The Seat of Sacrifice (Extreme)
The extreme version of the Warrior of Light trial featuring three main phases plus an add phase. Complex mechanic combinations and job-specific mechanics make this one of the more intricate Shadowbringers trials.
Warrior of Light (Elidibus)
Pre-Fight Setup
Assign clock positions for spread mechanics and designate light party stacks.
Phase 1
| Mechanic | Type | Description |
|---|---|---|
| Terror Unleashed | Raidwide | HP reduced to 1 with Walking Dead debuff. Healers must top everyone off immediately. |
| To the Limit 3 | AoE | First Limit Break attack requiring full party positioning. |
| To the Limit 2 | AoE | Second LB attack with different formation requirements. |
| To the Limit 1 | AoE | Third LB attack variation. |
| Solemn Confiteor | Spread | Spread markers under players. Move to assigned clock positions. |
| Imbued Saber (Stone/Holy + Fire/Ice) | AoE | Saber imbued with two elements. Stone = knockback (position accordingly), Holy = stack. Fire = stop moving, Ice = keep moving. Handle both elements in sequence. |
| Sword of Light | AoE | Triangular danger zone from floating sword. Identify safe side. |
| The Bitter End | Tankbuster | Heavy tankbuster requiring strong mitigation. |
| Dragon Dive | AoE | Boss jumps to player—spreads required. |
| Gaze | Gaze | Look away from the boss to avoid debuff. |
| Elddragon Dive | AoE | Enhanced dive attack with larger AoE. |
Notes: Phase 1 introduces the LB mechanics and elemental combinations. Learn to read the two-element Imbued Saber quickly.
Add Phase
| Mechanic | Type | Description |
|---|---|---|
| Spectral Warriors | Adds | Spectral adds spawn and must be handled. |
| HR Tethers | AoE | Tethers require specific positioning—one common strategy has healers take tethers. |
| DPS Towers | Stack | Towers spawn that DPS must soak. |
| Ultimate Crossover | Raidwide | Heavy damage if mechanics aren’t handled correctly. |
Notes: The add phase requires coordination. Assign tether handlers and tower soakers beforehand.
Phase 2
| Mechanic | Type | Description |
|---|---|---|
| Job Combinations | AoE | Boss uses combinations based on job pairings: WHM+BLM (healer/caster combo), DRK+BRD (tank/ranged combo), NIN (uptime mechanic), SMN+WAR (summoner/warrior combo). Each has unique mechanics. |
| Quintuplecast | AoE | Boss casts five spells in sequence. Watch and react to each in order. |
| Fast Sword of Light | AoE | Faster version of Phase 1 Sword of Light. Less time to identify safe zone. |
| Hallowed Ground | Tankbuster | Boss uses Hallowed Ground animation before a massive attack. |
| The Bitter End | Tankbuster | Returns with higher damage. |
| Enrage | Enrage | Must defeat the boss before enrage. |
Notes: Phase 2 job combinations require learning each pattern. The fight has a strict DPS check—maintain uptime while handling mechanics.
Mechanic Details
| Mechanic | Type | Description |
|---|---|---|
| WHM+BLM | AoE | Healing magic combined with black magic creates specific AoE patterns. |
| DRK+BRD | AoE | Dark Knight and Bard abilities create darkness zones with traveling AoEs. |
| NIN | AoE | Ninja mechanics allow for uptime if positioned correctly. |
| SMN+WAR | Adds | Summoner summons and Warrior attacks create add spawns with charge mechanics. |
Notes: Each job combination has a distinct pattern. Learning all of them is required for consistent clears.