The Dying Gasp

Trialicon.pngThe Dying Gasp
Trial
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The Dying Gasp.png
By Emet-Selch's own words, you are no one─nothing─your life a ghastly mockery of past perfection, utterly devoid of meaning. Yet despite his endless refutations of your worth, mankind has dreamed and struggled and survived. Even now, you fight to preserve your future, and spare two worlds from unimaginable destruction.

The moment has come to make your stand, to call upon every last reserve of strength. Fight for those who shared your journey, and for those you met along the way. Fight for those who awaited your coming across the boundaries of time and space.

From distant stars yet undimmed, you are joined by seven summoned champions, for only together can you hope to prevail against the staggering might of this ancient Ascian─the immortal and implacable Hades!

Enemies:

Requirements:

One to 8 players (2 Tanks, 2 Healers, 4 DPS)
Undersized Parties Not Allowed
Class: Disciples of War or Magic
Level: 80
  • Role and item level restrictions are lifted for parties meeting minimum size requirements.


Tankroleicon.png Healerroleicon.png Dpsroleicon.png
2 2 4
Type: Trial
Zone: The Dying Gasp (Zone)
Region: Norvrandt
Minimum Level: 80
Synced Level: 80
Min iLvl: 410
Unlock Quest: Shadowbringers
Duty Finder: Trials (Shadowbringers)
Expansion: Shadowbringers
Patch: Patch 5.0
Tomestones
Allagan Tomestone of Phantasmagoria Icon.png
10
Allagan Tomestone of Allegory Icon.png
5



Hades
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Hades has 4 phases, during which he uses the following moves and mechanics.

Phase 1

Attack Name Description
Bad Faith AoE that hits the half the front and half the back of the arena. A line of dark purple AoEs with spears sticking out one side will appear in line with the boss. Players must identify which side the spears are sticking out of and stand behind the one where the spears are pointing away. At the end of the cast, the spears will launch from the side they're facing, dealing damage to all players in that portion of the arena.
Double The next action used will be executed twice. Used for Dark Eruption Shadow Spread.
Dark Eruption Marks players with purple AoE circles. When combined with Double, will leave orange AoEs on the floor beneath the players' feet just before the cast finishes. To deal with easily, stack together behind the boss until the orange AoEs appear, then spread out to handle the purple AoEs.
Broken Faith Fondly referred to as "Birthday Cakes". Orange markers will appear on the floor, centered in the white rings on the floor (9 total). From the sky, large glowing white AoE circles with crystalline spires will descend in a random sequence and land on these orange markers. When they touch the floor, they expand into giant AoEs that fill the white rings marked into the arena floor. Try to stay in the center (where only one will hit you) before moving into a space where two have already hit side-by-side so you can dodge the rest without issue. Deals heavy damage and applies a Vulnerability stack.
Shadow Spread Extends 6 30° conal AoEs that are equidistant from each other. When combined with Double, an additional set of 30° conal AoEs will appear in between the first set a few seconds later. Stand in the second set and wait for the first one to go off, then sidestep into the new safe spot to avoid the second AoE.
Ravenous Assault AoE tankbuster that targets the MT.

Advice and Tips

  • Phase 2 starts around ~10% when the boss goes invulnerable in the center of the room.

Phase 2

There are 5 "waves" of adds to deal with during this phase.

Attack Name Description
Fervor of the Ancients Gauge Boss Gauge. Affects the damage done by '. If it reaches 100, the group will wipe.
Wave 1 Two sets of five targetable Shadow of the Ancients at West and East. Have the tanks pick them up and bring them to the center.
Wave 2 Summons four untargetable Shadow of the Ancients. Three will use Ancient Darkness and one will use Ancient Water III.
Wave 3 Two sets of five targetable Shadow of the Ancients at Northwest and Southeast. Have the tanks pick them up and bring them to the center.
Wave 4 Summons seven untargetable Shadow of the Ancients. Three will use Ancient Darkness, two will useAncient Aero, and one will use Ancient Water III.
Wave 5 Two sets of five targetable Shadow of the Ancients at North and South. Have the tanks pick them up and bring them to the center.
Shadow of the Ancients Adds with various abilities and targetability. Have ranged magic abilities that make it difficult to group them up when targetable.
Ancient Darkness Targets a random player with an AoE. Move away from the group and other marked players to avoid excessive damage. Deals moderate damage. Appears during Wave 2 and Wave 4.
Ancient Water III Obvious stack mechanic. Appears during Wave 2 and Wave 4.
Ancient Aero Long line AoEs directed at a random player. Appears during Wave 4.
Ancient Dark IV Ultimate attack. Deals damage based on the Fervor of the Ancients Gauge. If it reaches 100, it will one-shot the group. Marks the start of Phase 3 if you survive.

Advice and Tips

  • To quickly group up the Shadow of the Ancients adds, tanks can AoE on one group and gapclose to the second group, forcing them all to move to the center of the room as they used ranged attacks.
  • Ancient Aero goes off before Ancient Darkness and Ancient Water III in Wave 4, giving you time to move towards the center to stack and share the damage.
  • Use any LB you have here to kill one of the waves of adds, as the LB resets after this phase.

