Menu
Collapse
Expand

The Praetorium Dungeon Guide

Last Updated: February 27th, 2014 [ Patch 2.1 ]
The Praetorium
Overview & Summary
The Praetorium Dungeon Guide

Dungeon Info

Level Location Size Time Limit
50 Northern Thanalan 8 Players 120 Minutes

In order to enter The Praetorium, reach level 50 and progress the main storyline up to the quest "The Ultimate Weapon."

I have tried to keep this guide as spoiler-free as possible. While most of the boss sections give no indication of their identity, some of the abilities used by bosses #4 and #5 would give it away. If you would like to remain completely in the dark, only use the Summary for those bosses, as that is completely spoiler-free. Also, if you do not want anything spoiled, do not view any of the screenshots in this guide.

Clearing this dungeon will reward 100 Allagan Tomestones of Philosophy.

Mark II Magitek Colossus

  • Face the boss away from the group.
  • Move out of the ground indicator which appears under a random player.

Boss #2

  • Stay out of the electricity as much as possible.
  • Snare and kill Magitek Death Claws. They will deal ~300 damage and knock-back players if they reach their target.
  • Keep the boss faced away from the group. With knock-backs, this can be tricky. Range should also try to stand back as much as possible to avoid a whirlwind attack.
  • Later in the fight, avoid the frontal cone and circular AoE.

Boss #3

  • Try to stay fairly close to the boss while still spreading out.
  • Move out of the blue flame ground effect.
  • When the boss draws an X in the air, move out from in front of it. It will blast forward a few seconds later.

Boss #4

  • This boss has four phases, separated by the room filling with light. Stoneskin and shield the group before pulling the boss.
  • Phase 1: Try not to heal at all. The boss will use a green beam, marking the ground with a line. As long as everyone moves off of this, the party won't take much damage. Once the light fills the room, the boss will be able to be damaged and the tank will be able to hold aggro.
  • Phase 2 and 3 are very similar. An ability will be used that will force you either to the middle of the room or to the edge of the room. As soon as the first ability fades, move into the area you were just forced out of. For example, if you had to run into the middle of the room, quickly move to the outside as soon as you can.
  • Phase 4: The pattern changes. Circles will draw a line across the middle of the area and then right after they explode, they will re-appear in four corners. There are actually two safe spots that never get hit in this phase.
  • Phase 4: An obvious ground effect will be used under a random player that you need to run out of.
  • Phase 4: Try to stay loosely spread out.
  • Phase 2, 3, and 4: An ability, which changes between phases, will sometimes deal high damage to the entire group. This is unavoidable.

Boss #5

  • Face the boss away from the group and casters/bards should try to stay near max range. Try not to stack up too much.
  • The boss will use a green laser to draw a line on the ground. Move out of it before it explodes.
  • Move out of the light blue beams and kill the Assault Cannons when they spawn.
  • Move as far away from possible from the small orange circle that pulses a larger circle.
  • Save Limit Break for low health. When the boss vanishes and starts a long cast, use the melee LB.

Boss #6

  • Black pools will be spawned under random players. We had the offtank run through them to keep the room clear.
  • A long cast will deal unavoidable damage to the party. Use Scholar shields and preemptively Medica II to easily deal with the damage.
Mark II Magitek Colossus
Boss Guide
Mark II Magitek Colossus Boss Guide - The Praetorium

Boss Abilities:

Mark II Magitek Colossus's Abilities:

  • Grand Sword - (Instant) A frontal slice which deals ~1400-1700 damage.
  • Magitek Ray - A blast of fire on a random target, dealing ~900-1300 damage and inflicting Burns. Avoidable.
  • Exhaust - (Instant) A frontal blast which deals ~900 damage and knocks targets back.
  • Overheat - Grants the Mark II Magitek Colossus the buff Boost, increasing his damage.

This is a simple first encounter. The boss should be tanked facing away from the party, which will take care of two of his three abilities. As long as everyone moves out of Magitek Ray, nobody other than the tank will even take damage.

