"The Puppet Fortress" is the latest chapter in the crossover of Final Fantasy 14 with the hit action NieR: Automata. Again, it's your job to join 23 other players in battle and challenge a number of spectacular bosses to battle. As usual from the Alliance raids, the puppet fortress is not designed too difficult and forgives a lot of mistakes. However, you will encounter some skills that can quickly wipe out the entire group if you react incorrectly to them. So that that doesn't happen, we want to introduce you to the four new bosses and their most dangerous attack maneuvers in detail. Note that, for the sake of clarity, we won't go into every single skill. So always be ready to avoid the usual damage areas that you should be familiar with from the rest of the game. We wish you a lot of fun in this raid!
In order to be able to enter the Doll Fortress, you have to complete the task "Dwarf Pleasures" accept that you at foreman in Kholusia (X34.7 Y18.2) finds. The previous quest series of the NieR raid must be completed by then. Your item level should be at least 465. You can find out more about patch 5.3 here.
The Bulwark is the first boss you have to face in the Doll Fortress. As with all other bosses, this is mainly an evasion fight, in which too many mistakes can quickly end with the death of the group. At the beginning of the fight, each of the three groups will be assigned a platform on which you will spend most of the time.
Source: Square Enix
813P: Bulwark – Tactics and Skills
Offensive: convergence guns will be the first skill you encounter here. This creates conical damaged areas that cover the entire platform and cause damage after a short time. However, the areas lose size, so that a safe zone is created at their intersections. However, due to the different sizes of the surfaces, this does not always work. So pay attention to the point where the surfaces have the least overlap and walk there as quickly as possible.
Now follows Offensive: rotary guns. Here the boss turns quickly and then slowly comes to a standstill. Here it is important not to stand in the conical damage areas as soon as the movement slows down. Dodging is a little trickier with the Coriolis guns, since no damage areas are displayed here at all. Instead, pay attention to the direction in which the red guns that you can see on the boss are pointing.
In addition to the area attacks, will be regular Air support in the form of three Flight units intervene in the fight, which creates additional damage areas. You will encounter these again in an intermediate phase, where you have to destroy them in good time before they wipe out the raid.
Becomes a player with the red crystal marked, he should immediately move away from the group, since a regular explosion occurs in his place. Both yellow meeting markers you have to run together as usual. Of the Anti-personnel laser ultimately represents a tank killer who has to be compensated and healed with skills. After the flying units are defeated, the bulwark will use one final ability. This creates yellow ringsslowly wandering to the edge of the platform and eventually causing cone-shaped area damage. Position yourself here at the points where the rings are broken to avoid the damage.
From now on, you will always face the same attacks, which can often overlap. Generally speaking, this boss shouldn't pose too much of a problem for you.
Flight unit A-lpha, B-eta and C-hi
The flying units are three bosses that are fought independently of each other. Each of your groups is assigned to a flight unit, so that it is impossible to help the other groups in combat until your own opponent is defeated. Pay attention to the corresponding buff on your character. Most of the time, the flight units will use the usual attacks as well as the already familiar gathering markers. Therefore we only want to deal with the three most important skills here.
Flight unit A-lpha, B-eta and C-hi – tactics and skills
Synchronicity: air strike creates an area of damage that slowly moves clockwise across the playing field. While it is quite easy to avoid your own surface, you have to pay attention to the one that emerges in the group to your right and moves in your direction. Especially in combination with the other boss attacks, evasion can sometimes be quite tricky. It is helpful not to be too close to the edge of the field.
At the Rotational attack All three flight units race clockwise across the battlefield. You have to watch out for their swords, which cause high area damage in a large area. Pay attention to which side they are holding their swords and then run to the position where you cannot be hit. This can be a quarter in the outer area (sword in the right hand) or directly in the middle (sword in the left hand).
For Synchronicity: Assault All three flight units assemble in a row on the edge of the field and use the swords that you already have from Rotational attack should be known. Then they race across the field in quick succession in a straight line. Just stay in the middle and avoid the swords by changing positions quickly. A simple step over the center line is sufficient for this.
The third boss in this Alliance raid doesn't require any particular line-up or tactics. Here you have to deal with new area attacks, to which you have to react differently in order to survive this fight.
905P: Runners Tactics and Skills
The runner will use his skills in a random order, with the raid-wide AOE in the meantime Diffusion stress triggers. Here it is the task of the healer to heal injured players in time.
