Deep in the Tempest─deeper still than the phantom Amaurot of Emet-Selch’s design─lies what remains of Anyder’s ancient edifices. It is to an unexplored corner of this bed of knowledge that the Scions now travel, in hopes that what has long slumbered forgotten may be brought to the surface once more.Final Fantasy XIV: Shadowbringers – Echoes of a Fallen Star
The first thing I am going to comment on isn’t the dungeon itself but the lack of a second dungeon. I am in two minds about it as it seems we got better quality this time around with the story, the raid and such but it sucks that expert roulette still stays boring. I would have much preferred all Shadowbringer high-level dungeons were increased with the item level scaled up.
This dungeon starts off with something that’s a bit unique where you are traveling on Bismarck as you arrive towards this dungeon while battling a horde of native animals that are coming your way but they are still your standard trash which you could burn down quite easily with last tiers gear.
The music itself sounds … weird. It isn’t that the track itself is bad but it seems to be quite upbeat for what the dungeon is about and just felt odd to me but the overall layout of the dungeon is still your same forward motion burn everything that decides to look at you in a slightly different way to a passive mob.
Disappointingly, and although I don’t change vanity that much,
This boss is pretty simple. You have your standard tank buster that does a high amount of damage (for a dungeon), ride wide damage which you can heal easily and a cone attack which you just need to get out of the front.
The main thing to worry about is when orbs appear and having to move to a safe zone while dodging things.
Do you really need a rundown for this boss? You have fought these things many times but this time there are AoE markers which tell you what to do in case you forgot.
The only major difference is a grid-like pattern that will appear where all you need to do is see which one drops first as that will go off first.
As you would have expected by now this fight has the standard tank buster, party-wide AoE damage but there is the floor with water that comes back from the first dungeon and hands that come out of the water which you need to keep an eye out to dodge.
With that said this fight was fun as you have to watch what is going on and this seems to be a common theme with this patch and it is something I hope carries on into the future.