Story :
An ancient library containing secrets of magics untold has been discovered by an adventurer, who promptly used these to threaten the three city-states with unreasonable conditions. Retrieve the library and stop him at all costs, lest Limsa Lominsa, Ul'dah and Gridania be annihilated!
Area :
A rectangular arena composed entirely of strewn about ancient tomes that are somehow targetable (though impossible to attack), with bookshelves adorning the sides. There are three circles, each adorned with twisted unknown symbols resembling guild crests. Will change during the course of the fight and the arena descriptions will be added with each phase.
Phase 1.1 :
Ancient Archmagus
Description :
A hooded man in elaborate, strange garb. What little can be seen of his skin shows it is dark. His eyes gleam of a black never before seen.
Intro :
So, you found this ancient library and seek to stop me? My ultimatum is tantamount to Eorzea's survival! If you will not remove yourselves, then I will not suffer your presence, nor your lives. BEGONE!
Attacks :
Swinging Staff : Allows the Ancient Archmagus to attack while casting. Pacification will prevent the Swinging Staff from attacking.
Twisted Thunder : Small ground persistent AoE. Anyone within 30 yalms of whoever is struck also takes damage.
Fabulous Flame : Snake-like AoE that will do minor damage. If it strikes a book that is strewn about, will spawn a Burning Book that will self-destruct for massive damage, causing enough damage to 1-shot a DPS/Healer. If the Fabulous Flame hits someone before hitting a book, it dissipates.
Insane Ice : Rain of ice over a given area - will deal constant damage to people standing in it even after the cast. If standing in it for 3 seconds, causes Confuse for 10 seconds.
Wild Wind : Raid-wide AoE that does minor damage and displaces all the currently active persistent AoEs several yalms. Activated every 20% life loss.
Erratic Earth : Cast on two people inside the raid. If they use an ability in the next 10 seconds, they are stunned for 10 seconds and get a healing reduced debuff.
Weird Water : Bubbles resembling Scylla's thunder/fire/ice balls are linked to 4 people. These can be used to extinguish a Burning Book before it explodes.
At 45%, the Ancient Archmagus will disappear from the arena and reappear in three different spots marked by the twisted guild symbols. The Conjurer is dressed in black garb with white eyeglow, the Arcanist is dressed in blue with red eyeglow, and the Thaumaturge is dressed in white with purple eyeglow.
Phase 1.2 :
Mid-fight interlude :
Your might is considerable, yet flawed! You are nations divided, unable to fight the Garlean Empire, much less one man! Your own magics will be your end!
Attack:
Arcanimoconjurathurgical Antipode : All three Ancient Archmagus start casting this spell, which is essentially a DPS race. All three archmagus gain an instance of Protect, Manaward, Galvanize and Stoneskin. All four effects can be taken away by any ability that has that capacity. Any of the perpetual effects from the previous phase are now permanent until either the Antipode is fully casted, which wipes the raid, or all three Archmagus are defeated.
Phase transition :
The three archmagus become one, in the center of the map. He cannot be targeted as he falls to a knee. Massive quantities of aether surround him and blasts the library to bits. What remains is transported to the void.
Transition text:
That... that was a mistake. I should have known the powers of a divided people would not suffice. No matter... if I can't have this power... I will erase it from existence! As I fell to the dark, SO SHALL YOU!
Phase 2.1 :
Kellach Woods
Description:
A black young man with a dark red battle aura surrounding him. He is wearing a Star-Spangled subligar, some tightly wound boots, and gloves with bracers as well as a feathered circlet. There are numerous scars strewn about on his face.
Intro:
Surprise! Time to take matters into my own hands!
Area:
A perfectly square floating block of granite floating into the aetherical void. There is an aether wall surrounding the block.
Attacks:
Most Electrifying Punch : A AoE attack that is almost impossible to dodge. Marks 2 people with a debuff that will knock them back several yalms if they are close together.
H'rlem Heat : Flame cone AoE attack that will set the affected area on fire for 15 seconds. Anything that walks through it gets a Burning debuff for 30 seconds, which causes damage over time.
Glacier Smash : A punch to the ground with a slowly advancing ice projectile. If it hits anyone, it encases them into an ice block. If it does not, once it reaches the aetheric wall, it bounces into 3 projectiles in a trident format, not unlike the ice spikes of Fenrir, causing moderate damage. Ice block prevents Hurricane.
Hurricane : A timed attack occurring at 75%, 50% and 25%. Causes severe knockback to everyone that is not behind an Ice Block.
Gigantoad Splash : An icon appears over a non-tank member of the raid. The tank must rush to that person's side to transfer the icon. Causes water AoE upon landing, which knocks back a few yalms.
Stone Crush Stunner : A large, staggered AoE circle appear throughout the squared arena. Once it finishes casting, anyone standing in the AoE is stunned until attacked. Party members can attack people affected by Stone Crush Stunner.
Special Mechanics:
Any time a player is knocked into the aether wall, they take severe damage. Not enough to kill them if they are at full health but enough that they require extra healing stat. They are also dangerously close to the wall, allowing more knockback abilities to outright kill them.
Phase 2.2
Mid-fight interlude:
Y-you can't defeat me! Not after I've gone this far! THIS WILL NOT BE THE END!
