FFXIV Shadowbringers Guide: The Dancing Plague (Extreme)

16 Jul 2019

The Dancing Plague (Extreme), also commonly referred to as Titania EX, is one of the two initial Extreme Primal fights added in patch 5.0. It’s available at level 80 after finishing the sidequest Minstrel from Another Mother and telling the Minstreling Wanderer about Titania. Rewards for completing this trial are ilvl 450 weapons, crafting materials, and the Fae Gwiber Mount.

As an Extreme trial, expect a leap in difficulty from the dungeons and trials that brought you here. Please be patient with your fellow players, help teach them where possible, and do your best to be as well-informed as possible and appropriately geared, ideally with no pieces significantly below the required ilvl of 430.

Being optional difficult content, communication with your fellow players is key. Ideally before any run starts, work out with your party how you will be handling positions for Mist Rune and Flame Rune, and tether order for Thunder Rune.

While each mechanic will have explanations, they will also have timestamps to a linked video for any that prefer a visual aide.

Phase 1

  • Bright Sabbath – Unavoidable AoE. Used shortly into the fight, heal as necessary. (00:10)
  • Phantom Rune – Point blank circular AoE. Run out to avoid this. This variant has her spreading her wings out. (00:22)
  • Mist Rune – This will create 8 puddles around the room (4 at cardinals around the center, and one in each corner) that need a player each. Failure to stand in a puddle will create a Spirit of Dew add that must be dealt with, and means one less puddle for dealing with the upcoming Flame Rune. (00:35)
  • Flame Rune – Immediately after Mist Rune resolves, she will cast this to summon a Spirit of Flame that targets each healer with Flame Hammer, a stack mechanic. As each Flame Hammer inflicts Fire Resistance Down II, the party must split up into two groups to survive, as well as stand in puddles for fire resistance. Typically the party splits into two light parties, centered on the east and west water puddles left by Mist Rune. (00:54)
  • Divination Rune – Conal tankbuster. Damage is NOT reduced by sharing damage. The rest of the party should ensure they are near the middle of the room for the next mechanic. (01:16)
  • Chain of Brambles – Tethers each DPS to a tank or healer. They must break it by moving away from each other, and the closer they are at the start the easier it is to break. Typically, tanks and healers go north, while DPS move south. Failure to do so will inflict both damage and Vulnerability Up. (01:26)
  • Phantom Rune – Donut AoE with a safe spot around her. Run in to avoid this. This variant has her spinning her cane around herself. (01:42)
  • Midsummer Night’s Dream – Transition into Phase 2. (01:55)

Phase 2

  • Thunder Rune – This will tether a random non-tank player. This attack does an AoE around the targeted player that also inflicts Lightning Resistance Down II. Getting hit twice is instant death, so passing the tether is a vital part. There are a few ways to handle this mechanic. The least cheesey way is to designate six players to take the tether in sequence, one after another. A more common strategy is to have the off tank use their invulnerability skill to take the first 3 hits, then have 3 other players grab it in sequence. Though, this is not recommended with a WAR due to the lower duration on Holmgang as they need precise timing to survive all 3 hits. Lastly, you can have the off tank use their invincibility to tank the first three, then have the main tank take the remaining three, though this means not being able to use invulnerability for Fae Light. (00:09)
  • Fae Light – Three heavy conal tankbusters in a row. This can either be survived by having the main tank pop their invulnerability or by having both tanks share the damage and applying heavy healing. (00:50)
  • Growth Rune – Two corners will be marked for brambles, spreading in both cardinals and diagonals to create two triangular safe zones. Standing in the brambles will inflict Bind and a potent Bleed, so it’s not recommended. At the same time however, she will also cast Chain of Brambles, so as before tanks and healers should take the north safe zone while DPS take the south. For example, if the brambles appear to the NW and SE, the DPS should be prepared to run SW while the healers run NE. (01:10)
  • Divination Rune – Another conal tankbuster just like last time, but as the tank had to move for Growth Rune and must be returned to the middle there is some risk of accidentally hitting the party. So long as the tank moves to the north of Titania before the cast finishes, she will cast to the north and hopefully avoid hitting anyone else. Alternatively, the tank can wait to move until after Divination Rune, at the risk of reducing uptime for melee DPS. (01:32)
  • Frost Rune – This functions a lot like similar mechanics against Shiva or Tsukuyomi: One circle will appear in the middle, then 8 more will appear around the edge of the arena: Both the starting outside circle and the direction are random. Players should remain in the middle circle, then run to where the last circle will appear once that is clear. The attacks will fire in the order they appeared, so as soon as the first one goes off it will be safe to move back into the center. (01:43)
  • Uplift – Small circular AoEs centered on each player. The party should scatter to avoid hitting anyone twice. (01:57)
  • Phantom Rune – Unlike the first two times, it will be RANDOM which version she uses. Pay close attention to her wings and cane, or whichever other elements you find easiest to notice (Use the video for Phase 1 to practice telling them apart), and react accordingly. It should be noted that the circle AoE will inflict Hysteria and the donut AoE will inflict knockback, either of which may cause someone to fall off and die. (02:05)