The Cermet Bulkhead
Trash Guide
The Cermet Bulkhead - The Praetorium

Just after the first boss, you will find a stone wall called a Cermet Bulkhead. In order to break it down, you're going to need some firepower, so ignore it for now. While fighting the trash in this section, there will be frequent ground indicators. You should be familiar with most of them, so do your best to avoid as many as possible.

Just past the Magitek Terminal, there will be an Identification Key Reader. Make sure you click on this to allow you to pilot the Magitek Armor at the top of the elevator. While inside this Magitek Armor, you will be given a pet bar with the abilities Magitek Cannon (A targeted AoE) and Photon Stream (A frontal burst).

Using the Magitek Armor, make short work of the Cermet Bulkhead and descend further into the dungeon. Down here, you will fight Proto-Ultima Arm Units. I recommend standing back and using Magitek Cannon, as the Arm Units use Clearout, dealing heavy damage to all nearby targets.

Boss #2
Boss Guide
Boss #2 Boss Guide - The Praetorium

Boss Abilities:

Boss #2's Abilities

  • Sideswing - (Instant) A frontal cleave which deals ~600-700 damage to all targets in front of the boss.
  • Spine Shatter - (Instant) A melee strike which deals ~700 damage.
  • Wheel of Suffering - (Instant) A whirlwind attack which deals ~500-900 damage to all targets near the boss.
  • Iron Uprising - (Instant) A frontal strike which deals ~1000 damage to all targets in front of the boss and knocks them backward.
  • Augmented Uprising - A frontal cone which deals ~1500-1800 damage and inflicts Heavy. This also is a huge knock-back. Avoidable.
  • Augmented Shatter - (Instant) The boss leaps into the air, and slams it's weapon down on the target, dealing ~1400 damage.
  • Augmented Suffering - A whirlwind attack with a cast bar which deals ~800-1300 damage to all nearby targets, inflicts heavy, and knocks players back. Avoidable.

Magitek Death Claw

  • The Hand - Deals ~200 damage and triggers a heavy knock-back effect to all nearby targets. Only used when the Death Claw gets into melee range of a player.

The first thing you will notice is the encounter is surrounded by a field of electricity. While in it, you suffer from the debuff Electrocution, taking 300 damage per tick. Throughout this encounter, Magitek Death Claws will spawn with a purple line connecting them to one player. You should try to snare and kill it while the targeted player moves away from it. If it reaches it's target, it will cast The Hand, dealing a small amount of damage and knocking back the target and anybody else nearby. If you do get knocked into the electricity, move out of it as quickly as possible and you shouldn't take more than 600 damage.

Most of this bosses other mechanics are instant cast, so always being in the proper position is important. Only the tank should be in front of the boss, while the ranged classes should try to keep their distance to avoid Wheel of Suffering. This can be made trickier with Iron Uprising knocking the tank around, so frequent repositioning will be required. Around 50% health, the boss will start to use augmented versions of some of it's abilities. While this makes them hit harder, two of them, Augmented Uprising and Augmented Suffering become avoidable with ground indicators. You can, and should, avoid these every time.

Boss #3
Boss Guide
Boss #3 Boss Guide - The Praetorium

Boss Abilities:

Boss #3's Abilities

  • Hand of the Empire - (Instant) Fires a ball of blue flame at a random target, dealing ~400-700 damage to all players in that area. Avoidable if moving.
  • Heirsbane - (Instant) Deals ~900 damage to a random target.
  • Terminus Est - Draws a blue X in the air. A few seconds later, a blast will fire straight forward from it, dealing ~1600-2000 damage.
  • Innocence - (Instant) A frontal cleave which deals ~900-1100 damage.
  • Sentence - (Instant) A strike on a random player, dealing ~300 damage and triggering a minor knock-back.
  • Judgment - Stuns a random player and triggers an explosion around them after a few seconds, dealing ~900-1300 damage.

