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Hell Bomber—Targets a healer, and shoots up to 10 bombs in that direction in a straight line. The closer the healer, the less bombs fired. The AoE is nearly impossible to dodge unless already moving, or using fists of wind/ninja trait.

Final Fantasy XIV Dungeon Guide: Hell House Mechanics

This boss will operate sort of like The Avatar and Cerberus, in which it is stationary at the center of the arena, and it can be entered if you become mini. There are four phases to this fight.

 

Phase 1: 100-83%

Abilities: Erupt—Heavy PBAoE Damage, gives a deadly DoT that can be cleansed, lasts 30 seconds. Indicated by cast bar and Hell House actions, no ground indication.

Hell Bomber—Targets a healer, and shoots up to 10 bombs in that direction in a straight line. The closer the healer, the less bombs fired. The AoE is nearly impossible to dodge unless already moving, or using fists of wind/ninja trait. Think of Garuda extreme feather AoEs in quick succession towards a healer. The AoEs leave puddles in the ground, which grant 5 random debuffs. The healer must be far enough that at least five puddles spawn, but close enough that ten don’t. Players can stand in the puddles looking for mini debuff, which will be necessary in the next phase. Taking too long to push this phase means Hell Bomber will happen 3 times, leaving the arena a mess since the puddles never disappear. The debuffs are blind, slow, heavy, mini, and paralysis. Mini is the only one that is beneficial, the rest must be dispelled.

 

Matra Magic—reduces a random DPS’s HP to 1. No cast time.

 

Forgotten Cannons—places AoEs on random parts of the arena and deals splash damage to six random players, meaning they must be spread. Cast Time.

 

Armstrong—A Tank Buster that deals about 30k Damage followed by a series of six attacks dealing 3k damage each, 6 seconds after the initial hit.

 

Override—if attacked while casting, the boss absorbs the user’s TP and MP and regains double the amount as HP. Before casting Override, the boss and screen flash red.

 

Auto-attacks are converted to very hard hitting missiles if the main tank moves out of range. The Boss cannot be turned, and turns randomly between abilities, so that tank must maneuver around Hell Bomber puddles to be in the front.

 

Rotation: Forgotten Cannons, Erupt, Hell Bomber, Forgotten Cannons, Matra Magic, Armstrong, Override, Erupt, Forgotten Cannons, Matra Magic, Hell Bomber, Erupt, Armstrong, Override, Forgotten Cannons, Hell Bomber, repeat (should’ve pushed before hell bomber).

 

Phase 2: 83%-55%

The back door or side windows open, but can only be entered if under mini status while boss uses Suction. The direction a character is nearest is where he enters. Retains abilities from last phase with the exception of Hell Bomber.

 

Suction—draws all users in (they mustn’t be in the path of the puddles or will suffer the status ailment). Deals medium damage to players that are not mini, and swallows mini players.

 

Intimidation Tactics—Shoots one or two mini people out, and paralyzes a non mini person. If one person is shot out, the paralyzed person must have one other stack near him to survive; any more, and they will die. If two people are shot out, two people must stack near him to survive; any more or any less, and they will die. The people being shot out will get a status debuff called Survivor’s Guilt, rendering them incapable of doing anything for 15 seconds aside from moving.

 

Proud Buster—raidwide AoE damage to those outside. Deals damage depending on how mechanics are handled inside.

 

Life Voltage—Gains a small regen and small vulnerability down buff (regens 500 HP a second and takes 5% less damage), unable to act for 15 seconds. Can be dispelled one at a time.

 

Inside the boss there will be one add similar to Faust. It must be tanked and deals heavy damage and has a lot of HP, so ideally one healer, one tank, and two dps should enter the house. The add is in one area, and each area is locked behind a door that requires a switch to be activated. The person that encountered the add must survive long enough until the other three members can reach him. Once the add is dead, it drops a key to which must be placed into the correct door (matching colors and shapes). At a specific point during the section inside the house, one or two members will be ejected from the house and Intimidation Tactics will be cast. Failure to match the key makes Proud Buster deal immense damage and place a DoT and Damage Down debuff on the outside members.

 

Rotation: Suction, Forgotten Cannons, Erupt, Forgotten Cannons, Matra Magic, Erupt, Override, Armstrong, Intimidation Tactics, Forgotten Cannons, Erupt, Override, Proud Buster, Life Voltage, Repeat

 

Phase 3: 55%-31%

 

Opens with Suicide Drop, removing house, revealing monster form and becoming mobile. Suicide Drop is immense AoE damage that must be mitigated, etc. Retains Matra magic, Erupt, and Forgotten Cannons.

 

Suicide Drop—Hard Hitting raidwide AoE, must be mitigated.

 

Dark Erupt—Similar to Erupt but adds blindness as well, and casts like Lunar Dynamo.

 

Hell-Press—a Tank Buster that must be split between the entire party, deals massive damage.

 

Dark Foundation—movement for three random characters is reversed (one tank, one healer, and one damage dealer); forward is back, back is forward, etc. Lasts 12 seconds, can be cleansed.

 

Body Blow—a cleave that adds a stack of Lunatic. If 4 stacks are gained, character will attack an ally until killed. A stack lasts 3 minutes.

 

Rotation: Suicide Drop, Erupt, Dark Erupt, Hell-Press, Body Blow, Forgotten Cannons, Dark Erupt, Erupt, Body Blow, Dark Foundation, Forgotten Cannons, Matra Magic, Body Blow, Dark Erupt, Hell-Press, Repeat (without Suicide Drop).

 

Phase 4: 31%-0%

 

Retains abilities from Phase 3.

 

Lunattack—places a DoT on an Ally. If cleansed, they gain a stack of Lunatic. If they touch an ally with Lunatic will suffering the DoT, they trade the DoT and Lunatic stack. DoT deals medium damage over time, and doesn’t end until cleansed or traded.

 

Tectonic Shift—Small AoEs appear and the arena caves in, making it possible to fall off permanently. Puddle areas are unaffected.

 

Binding Circuits—Tethers the two farthest players together and deals splash damage on one target, doubling for each target in the vicinity. The tethered players must come together within 6 seconds or they will become Lunatics.

 

Rotation: Continues where phase 3 ended, and immediately follows with Tectonic Shift. Starting from beginning, Tectonic Shift, Erupt, Dark Erupt, Hell-Press, Body Blow, Dark Foundation, Lunattack, Binding Circuits, Forgotten Cannons, Dark Erupt, Erupt, Body Blow, Dark Foundation, Forgotten Cannons, Matra Magic, Body Blow, Dark Erupt, Hell-Press, Repeat.

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