Phase 3

  • Adds – You will now have to deal with three adds: Puck, Peaseblossom, and Mustardseed. Puck and Peaseblossom should be grabbed by the tanks, while Mustardseed should not. Each add must be kept away from each other, or they will gain Vulnerability Down. They should be killed in the order of Mustadseed, Puck, and then finally Peaseblossom. (00:00)
  • Leafstorm, Gentle Breeze, & Peasebomb – Leafstorm is a series of conal AoEs from Mustardseed, Gentle Breeze is a line AoE with knockback from Puck, and Peasebomb is a series of circular AoEs that target four non-tank players. Dodge all of them while avoiding hitting anyone with Peasebomb twice. (00:11)
  • Leafstorm – Mustardseed will follow up with a second set of conal AoEs immediately after. (00:18)
  • Pummel – Tankbuster and Blunt Resistance Down from Puck. This is why it needs to die second, as too many stacks will be unsurvivable by the tank. (00:20)
  • Heavy Swing – Tankbuster from Peasebomb. Not a major threat. (00:24)
  • Whispering Wind – This AoE from Mustardseed will kill the party if it is not killed in time. This is why it needs to die first. (00:24, doesn’t actually go off)
  • Pummel, Heavy Swing, & Peasebomb – Puck and Peaseblossom will continue to use these until killed.
  • Love-In-Idleness – Titania will cast this once all 3 adds are dead, reviving them into larger versions that remain around the arena. Kill order remains the same, and Puck and Peaseblossom must still be tanked. Of special note, they will continue using moves once killed. (00:50)
  • Leafstorm & Peasebomb – These function much the same as their smaller versions, except much, much bigger. Try to spread out as best you can to avoid hitting someone twice with Peasebomb. (01:19)
  • Puck’s Breath – A standard stack mechanic. (01:26)
  • Whispering Wind – Deals damage based on Mustardseed’s remaining HP. (01:35)
  • Puck’s Rebuke – Several vines will appear and begin targeting a corner of the room, leaving two opposing safe corners. At the same time, a blue circle will appear in the middle of the room, killing anyone inside the AoE circle and knocking back everyone else. At the same time, the thorny vine tethers from Chain of Brambles will return, and are dealt with the same way: Everyone should get close to the blue circle but not inside it, and position themselves so the knockback will send them to their safe spot, with healers and tanks to the north and DPS to the south. To figure out which space is safe, look at the vines when they spawn: They will appear either on the east and west or north and south, with one pointing one direction and the other pointing the other way. For instance, if they spawn east and west, one will face north and one will face south. And I do mean “point” literally, the sharp points of the vines indicate the attack direction. Using this knowledge, you only have to look at one to know where both safe points are: For example, if you need to go north, and you can see a bramble spawn to the south side and point west, you know the north side is pointing east, and thus you should be pushed northwest. This is especially handy as the large tree adds can obscure some of the vines. (01:43)
  • Leafstorm – This will begin targeting during the knockback from Puck’s Rebuke. It’s scary, but try not to panic and get to the nearest safe spot once you can move. (01:50)
  • Puck’s Breath & Peasebomb – Four players will be targeted for Peasebomb, while one will be targeted for Puck’s Breath. The remaining untargeted members should stack for Puck’s Breath, while the players targeted for Peasebomb need to avoid hitting the stacked players at all. (01:58)
  • Puck’s Caprice – Unavoidable party-wide damage. (02:08)
  • Being Mortal – Used once all three adds are dead or Titania’s Power reaches 100. If it reaches 100, it will wipe the party. (02:20)

Phase 4

  • Mist Rune & Phantom Rune – These both work exactly as they did in Phase 1, with one small problem: Phantom Rune is random and goes off before Mist Rune resolves. Players should get into position to run to their puddles while moving in or out for Phantom Rune, only getting into position once it finishes. (00:06)
  • Flame Rune & Growth Rune – Again, these work as they did in Phases 1 & 2, with one small exception: Growth Rune will target either the north and south, or east and west, blocking off those puddles. If the brambles appear to the north and south, no problem, resolve Flame Rune as before. If they appear to the east and west however, the two groups will need to rotate clockwise to remain safe. (00:29)
  • Phantom Rune – Still random. This and the remaining mechanics will remain the same as you’ve seen earlier with no adjustments until enrage. (01:00)
  • Bright Sabbath
  • Fae Light
  • Frost Rune
  • Uplift
  • Bright Sabbath
  • Thunder Rune
  • Growth Rune & Chain of Brambles
  • Phantom Rune
  • Bright Sabbath
  • Divination Rune
  • Bright Sabbath – This is enrage. This version will cast much slower, and when it goes off the entire party will die.

Congratulations, you’ve completed The Dancing Plague (Extreme)!