Between Heirsbane, Hand of the Empire, and Sentence, this boss deals a lot of unavoidable damage to random players. Healers will likely be healing the party more than the tanks. Everyone should stand fairly close to the boss, while remaining loosely spread so Hand of the Empire doesn't hit more than one person. It will teleport to a random player, which is why you don't want to be too far away. It will also cast Judgment, which puts a large circular ground indicator under a random player. At roughly 75%, 50%, and 25%, he will also put a blue flame circle on the ground. These will inflict the Bleed DoT while standing in them and will remain for the rest of the fight.

The main ability you will be responding to is Terminus Est. He will draw a blue X in the air, which will blast forward in a beam a few seconds later. The beam will always fire away from the boss. As long as you move out of the way of this ability, the group should not take too much damage.

Boss #4
Boss Guide
Boss #4 Boss Guide - The Praetorium

Boss Abilities:

Boss #4's - Phase 1 Abilities

  • Magitek Ray - A green beam engraves a line across the floor which will explode a few seconds later and deal ~2200-3300 damage.
  • Ceruleum Vent - (Instant) Deals ~300 damage to all targets near the boss.

Boss #4's - Phase 2 Abilities

  • Ceruleum Vent - (Instant) Deals ~300 damage to all targets near the boss.
  • Vulcan Burst - (Instant) Deals ~400 damage to all targets near the boss and triggers a knock-back.
  • Eye of the Storm - Fills the edges of the area with a vortex. Move into the middle to avoid damage.
  • Geocrush - Titan slams down in the middle of the room, dealing ~1000 damage to all players in the middle.
  • Aerial Blast - Garuda appears, dealing ~1200-1800 damage to all players.

Boss #4's - Phase 3 Abilities

  • Ceruleum Vent - (Instant) Deals ~300 damage to all targets near the boss.
  • Radiant Plume - Deals ~1000 damage in an explosive column of fire. This is placed either in the middle or around the edges.
  • Weight of the Land - A sand patch that will explode, dealing ~1500 damage. This is placed either in the middle or around the edges.
  • Earthen Fury - Deals ~1100-1600 damage to all players.

Boss #4's - Phase 4 Abilities

  • Ceruleum Vent - (Instant) Deals ~300 damage to all targets near the boss.
  • Homing Lasers - (Instant) Deals ~400 damage in an AoE around a random player.
  • Eruption - Cracks the ground under a random player, exploding for ~1500 damage a few seconds later.
  • Radiant Plume - Deals ~1000 damage in an explosive column of fire. This is placed roughly in a line across the area or in four corners.
  • Hellfire - Deals ~1100-1500 damage to all players.

Phase 1

This boss is split into four distinct phases. The start of the next phase is signified with Blessing of Light filling the entire room, healing the party to full and restoring MP. While in phase 1, the boss will take very little damage. Healers should cast stoneskin and shields before the pull to avoid healing in this phase. As long as everyone dodges Magitek Ray, you should not need to heal. After a short period of time, the room will fill with light, starting Phase 2 and allowing the boss to take damage.

Phase 2

While in Phase 2, the boss will randomly use Ceruleum Vent and Vulcan Burst. These will need to be healed through. It will also cast Eye of the Storm, forcing everyone to run to the middle of the room. Rather than going all the way to the middle, stand as close to the edge as you can without being in the wind. As soon as the wind fades, move out to the edge again. You will have a very small window to move before Titan comes crashing down, hitting everyone in the middle with Geocrush. This pattern of moving in and quickly back out will continue throughout all of Phase 2.

Occasionally after Geocrush, Garuda will come down and cast Aerial Blast, dealing unavoidable damage to the entire group. This can be deadly if the group took damage from Geocrush and isn't healed up quickly enough.