The fight begins with the Laser guns. These are areas of damage that slowly migrate outwards from the center. Stay in the outer area and change position as soon as the area next to you disappears. Finally follows Convergence stresswhich chases individual players with cone-shaped attacks that are not allowed to overlap.
It gets a little trickier with Pod program. This creates several pods on the edge of the field, which either perform a linear or circular attack. You can see which attack is being carried out on the monitors behind the respective pods. R010 stands for a line attack, R030 for the circular shape. In the case of mixed attacks, you should always move between the two pods with the number R010 hold up. Some of these appear to be offset a bit, to which you have to react accordingly.
Of course, the runner has a lot more in store for you. Explosive connection creates damaged surfaces that explode after a short time. To prevent this, at least three players must be in each area until it turns blue. High performance laser however, it affects the tanks, which have to move away from the group.
Finally, the runner gets the Ground lance deploy. He jumps across the field three times and then uses a ring-shaped AOE. So try to stay close to him and run under him as soon as the last jump is done.
This is your final challenge in the second part of the NieR raid. 2P: fusion will fill you with a number of skills that require you to position yourself correctly, but sometimes also require a certain amount of advance planning. The fight is divided into two phases.
Before you can fight the final boss, you get it with the Doll lumps to do. This intermediate boss only has to be fought once, so that you can try your hand at the final boss once you have defeated him. Of the Doll lumps will bother you with a series of laser attacks, which you can dodge relatively easily. Only the one is worth mentioning here Circular laser (You can recognize him by the fact that the lasers point in all directions), with a safe zone under the boss, and the short phase in which he splits up and attacks you from two sides of the edge of the field. Just gather here at the point where the two safe zones intersect so that he cannot hit you.
2P: Fusion – the complete fight
During the fight will 2P always use a number of different sword attacks, each of which requires a different positioning. You can tell which attack awaits you on the one hand by its animation, but also, as usual, on its progress bar.
- Spiral blade: Raid-wide area damage – counter-heal
- Blade sequence 1: 2P lifts the sword to the side – a circular attack. Take enough distance.
- Blade sequence 2: 2P raises the sword above the head – A cone-shaped attack forward. Gather behind her.
- Blade sequence 3: Yellow tendrils gather around 2P – An attack around them. Here you have to stand right below her.
After a while, 2P Quadruple cut sequence Act. Four players are marked with markers and then attacked by the boss in the appropriate order. 2P jumps to the position of players 1 and 3 and makes a cone-shaped attack in the direction of players 2 and 4. In general, players should distribute themselves generously so that the damage does not overlap too much. It is also helpful if players 1 and 2, as well as 3 and 4 go to the same side of the battlefield (but not too close to each other) so that the AOE is not cast in the raid. With Division of self Finally, 2P creates four mirror images on the corners of the playing field. These then trigger the same sword attacks as the boss. Respond appropriately to avoid being hit.
Energetic condensation creates impact sites for meteors. As usual, a player must stand by these so that they cannot cause any damage. Pod fusion is after all the last skill you will come across. Several pods appear on the edge of the field and then fire over the entire field. Simply gather here at the point where there are no pods to avoid the attack.
The basic skills of 2P: fusion are not particularly difficult and easy to learn. It gets tricky though Teleportationthat the boss uses regularly. This is indicated by circles on the floor, which are connected with yellow lines. With it, the boss can teleport not only himself, but also his abilities.
Depending on the skill you have cast, you have to react differently to the teleport. Do you have it, for example, with the meteors of the Energetic condensation To do this, some of the impact locations are relocated. So run to the appropriate place in advance to intercept the impact. You also have to react to the teleportation of the mirror images and, depending on the sword attack used, gather at the starting point or stay away from it.
Sometimes it happens that a teleport appears to be multi-directional, but there is only one safe point of arrival. There is a simple trick that can be used to find out: just pay attention to the yellow lines that connect the teleporters. If these pulsate as if a ball were flying along them, you are on the right track.
Now the only thing that matters is to end the fight safely. Make sure to stay alive and always react correctly to the teleportation and you shouldn't have any further problems with it.
We hope this guide has helped you with your first steps in this beautifully designed Alliance raid. If you have any questions or suggestions, please let us know in the comments.
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