Phase 3

If you die after reaching this phase, you will restart here instead of from Phase 1. Many of the abilities in this phase you need to identify by names and boss tells as they won't be marked with obvious AoEs. Please note that you can fall off the arena now.

Attack Name Description
Titanomachy Roomwide AoE. Deals moderate damage.
Shadow Stream Wide line AoE down the center of the room. The boss moves back a bit and chargers up a giant ball of red energy in front of him. Move to the sides to avoid. Being hit deals heavy damage and applies a vulnerability stack.
Dual Strike Double tankbuster. Affects both tanks with a small AoE. Deals heavy damage; must be mitigated. Tanks should move to the front of the boss and avoid stacking together.
Echo of the Lost The boss raises one of his arms above the arena. After a few seconds, he sweeps it across, dealing heavy damage and applying a Vulnerability stack to all players affected. To avoid, players must move to stand just behind the raised arm, against the edge of the arena.
Polydegmon's Purgation The boss raises both arms above the arena. After a few seconds, he slams them down, dealing heavy damage and applying a Vulnerability stack to all players affected. To avoid, players must move to the center of the room to the strip of safety left.
Hellborn Yawp Marks both tanksearth shaker marker. At the end of the cast, it leaves behind a massive conal AoE that extends from the center of the boss to where the tank was standing, with their position as the center point for the AoE. Being hit deals heavy damage and applies a vulnerability stack.

To manage this mechanic, both tanks can move together and stand either to the far left or the far right towards the north of the platform. Since the AoEs don't go off at the end of the cast, this gives the group the most extra space to work with as most of the AoE is towards the edge and off the side of the arena.

Captivity Marks two random players with a massive AoE circle. At the end of the cast, those two players and anyone caught inside the AoE will be swept up and deposited in Aetherial Gaol. Immediately followed by Chorus of the Lost.
Aetherial Gaol A targetable add that contains all players trapped by Captivity. Must be broken to save them before Chorus of the Lost goes off and kills them.
Chorus of the Lost Immediately after Captivity. The boss will go untargetable and begin charging this ability with an extremely long cast time. Players outside the Gaol must break it to free the players trapped within. If they are not freed before this cast finishes, they will be killed.
Purple Tethered AoE(?) Tethers to multiple players and drops AoE puddles on them.
Doom The entire floor goes black with a varying amount of silver rings on the floor. Each player will be afflicted with a ~15 second undispelable Doom debuff. To avoid, at least one player must be standing in each silver ring at the same time to avoid being one-shot by Doom.
Wail of the Lost Multiple variations, all with a knockback.
  • Center: The boss brings his hands to the center of the room and the patterned knockback AoE appears on the floor, extending from the center of the room. Players must move to the center to avoid being blown off the platform at the end of the cast. Knocks back about half a circle (marked on the floor).
  • Sides: The boss brings one of his arms all the way to the edge of the arena and the patterned knockback AoE appears on the floor, directing away from the boss' arm. Stand as close to the extended arm as possible to avoid being blown off the platform. Pushes you about 80% of the way across the arena.
Shadow Spread Same as Phase 1, just with wider conal AoEs and no Double.
Life in Captivity Indicates the start of Phase 4. Happens around ~30%. Traps all players in place, preventing actions and movement. Followed by an Active Time Maneuvuer, where players can press any button on their keyboard or controller, or click the button on-screen with their mouse to free themselves. Grants the Light in the Dark buff.
Light in the Dark Lasts for the rest of the fight. Increases damage dealt and HP recovery.

Advice and Tips

  • While it looks like there is a lot of mechanics, you will not need to manage them all at once. Everything is quite consistent on the obviousness with boss tells and AoEs on the floor to make it easy to dodge. If you're unsure, follow your group members!
  • When you get Doom and Aetherial Gaol together, make sure to stand in the silver circles before you start freeing your groupmates so you don't all die to Doom.
  • Tanks can stack the Hellborn Yawp together as they don't hit at the same time.

Phase 4

Starts after players are freed from Life in Captivity. the Light in the Dark buff carries over to this phase.

Attack Name Description
Arena Floor With each The Dark Devours cast, the arena floor will lose more of its glowing white light. Standing further out in the dark areas gives you a potent Bleed and removes the Light in the Dark buff(?).
The Dark Devours Uses four room-wide AoE attacks in a row. Shrinks the Arena Floor with each use. On the third use, completely covers the Arena Floor and removes the Light in the Dark buff.
Black Cauldron Very long cast. If not killed before it goes off, all players will be one-shot, forcing them to restart at Phase 3.

Advice and Tips

  • This phase is mostly DPS, healers just need to keep players topped up and apply shields before The Dark Devours hits. Debuffs on the boss to lower his damage help immensely.
(Fixed Rate Drop)
Hades Card Icon.png


Drop Table (1)
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Item Type iLvl Requirements Stats
 Hades Card Icon.png  
Hades Card
Gold chest icon.png
 Triple Triad Card  &00000000000000010000001&00000000000000010000001
Req. Level 1
A legendary (★★★★★) card used in the game Triple Triad.