Phase 3

This phase is nearly identical to to Phase 2, just with different abilities. Radiant Plume will either force you into the middle, or the outer edge. Whichever it is, be prepared to move out of it quickly. Weight of the Land will appear in the Radiant Plume safe zone, forcing you to move again immediately. As with Aerial Blast in the previous phase, Titan will occasionally come down to unleash Earthern Fury. Just heal through it.

Phase 4

It will cast Eruption under a random player, which will place cracks until the player that explode in a few seconds. Unlike Ifrit's eruption, this will place a second circle of cracks shortly after the first, so if you don't move, you'll get hit by two explosions. You can try stunning it. Otherwise, try to be spread out in this phase so everyone doesn't have to run from it. This will also reduce the damage the group takes from Homing Lasers. The major change in this phase is the pattern. Rather than moving in and out, Radiant Plume will draw a line across the area. Then, a few seconds later, more plumes will appear in four corners. There are actually areas that do not get hit by either set of plumes that you can stand in for most of this phase.

And finally, Ifrit will come down occasionally to Hellfire. As with the other phases, just heal through this.

Boss #5
Boss Guide
Boss #5 Boss Guide - The Praetorium

Boss Abilities:

Boss #5

  • Magitek Ray - A green beam engraves a line across the floor which will explode a few seconds later and deal ~1600-2100 damage.
  • Ceruleum Vent - (Instant) Deals ~300 damage to all targets near the boss.
  • Homing Lasers - (Instant) Deals ~400 damage in an AoE around a random player.
  • Freefire - A small circle will be placed somewhere in the room which will pulse a larger orange circle. After a few seconds, an Imperial Assault Craft will drop where the small circle was. You take less damage the further away you are.
  • Diffractive Laser - (Instant) A beam on the tank which deals ~1400-1600 damage.
  • Tank Purge - A blast which deals ~1000-1500 damage to all players.
  • Ultima - This has an extremely long cast and I assume if it goes off, kills everyone instantly. Used at extremely low health (~5%).

Magitek Bit's Abilities:

  • Assault Cannon - Draws a light blue beam through a random player as a warning and shoots a powerful beam a few seconds later.

Aetheroplasm's Abilities:

  • Aetheroplasm - A green ball will spawn near the boss and move toward a random player, dealing 800-1400 damage in an explosion around the player.

This boss has two abilities, Homing Lasers and Aetheroplasm, that will deal damage in an AoE around a random player, so try to spread out as much as you can. Range should also try to stay near max range to avoid taking excessive damage from Ceruleum Vent. When the boss uses Magitek Ray, it was turn and engrave a green line on the floor in three different spots. Move off the engraving to avoid the explosion.

Magitek Bits will also spawn around the room, placing a light blue warning beam under players feet before shooting a damaging beam a few seconds later. DPS should kill these Magitek Bits as quickly as possible while avoiding the beams. This mechanic functions exactly the same as it does on the final boss of Sunken Temple of Qarn. A small orange circle with a much larger pulsing circle will sometimes appear during the fight. Move as far away from it as possible to reduce the damage you take from Freefire.

At extremely low health, the boss will vanish and reappear in the middle of the room and start casting Ultima. Save limit break for this phase, pop all cooldowns, and burn the boss down before this cast goes off.

Final Boss
Boss Guide
Final Boss Guide - The Praetorium

Boss Abilities:

The Final Boss' Abilities:

  • Dark Orb - Deals ~400 damage to a random player.
  • Grip of Night - Deals ~300 damage to players near the boss.
  • Sea of Pitch - Black pools are placed around the room. Stepping on them will trigger an explosion for ~400-1000 damage.
  • Shadow Flare - Deals ~1100-1600 damage to all players.

Compared to the previous bosses, this is an extremely short and simple fight. The boss will cast Sea of Pitch, placing four black pools under random players. We had our offtank run through these just to keep the room clear. He will also use a longer cast called Shadow Flare, which deals damage to the entire group. The long cast gives Scholars time to preemptively shield the group and for White Mages to Medica II to HoT the group.

This boss drops 100 Allagan Tomestones of Philosophy.