【FF14】極グラシャラボラス討滅戦 解説動画【ぬけまる】
Hello, I’m Nukemaru! (and hihi! I’m Tuufless!) This is my guide to the “Hell on Rails (Extreme)” encounter, also known as Doomtrain EX. Please note that this is an early walkthrough video, so it is possible that a better solution may be found in the future. I’ll explain the mechanics using diagrams like these to make things easy to understand. Let’s do it! [Dead Man’s Overdraught] Look to the number of blue orbs displayed on the boss’s left and right- this will determine whether the upcoming mechanic needs either pair stacks, or a party spread. If there are four blue orbs in total, the party will need to stack in pairs. If there are eight blue orbs in total, the party will need to spread out. In this example, there are four orbs, so the party will need to stack in pairs later. [Dead Man’s Express/Windpipe]. The boss will cast one of these at random. [Dead Man’s Express] will be a knockback, while [Dead Man’s Windpipe] is a draw-in. In this example, the boss cast [Dead Man’s Express]. After the knockback/draw-in happens (which can be prevented with anti-knockback abilities), a straight beam of light will fire from each of the blue circles at the front. Take note of the height of the blue circles. Each circle is either in the upper or lower section, and will fire a beam corresponding to its elevation. Thus, we only need to dodge the lower-level orbs to clear this mechanic (for now). Right after dodging the laser beams, we split off into pairs or spread out, depending on what was telegraphed earlier. [Dead Man’s Overdraught]. The boss telegraphs another pair stack or party spread. This will be the opposite of what happened earlier. [Dead Man’s Express/Windpipe]. Similarly, the boss will cast the opposite knockback/draw-in to what was done before. Hide behind these obstacles to avoid getting pulled into the boss. After that, stack in pairs, or spread out as needed. [Unlimited Express]. This is raid-wide damage, and knock everyone over to the next carriage. Be sure to mitigate. [Dead Man’s Overdraught]. This is another telegraph for pair stacks or party spread. There are eight orbs this time, so we will need to spread out later. [Turret Crossing]. Turrets will spawn along the left and right sides of the carriage. One side of turrets will glow and fire horizontal beams across, which we’ll need to block with obstacles. [Dead Man’s Express/Windpipe]. Just like before, the blue circles in front will fire a laser beam vertically down the carriage right after the knockback/draw-in happens. The order everything resolves in are the turrets first, followed by the lasers + knockback/draw-in, then the pair stacks/party spread. Don’t panic and move just because you see a blue magic circle! Wait for the turrets to fire first before moving. Once they fire, then spread out to get knocked back/drawn in. [Dead Man’s Overdraught]. We do this mechanic combo one more time, with the opposite configuration. First, the turrets will fire horizontal beams. The top two players in aggro (which should be the two tanks) will each be targeted with an AoE tankbuster. The turrets will fire a second round of horizontal beams. This round is followed up with the knockback/draw-in. The correct sequence is first avoid the side turrets, before positioning yourself to get knocked back/drawn in. Finally, resolve the either the pair stacks, or party spread. As we’ll see later, this pair stacks or party spread will always come after a knockback/draw-in effect. [Unlimited Express]. Raid-wide damage and knocks the party back to the next carriage. Be sure to mitigate. Once on the third carriage, this would be a good spot for the party’s 2-minute burst. [Lightning Burst]. The top two players in aggro (which should be both tanks) will be targeted with AoE tankbusters. [Runaway Train]. This will transport the party into another dimension, and the field changes once more. In this phase, there are only two key points to take note of. There are trains running on both the “inner” and “outer” tracks of the perimeter. As a result, there are two types of telegraphs that will appear simultaneously. Let’s break them down and look at each separately. First, the two highest players with aggro on the Aether in the middle (which should be the tanks) will get this marker. The train running on the inner track will pause and target these two players with a cone AoE. The tanks will need to position themselves so that the cone AoEs are directed towards the outer edge, leaving the center clear. Then, there is the second telegraph which determines what happens in the middle. This attack comes from the train running along the outer track. Either