Difference between revisions of "A Relic Reborn: The Hydra"

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|DPS = 4
 
|DPS = 4
 
|Healer = 2
 
|Healer = 2
| Light = Feeble or<br>Gentle
 
  
 
| Requirements = For eight players (2 tanks, 2 healers, 4 dps)<br>
 
| Requirements = For eight players (2 tanks, 2 healers, 4 dps)<br>

Revision as of 06:00, 16 June 2017

Trialicon.pngA Relic Reborn: The Hydra
Trial
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A Relic Reborn- The Hydra.png
Left to starve in their abandoned training grounds, the fighting beasts of Halatali have survived on the flesh of the unprepared these past five years. Some have prospered more than others in the abattoir gloom; the hydra reposes fat and malignant, an apt pupil for your yet unfinished relic. Seek out this foul orphan of the Calamity, and let the bards sing of it.

※You cannot change weapons once bound by duty. Please ensure that you have equipped your unfinished relic weapon if you are undertaking this trial in order to complete the quest "A Relic Reborn."

Enemies:

Requirements: For eight players (2 tanks, 2 healers, 4 dps)
※The above composition requirement is not imposed upon preformed parties.

Restrictions: 60 minutes

Tankroleicon.png Healerroleicon.png Dpsroleicon.png
2 2 4
Type: Trial
Zone: Eastern Thanalan
Region: Thanalan
Minimum Level: 50
Synced Level: 50
Min iLvl: 52
Echo Icon.png Echo: Applied on total party incapacitation.
Duty Finder: Trials: A Realm Reborn
Duty Roulette: Trials
Expansion: Original
Patch: Patch 2.16
Tomestones
Allagan Tomestone of Poetics Icon.png
10


Dhorme Chimera
Divider3.png
Breakdown of the Boss's moves

Party Concerns

Ball of Fire/Ball of Ice: Two of Hydra's more noticeable attacks, these will create detrimental fields on the ground. Fire will deal heavy damage, while ice will slow you down. For this reason, it's advised not to stand in the center of the arena when fighting the Hydra, as you will need that area clear.

Fear Itself: A powerful attack that will terrify anyone not on top of the Hydra, causing them to run around and likely into fire fields or area attacks. Hydra's cue for this attack is running to the middle, so follow him there and wait for the attack to go off before returning to the edge.

Radiant Breath: This move inflicts damage in a "donut" pattern around the Hydra. Standing close to the boss, or alternatively as far as you can, will keep you safe. Beware, getting hit will lower the effectiveness of heals cast on you.

Mean Thrash: Mostly a concern for dragoons and monks, this is a large conal AoE from behind that knocks players back. Most likely it will send you to the center of the arena, and risk sending a fire or ice field there, so avoid being hit by this.

Wyvern: An add that occasionally spawns during the fight. Not too difficult on it's own, and can be tanked by either the off-tank or a DPS, but if not dealt with quickly will cast Bravery, increasing the damage the Hydra deals and reducing the damage it takes.

Tank Concerns

Dissever: A mild amount of un-dodgeable damage. Nothing to worry about.

Triumverate: Deals massive damage in a conal AoE.

White Breath: Deals damage in a conal AoE. Also inflicts Infirmity, lowering the amount of healing received.

Defeating Hydra

Start by dividing the two tanks into a main tank and an off-tank. If a warrior is present, preferably they can off-tank and aid the main tank via Storm's Eye and Storm's Path. Everyone should stick to the edges of the arena, with DPS either on the Hydra's side or as far as they can cast/shoot from. As damage fields build up, the Hydra should be rotated around the arena so players still have room to move, and especially so they have a clear path to the middle of the arena.

After a while, the Hydra should run to the middle. Every player should follow him, and stand on top of him until he casts Fear Itself. At this point, the Hydra should be pulled to the edge of the arena and tanked there once more. Typically just after Fear Itself, a Wyvern will spawn as well. All DPS should make the add their primary target, as allowing it to cast Bravery will often result in a wipe.

Simply repeat the strategy of fighting him at the edge, running to the middle when he does, and killing the Wyvern, and the fight should be over easily.