Final Fantasy 14: How To Beat The Crown Of The Immaculate Trial

Final Fantasy 14‘s most recent expansion, Shadowbringers, released last year in July. However, the expansion has recently been reduced in various sales on all formats, and between that and the recent update of Futures Rewritten adding a host of new content, the game has seen plenty of new and returning players flock back to the game.

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While progressing through the Shadowbringers content, players will need to complete The Crown of the Immaculate trial in order to progress the storyline. Like many other trials, this battle can be a bit of a challenge for most, but just below is a guide as to how to unlock this fight and how to beat it.

5 How to Unlock and Requirements

To gain access to The Crown of the Immaculate trial, players must first undertake the main scenario quest “Extinguishing the Last Light”. Players must be level 79 in order to accept this quest and it is offered by Chai-Nuzz in Kholusia (X:18.7, Y:17.7) once players have completed the previous main quest, “A Breath of Respite”.

For this quest, players will be directed to speak with both the Crystal Exarch and Y’shtola, which will then unlock the Mt. Gulg dungeon that they will have to complete in order to unlock The Crown of the Immaculate trial.

As a trial, the party will consist of eight players: two tanks, two healers, and four DPS roles, and all players’ ilevels will be synced down to 420. For preformed parties meeting the size requirements, role and item level restrictions are lifted.

4 First Phase

This trial has four phases in total and like most boss battles, the first phase is the easiest. There are a number of moves that Vauthry/Innocence uses and there are a couple of mechanics you need to look out for during the first phase.

First and foremost, when Innocence summons adds using Heavenly Host, it’s important that these are killed as soon as possible. Forgiven Shame uses a move called Scout’s Bridle, which deals AoE damage and can really diminish a party’s health. Forgiven Venery on the other hand uses Holy Sword, a tankbuster move that deals a hefty amount of damage to whoever holds hate. Furthermore, Innocence uses Guiding Light after he uses Heavenly Host for the second time, and it will give adds a buff that increases their damage. Innocence also uses Realmrazer, an AoE that fills the room, as well as Daybreak, which drops AoE puddles below more than one party member at a time, so be sure to avoid these.

Sinsphere is a really important move to look out for, as it summons four meteor towers and at least one player needs to stand in each one to avoid Sinsphere dealing damage to the entire party. Innocence will also use Enthrall at the same time, which is a gaze move that inflicts confusion, so players need to face away from him when he uses this.

Finally, Innocence will use Exalted Wing, which is an immediate cast AoE to the entire room that deals damage every few seconds. After this, he’ll use Exalted Plumes, which damages every party member and inflicts Down for the Count as Innocence transitions to the next phase.

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3 Second Phase

Innocence transforms into a much more angelic form for this phase, and fortunately for players, should their party wipe after this point, they will start again from the beginning of phase two, rather than phase one. For this phase, Innocence has a whole set of new moves and none of his original moves from the first phase carry over.

Righteous Bolt is a tank buster move that deals moderate damage to whoever has hate. Winged Reprobation has two different outcomes, the first of which is Stationary Swords, where two swords are summoned and they shoot out 3 AoE lines towards random players. This happens more than once in a row, so players need to keep moving out of the way. The second outcome is Spinning Swords, which drops one sword into the middle of the arena with an S-shaped AoE that spins and drops multiple swords as it rotates around the room. The best place to stand during this move is usually on the second golden ring on the floor, as the AoE won’t usually hit here.

Rightful Reprobation sees Innocence move to the middle of the arena and shoot out eight lines of AoE, after which, swords will also shoot in those directions. After a few seconds, the swords return, so players should stay out of the way until both sets of swords have passed. At around 60% health, Innocence will use Shadowreader, which is a room-wide AoE that indicates he is transitioning to the next phase.

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2 Third Phase

During this phase, Innocence’s moves have changed up once again and he will start by jumping to the north of the arena and summoning five adds, one Forgiven Venery, and four Forgiven Shames. The Venery cannot be hurt until all Shames are defeated.

The Forgiven Venery will cast Tether on a Forgiven Shame add, which begins a long cast of Holy Sword, at the end of which she will pull the add towards her and sacrifice them. The Venery will do this to each Shame in turn, and each time one is sacrificed it causes a room-wide AoE with the damage dealt being dependant on how much HP the Forgiven Shame has when Holy Sword completes. Additionally, it causes a stackable Slashing Resistance Down debuff to all players if the Shame is still alive. Players should aim to quickly kill the Forgiven Shame that gets tethered to avoid as much damage as possible.

The final move of this phase is Flaming Sword, the damage of which is dependant on how much the Immaculate Authority Gauge has filled. If this gauge reaches 100 — the entire party wipes. Even if the meter doesn’t fill entirely, it can still wipe the party if there are too many stacks of Slashing Resistance Down. The damage of Flaming Sword is calculated at the moment of death of the Forgiven Venery, so any party buffs should be applied prior to this in order for them to affect the forthcoming damage.

1 Fourth Phase

For this last phase, Innocence regains all his abilities from the second phase, as well as a few new ones. The first new move is God Ray, where Innocence jumps to the middle of the arena and spawns three cone-shaped layers of AoE that go all the way to the edge of the room. These layers go off in stages, with the AoEs rotating in random directions each time one detonates. Standing close to Innocence during this move makes it easier to dodge the cones of AoEs.

Another new move is Light Pillar, where players need to stack on top of the targeted player behind the boss in order to share the amount of damage between the party. Drop of Light causes AoE circles to appear for random players, who must then spread out to ensure they don’t overlap and cause more damage to the party.

Finally, Beatific Vision sees Innocence move to one side of the arena and marks a line down the center of the room where it will charge to the other side. The AoE damage is less towards the edge of the room where his path does not intersect, so players need to run here to reduce the amount of damage to them. Innocence will rotate between these new moves, as well as his moves from phase two, and they will increasingly begin to overlap as his HP diminishes, making it all the more difficult to avoid them.

An Innocence Triple Triad Card is a guaranteed drop from this trial.

Next: Final Fantasy 14: 8 Best Classes For Beginners (& 7 To Avoid)

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