![play claw 5 ffxiv play claw 5 ffxiv](https://img.finalfantasyxiv.com/t/6526ce95a595e8a557b55736f85f19687dc11883_1.png)
The next boss will require a lot of running, he teleports often around the room, and will leave void zones constantly. It will, however, knock the target all the way back to the wall of the zone, through the lightning. As an amusing side note, near the end of the fight, Nero will begin using a third knockback simply called The Hand, which only does about 100 damage. So long as the adds are properly avoided, the healing in this fight should not be out of control. The adds do heavy damage, but can be easily avoided so long as the target stays out of the lightning. When they spawn, they will be linked to one player with a beam of light - that player will need to kite the add while the rest of the party kills it. The big threat from this fight comes from adds which spawn periodically, Magitek Death Claws. Healers much watch for this, as it can lead to some deaths. Nero will also use a frontal cone AoE, Augmented Suffering, that will knockback anyone struck all the way to the wall of the room and apply a heavy effect. Wheel of Suffering will do roughly 500-700 damage to a tank, and 800-1000 on a lightly armored player, so heal through it. Tanks should ensure they move Nero closer to the edge of the lightning, then face him towards the middle of the room to stay out of the lightning. This knockback (Iron Uprising) will also do about 600-700 damage on a tank.
![play claw 5 ffxiv play claw 5 ffxiv](https://i.ytimg.com/vi/aMo8KpGwoQ0/maxresdefault.jpg)
Nero will occasionally use a knockback on the party, which must quickly run back in. The arena will be surrounded by a field of lighting throughout the whole fight, which will cause damage to anyone within. It's also worth noting that, at this point, the trash pulls in the dungeon are done: from here on, players can expect a string of boss fights, with difficulty steadily rising. This fight is not overly difficult, however, healers must be prepared to overcome his abilities and mass of power. He wields a giant hammer, and as such players should be ready for powerful hits when he strikes. The highest ranking Tribunus under Gaius, Nero will finally face the party after being teased in cutscenes for most of the game's story quests. After your armor is done, you will progress to the second boss battle.
![play claw 5 ffxiv play claw 5 ffxiv](https://i.ytimg.com/vi/7PpCZH4SnLk/maxresdefault.jpg)
Some players (if they fail to pick up a key from a panel) may not receive their armor, however, as long as 2-3 party members get it, this area is a breeze. You will clear some areas with "Ultima Arms", but there is little challenge here. It's a fun break from the usual style of dungeons, so enjoy some easy kills while riding around in your giant death machine. Not a boss fight, but just an easy moment: partway through the map you get to equip suits of Magitek Armor and go into battle! This is just a fun part of the dungeon, as you will basically tear through the trash pulls you encounter while wearing these. Exhaust, which will hit for roughly 600-800 damage, will also knock back the tank - healers should be prepared so they are not caught out of range suddenly.īy avoiding the red circle AoE attacks, the group will make this fight much easier on the healers, as it is basically just a damage struggle. Grand Sword, a periodic ability, will hit the tank for roughly 900-1300 damage, and must be healed through. It will use a strong frontal cleave attack, as well as a red-circle AoE that will do a large amount of damage to anyone caught in it. The first boss of the Praetorium may look imposing, but with proper group positioning and a bit of care given to the healers, it can be a smooth fight. However, players should be certain to have their gear fully repaired before entering The Praetorium, as the long dungeon will cause quite a bit of wear and tear before it ends. The latter will generally be the most dangerous of any trash pull, but with two healers, there should be no difficulty in proceeding. As much, players should expect all enemies in the zone to be of that type, with a mix of imperial solders, dogs, and Magitek forces. This dungeon is, like Castrum Meridianum, an Imperial stronghold. Groups have two hours to defeat the final boss. Contrary to claims made by some players, it is not necessary to skip each cutscene in order to complete the duty on time, however groups without proper organization may find themselves pressed for time. Similar to Castrum Meridianum, this instance features a large number of cutscenes.