Final Fantasy XIV: How to beat Emerald Weapon in the 5.4 Castrum Marinum Trial

As the last of Final Fantasy XIV: Shadowbringers Weapon battles, the Emerald Weapon is here to do what the Ruby and Sapphire builds couldn’t. The Oversoul mech is very much part of the battle strategy, so prepare to fight not only a war machine, but also the psued0-reincarnation of another fallen great of the Garlean Empire. Here’s how to beat the Emerald Weapon in Castrum Marinum and even how to get to Terncliff if you get lost.

How to get to Terncliff

FFXIV How to get to TerncliffImage used with permission of the copyright holder

Before we get into the nitty-gritty of the Emerald Weapon’s tactics, it’s important to know how to get back to Terncliff, the posh secluded village that was central to the entire Weapon project.

To get to Terncliffe after accepting the new Emerald Weapon quest, just turn 180 degrees from the quest giver in Porta Pretoria and head straight along the ground. You will soon encounter the Resistance Escort, an NPC who will take you to Terncliff at your request. Easy.

Moveset

Phase 1

  • Emerald Shot — “Tank Buster” with heavy hits.
  • Emerald Beam — Rotating front/back strikes with radial strikes outward from the center to the outside of the arena. Destroys the outer edge of the arena with each use.
  • Magitech Magnetism — Summons magnetically charged bombs that will shift their impact zone by attraction or repulsion before detonation.
  • Optimized Ultima — Deals high damage throughout the attack.
  • Side Wound — A powerful strike to the left or right in line with his glowing wing.

Phase 2

  • Primus Terminus Est — linear knockback effects on three targets paired with evasable area attacks.
  • Secundus Terminus Est — Inevitable blast zones below each player. The resulting blades launch punches across the arena in the direction of the marker points, followed by a non-placeable version that resolves in a three-hit sequence.
  • Legio Phantasmatis — Summons a legion platoon around the edge of the arena. After forming, it launches linear attacks in three waves with one safe point in each.

Phase 1

FFXIV Emerald Weapon Boss GuideImage used with permission of the copyright holder

Right at the start, the Emerald Weapon will start hitting like a truck. Be prepared to deal with about six or seven different attacks in rapid succession. Emerald Shot, the tank destroyer mechanic, is first, hitting the main tank for massive damage.

Emerald ray

FFXIV Emerald Weapon Emerald RayImage used with permission of the copyright holder

Next up is Emerald Beam, a long range attack that starts with a front/rear final attack that continues as the Emerald Weapon rotates clockwise, with a pulsing AOE simultaneously exiting the arena in chunks. All you have to do is zigzag in and out as you run around avoiding the beam and you’ll also avoid the secondary hits. Each use of this shrinks the arena.

To potentially clean up players who are still injured, Magitek Magnetism tries to catch players off guard. Linked bombs come with a magnetic charge, meaning their impact zone will change before detonation as they attract or repel each other. The intersection of two positives is always a safe place.

Now for the actual cleanup, Optimized Ultima is set up, dealing a lot of damage to the team. The boss then uses Split, lowering his legs to use them against a team separated from the main body of the attack. Before it goes back down, note which of the boss’s wings are glowing and move to the other side to avoid the Sidescathe — a half-arena strike.

In its place should be a blue return field delivered from those missed legs. Position yourself further from the edge of the arena or use arm’s length/Surecast to ignore it and the legs will reconnect. Prepare for the arena to be cut down by the second (and final) Emerald Beam, then simply hug the boss to avoid a completely unnecessary donut attack shortly after.

FFXIV Emerald Weapon split ballsImage used with permission of the copyright holder

Divide Et Impera should be featured soon, — a move that appears to destroy tanks, but then hits the rest of the team. The team should probably be spaced out for this one. Deal with another Magitech Magnetism and right after that you’ll be introduced to the Pulse Laser, which seems like just a bunch of linear shots that shouldn’t cause too much trouble.

With the next Split, Emerald Weapon’s hovering arms will grace the edges of the arena, sending slow orb bombs to get in the team’s way. Just weave between them while dealing with the Sidescathe and a sneaky leg kick, and they’ll be gone in no time. After another combo of Magitech Magnetism and Optimized Ultima, things should start repeating until he’s dead.

Phase 2

But he’s not dead, is he? As was the case with the other weapons, at 0% HP, the Emerald Weapon’s pilot activates Oversoul, transforming the Emerald Weapon into something with a sharper weapon.

You’ve even transported to a hologram of Werlyt: The Pilot’s decimated home. It’s a large, square arena, which means it has no chance of falling now, but the edges are still deadly. However, this stage acts as a checkpoint, so any team wipe will simply return you to this part of the fight. The pressure to perform is gone. Neat.

What this stage entails is little more than dancing around sequenced area attacks, mostly from Gunblades. It starts with a simple, thin slice across the arena for each person around, but will later develop into much larger attacks that will require paying attention to the timing of the spawn in order to weave in and out effectively – similar to the Emerald Beam’s radial effect.

Primus Terminus Est

FFXIV Emerald Weapon Guide Primus-terminus-estImage used with permission of the copyright holder

One move that tends to trip people up early is Prims Terminus Est — a linear knockback that targets three players. Other area attacks are resolved at the same time on the field, so targeted players must position themselves so that the knockback doesn’t put them through. The knockback also affects anyone inside, giving it the potential to end more than just three lives.

Secundus Terminus Est

FFXIV Emerald Weapon Guide Secundus Terminus EstImage used with permission of the copyright holder

Shortly after that move, Secundus Terminus Est causes the familiar Gunblade X markings to appear under each party member. Once they land, they deal damage to the player and leave behind large swords that attack in the direction of their points.

This can — and will — cover a significant portion of the arena, so jump into a Sprint and find a safe spot in the chaos. This will probably happen again after a short time, with no placeable markers. These are sequential and will cover the entire arena, so pay attention to the order in which they appear and intertwine as each resolves.

Legio Phantasmatis

FFXIV Legio Phantasmatis Emerald Weapon Guide Image used with permission of the copyright holder

Another terrifying attack to watch out for is Legio Phantasmatis. This long cast summons an entire platoon of ghostly Garlean soldiers to attack from the outer edge of the arena. They will surround you, but once formed, they will all line up on one side — albeit in three layers — and attack in turn.

All you have to do is identify the empty spots in each layer and, again, weave between them as the attacks come out.

Once you’ve seen this, you’ve actually seen the whole fight. The mechanics are practically repeated until you defeat the Emerald Weapon, killing the poor pilot inside it.

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Categories: GAMING
Source: newstars.edu.vn

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