the two healers will be targeted for 3-man stack AoEs, or three random players will be targeted for an AoE instead. Which is determined by the number of times the train’s chimney explodes (which also makes a sound). This is cued by the train whistle! In this example, two shots were fired from the chimney (with two accompanying sound effects). Two shots indicate 3:3 stacks (targeting the two healers). In an alternate scenario, three shots can be fired instead. Three shots indicate a party spread (and three random players will get hit with an AoE). For demonstration purposes, we’re showing the train on the outside track, but visually following the outer train means it’ll be very easy to lose track of the inner train. It’s generally best to rely on audio cues here. This process repeats until either the center Aether sphere is destroyed, or the “Doom-engine Power” gauge fills up completely. Incidentally, this arena does not have an instant-kill death wall. Also note that the inner train’s cone AoEs originate from a point slightly away outside the arena. Therefore, when spreading out, it’s recommended that the tanks don’t stop halfway, but instead go all the way to the outer edge until they can no longer move. This animation ends the phase and returns the party back to the carriage. Be sure to mitigate. The second half of the encounter is a great point to reopen with a 2-minute burst. [Shockwave]. The boss will grow hands and unleash a powerful raid-wide without any cast. This hurts quite a bit, so be sure to mitigate. [Lightning Burst]. The top two players in aggro (which should be the tanks) will be targeted for AoE tankbusters. [Derailment Siege]. This is a 3-hit, party stack tower. Be sure to mitigate this. Each successive tower also hits an additional time over the previous tower. Right after the tower finishes, a teleporter will appear South, which the party will need to use to jump to the next carriage. Remember this! [Derail]. Quickly move to the teleporter! [Flash Thunder] Stay stacked together. When the boss snaps its fingers, it will bait circle AoEs on where each player is standing. Simply move when you hear the snap. This mechanic will appear again later, so remember that audio cue. [Head-on Illumination]. The boss will telegraph two consecutive attacks, each hitting a different level of the arena. Blue lightning indicates a lower-level attack, while an orange headlight indicates an upper-level attack. Use the teleporters to move between the upper and lower levels. [Arcane Revelation]. Move to the upper levels when you see this cast. A giant circle indicator moves along the diamond in the center. When it stops, a big AoE attack lands in the marked area. The moment the boss’s hands come together is the trigger for this attack. The hands may move fast or slow. At the same time, a tank and a healer will each be targeted with a 4-man stack AoE. We split the party into melee (east) vs ranged (west) players. Note that the melee should stay on the upper level even though there’s a lot of space behind them below. This attack repeats three times. Safe spots can either be in front, at the back, or even at the sides. Start by positioning yourself either on the near-right side, or the far-left side, and carefully observe the traveling circle. [Head-on Illumination]. Next, a series of attacks will come at both the upper and lower levels. Observe the boss- if its mouth moves first, move upwards. If its head moves first, stay down. [Flash Thunder]. Next come baited AoEs. Once the upper/lower attacks are over, avoid moving unnecessarily until the boss snaps its fingers. [Lightning Burst]. The top two players in aggro (which should be the tanks) each get targeted with an AoE tankbuster. [Derailment Siege] → [Derail]. A 4-hit party stack tower spawns in front. Be sure to mitigate this. As with before, a teleporter will appear at the back when the tower is finished. Run over to it quickly. You will need to go through the upper floor this time, so please hurry. This new carriage is almost entirely filled with blocks. [Psychokinesis]. Several blocks will be removed, and two players will be marked with AoEs. Resolve these AoEs at the top-left and top-right. The boss will snap its fingers shortly after (baiting AoEs where each player is standing), so drop these at the edge of the arena to keep the center safe. Next, three players will get marked. Place these top-left, top-right, and south. This time, the boss will not snap its fingers, but replace it with tankbusters instead. [Lightning Burst]. The two top players in hate (which should be the tanks) each get targeted for an AoE tankbuster. Next, five players