Phase transition:
Kellach rushes to the center of the platform and is untargetable. He'll stomp his foot for a minor AoE (Arm of the Destroyer) that will shortly silence anyone who's in its range. This gives him access to the following buff and additional attack, which is up as soon as the transition ends. The Aether Wall is smashed.
Attacks:
Omnifist : Kellach gets the following buffs -
Increased damage
Increased knockback
Regular attacks cause knockback
Any ability hitting except Most Electrifying Punch causes Heavy
Stoneskin appears on Stone Crush Stunner hitting
Gigantoad Splash leaves a water puddle for 10 seconds that causes anyone walking inside it to slip.
Doomed Lariat : Kellach disappears and goes, in a straight line, from one end of to the arena to the other. Anyone caught within is carried to the end of the arena.
Special Properties:
Due to the Aether Wall being smashed, anyone knocked off the platform is dead and cannot be resurrected. We love Titan/(EX) Leviathan mechanics, don't we?
Phase transition :
Kellach falls to the ground, dying as the aether maintaining the pocket dimension or wherever they were transported starts transforming. The squared platform grows into an aether-shaped gladiator's circle. Once the arena is constructed, familiar faces (Primals and discarded designs for them, as well as other references from monsters pas) assist in their final fight.
Transition text:
I... I only dreamed... of the three city-states... uniting against a common enemy. Is this... what they have done here? Are your bonds... stronger than I believed?
Phase 3.1 :
Kellach Woods
Description:
He has returned to his usual look, though augmented by the residual aether and his primal "friends" that are helping him against Eorzea's finest. All of his equipment is paved in an aether blue/white combination, and seems to oscillate between the different six elements.
Intro:
We... are now lost to the aether. Whoever wins this final fight will return to Eorzea a conqueror, and whoever loses will be lost to history! Come at me, brave heroes and show the world your mettle!
Area:
A gladiator arena situated in the Aether, surrounded by primals. There are no mechanics involving the area, though it is quite small, making dodging stacking mechanics quite difficult.
Attacks:
Auto-Attack : Causes Heavy.
Blizzard Cyclone : Kellach targets a character at range and throws a cyclone until it reaches the target (avoidable). The blizzard persists for 30 seconds and causes Heavy to anyone who enters it. Deals damage in both a straight line and circle.
Overquake : Large cone-based AoE that stuns anyone who is hit by it, including the tank. Short stun duration.
Thunderhawk : Targets a character at range - Deals cleansable magic damage over time, with an initial hit.
Ocean of Blood : Targets a non-tank character. Character is surrounded by chains and feared, drawing closer to Kellach. If he reaches Kellach's melee-range, Brined Butcher occurs and instantly kills the target.
Fury of Flames : Grants Kellach a melee range of 30 yalms and adds 30 yalms to Overquake, Inner Tempest and Ocean of Blood. Removable (and must be removed or else Ocean of Blood's gonna start wrecking faces).
Inner Tempest : Short-range straight-line AoE that knocks back anyone caught in it to the end of the arena, dividing the damage between targets hit. Causes Heavy.
Sun's Path : Arena-wide vertical lines AoE that is dodgeable. Does considerable damage. Causes Heavy.
Sun's Eye : Arena-wide horizontal lines AoE that is dodgeable. Tank also as a vertical line AoE that spawns where he currently is on a short cast. Causes Heavy.
To My Aid, Pinchyshell! : Kellach reaches... somewhere and throws his pet crab at a person. That person is silenced/pacified (determined by job) and has a tiny AoE until another player uses a damaging attack on the other player. Target takes regular damage from the attack. Only one Pinchyshell can be out at any given time.
Appeal to Vengeance : Kellach turns to the crowd of Primals for aid. Can only be used six times and is used at 60% and then at 50%, 40%, 30%, 20% and 10%. The order in which abilities appear goes as such :
Mistral Song - As Garuda HM, but unavoidable due to no obstacles. (60%)
Radiant Plume - As Ifrit HM but the formation is different (50%)
Judgment Bolt - As Ramuh HM, but only two arbiters appear (40%) (I tried finding a good attack for this, but JB is the only thing that could match the fight's mechanics)
Bomb Boulders - As Titan HM, but bombs appear twice in two different patterns (30%)
Absolute Zero - As Shiva HM and still unavoidable (20%)
Tidal Wave - Unlike any of the Leviathan fights, this acts more as a Zantetsuken-type mechanic though since Kellach isn't casting it, he is still free to attack - If allowed to cast, hits the entire party for 40k damage. (10%)
Special Properties:
Every Primal interference with the exception of Garuda/Shiva is a potential wipe mechanic due to the Heavy inflicted by the axe's attacks and how bad the fight itself can get with the perpetual blizzard and Inner Tempest messing with the group's placement.
Phase Transition:
Kellach dies. Cutscene shows him fading away into the aether after his death, his spirit seems to join with the primals.
Outro:
I... am finally free. Thank you, adventurers. Do through love... what I could not through fear. With my death... I join my new friends.
Victory fanfare and loots! (Gear is essentially primal-touched versions of different outfits - Tons of outfits to get!)
(FINALLY FUCKING DONE JESUS FUCK THIS TOOK A WHILE.)