will get marked. Spread out in roughly this formation, making sure not to get hit by two AoEs. The boss will snap its fingers after the AoEs resolve, so stay put before moving to the safe region in the center. [Derailment Siege] → [Derail]. A 5-hit party stack tower will spawn. Be sure to mitigate. As always, a teleporter will appear at the back of the carriage when the tower is finished. However, this time, the blocks will create two paths- one of which leads to a dead end. Make sure you pick the right route! This brings the party to the final carriage. [Dead Man’s Overdraught]. This is the pair stack or party spread telegraph. Since there are a total of four orbs in this example, we will do a pair stack later. [Turret Crossing]. Turrets will spawn along the left and right sides. As with before, the turrets will fire horizontal lasers. Use the blocks to shield yourself from them. [Head-on Illumination]. The upper and lower sections become accessible immediately after the turret’s attack. Please wait for the turrets to fire off before moving. Another round of turret lasers begin charging. [Psychokinesis]. The boss will remove the eastern blocks. Four players will get marked for AoE attacks. The boss will then snap its fingers (baiting AoEs where each player is standing). This bit can be a little impromptu. Try to go to an empty area, or the center of the carriage. The boss will then cast [Dead Man’s Express/Windpipe] with the accompanying vertical beam circles. Dodge the turrets first, then take the knockback/draw-in, then move to avoid the vertical lasers. Finally, either pair together or spread out based on what was telegraphed with [Dead Man’s Overdraught] quite some time ago. [Lightning Burst]. The two top players in hate (which should be the two tanks) get targeted for an AoE tankbuster. Since the boss is nearly defeated here, I’ll splice in other videos and watch until the hard enrage. [Dead Man’s Overdraught]. This time, we need to spread out. [Arcane Revelation]. This is the mechanic with the large circular AoE traveling along a diamond in the center. It seems like the circle AoE often stops either on the left or the right in this carriage, but I have also observed cases where it stops in front. After two rounds, the boss will snap its fingers (baiting AoEs where each player is standing). [Dead Man’s Express/Windpipe]. This time, the boss is telegraphing a draw-in. We’ll use obstacles to prevent ourselves from getting sucked in. This is followed up by the telegraphed pair stacks or party spread. [Head-on Illumination]. The boss will attack the upper and lower levels in quick succession. Watch the boss to determine which attack comes first. [Lightning Burst]. The top two players in aggro (which should be the two tanks) get targeted for an AoE tankbuster. [Flash Thunder]. The boss will snap its fingers, baiting AoEs where each player is standing. [Derailment Siege]. This is a 6-hit party stack tower. [Derail]. With no teleporter at the back, this is the encounter’s hard enrage. I’ve summarised the key points of this encounter here. Thank you for watching! With that, I conclude my guide to the encounter. If you found this video useful, please like, share, and subscribe!
パッチ7.4実装「極グラシャラボラス討滅戦」の攻略解説動画です! 複雑な複合ギミックや、判断猶予の短い爆速2連続攻撃を、図解を交えて「即座に判断できる」ように分かりやすく解説します。
初見予習や復習にぜひご活用ください! ※この動画は早期攻略動画のため、最適解ではない可能性がある点をご了承ください。
動画内で紹介している、野良やPT募集ですぐに使える「攻略用マクロ」もこの概要欄の下部に記載しています。コピーしてご活用ください。
もし、この動画が少しでも良いなって思っていただけましたら「チャンネル登録」「高評価」をして頂けると 次回動画作成の励みになります。
▽動画内容マクロ
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/p 【散開】 【ペア】
/p MT ST MTD1 STD2
/p D1 D2 H1D3 H2D4
/p H1 H2
/p D3 D4
/p 【暴走】※内側列車基準
/p MT H1 ST 〈汽笛2回3:3〉
/p ★ H1D1D2
/p D1 D2 H2D3D4
/p D3 H2 D4
/p 【魔法陣】 ① ②
/p 近接組:②>①④ ◇
/p 遠隔組:③>①④ ③ ④
/p 【サイコキネシス】
/p 散開基準で外周捨て→中安置
▽目次
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00:00 開始
00:26 オーバーブースト(ペア割り/ 散開)
00:43 ブーステッド・エクスプレス:ノックバック
01:19 ブーステッド・バキューム
01:36 アンリミテッドエクスプレス:全体攻撃+車両変更
01:45 フェーズ2:タレット複合と列車フェーズ
03:00 アンリミテッドエクスプレス:全体攻撃+車両変更
03:11 サンダーバースト
03:20 果てしなき暴走(列車フェーズ):
05:16 履行技:全体ダメージ
フェーズ3:後半戦・複合ギミック
06:49 魔法陣展開(4:4頭割り)
08:39 フェーズ4:ブロック車両と最終決戦
12:28 ディレールパウンド(時間切れ)+重要ポイントまとめ
14:55 ED
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▽FF14キャラクタープロフィール
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種族:ララフェル
メインロール:近接DPS
メインジョブ:忍者
データセンター:Mana
ホームワールド:Titan
※ファンアートなど随時募集しています(大変うれしいです)#ぬけアート
▽中の人
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いじられキャラじゃないと思って生きてきましたが、どうやらいじられキャラのようです。ただし、耐性はまだありません…。
⚠注意事項⚠
いじり、コメント、指摘等は、大大大歓迎です。
ただし、誹謗中傷、罵倒、過度の煽り、不快なコメント等は、お控えください。
いつもコメント、アドバイス、応援メッセージありがとうございます。
#ぬけまる #FF14 #極グラシャラボラス
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