Final Fantasy XIV: How to complete Containment Bay S1T7 Unreal

In Final Fantasy XIV, the Containment Bay S1T7 Unreal Raid is currently playable. Here, you'll get the chance to go up against the formidable adversary, Sephirot, and beat them by cooperating with a small team. There are many different mechanics to navigate, many of which are different from the typical raid you already finished at level 60. This guide explains how to beat Containment Bay S1T7 on Final Fantasy XIV's Unreal difficulty so that you can battle Sephirot.

Final Fantasy XIV: How to complete Containment Bay S1T7 Unreal

How to Beat Sephirot

How to unlock Containment Bay S1T7 (Unreal)

You must unlock this raid before you can begin it. Once you've reached the Gods of Eld quest and the Heavensward expansion, you can perform this. Speaking with Torsefers in The Pillars will lead you to this task. The typical Containment Bay S1T7 Raid will then be unlocked. To unlock the Unreal version, you must finish this once.

First phase

Sephirot should be pulled to the opposite side of the battlefield at the start of the encounter, facing away from the group, by your main tank. The boss will launch targeted attacks with an expansive area of impact. Make sure the tank is pointed away from the group. Sephirot will repeatedly launch strikes that hurt the whole party at this time, forcing the party's healers to concentrate on sending out area heals and doing their best to reduce damage. It is very recommended that you enlist the help of any additional participants. These attacks can also occur back-to-back, which complicates them further.

When these assaults stop, Sephirot launches his subsequent strike, which scatters green orbs around the battlefield. The first one will be in the center of the arena, and the following three will form a T on the floor. The damage dealers will want to stack up, the second tank and healers will want to travel together, and your party will want to go where there are no orbs. This is due to the fact that following these assaults, one damage dealer and one healer will each receive a damaged stack. These should be dispersed widely to stop everyone, as they also result in a physical vulnerability debuff. Your primary tank shouldn't experience this.

Following this phase, the main tank will return Sephirot to the center and repeat the process. Everybody is now waiting for another green orb to enter the arena. Everyone will try to stack up as close to the boss' damage as possible as it happens, waiting for the green orb to pass by them. Several players will simultaneously be hit by a purple or green AOE attack on top of them while this is happening. When this occurs, they scatter and move apart from one another, with the person holding the purple stack moving toward the back wall. The boss will continue to assault in this direction with a powerful attack while facing the green orb. Reset and repeat this rotation at least three more times after that.

After a given distance, Sephirot will scatter to one side of the arena, and a number of adversaries will appear. The first is called Binah, while the second is Cochma. While the rest of the gang concentrates on the Binah, the main tank will want to concentrate on the Cochma. The Cochma will launch powerful attacks while dealing with magical vulnerability stacks, while the Binah will deal magical damage. While the Cochma is absent, your crew will want to keep Binah away from the main tank. When you defeat one of these foes, an attack that affects the entire group is launched. We advise dispersing these assaults to give your healers time to recover their health and cast spells. You must defeat 12 Binah and two Cochma.

Second Phase

Sephirot will demolish the main floor before the second phase gets going. For a party-wide strike that will deal some serious damage, we advise having everyone stack at the center point, near the north side, and then applying damage mitigation. A yellow flash will then emerge on the screen, and the stage will return beneath you. When this occurs, leave your current location right away since spikes will start to rise from there. Sephirot can now be chosen as a target, and damage can be dealt with.

Everyone at the party will soon receive an orange or green debuff when this occurs. Force Against Might, the orange debuff, lowers your physical defense, and Force Against Magic, the green debuff, lowers your magical defense. One orange hand and one green hand will be extended by the Sephirot. You should position yourself next to the orb that matches the color of your debuff. The people with the orange debuff will choose to be nearer the stage's center, while the people with the green buff will prefer to be nearer Sephirot.

Two circles that resemble tall buildings will emerge once the orbs shatter, dealing significant damage to this area with their appearance. These towers will be sought after by those that have the orange debuff. They won't be harmed by them when they erupt, but they will now have tethers that attach them to Sephirot. Those who have the green debuff will want to approach Sephirot so they can steal the tethers. The people who have the green debuff will not be harmed when the tethers go off. As several green orbs begin to develop in the center of the arena during this time, those who have the orange debuff will want to move to the far south side, and those who have the green debuff will want to be under Sephirot. The orange party members who have been rejected want to get to the center and absorb the towers that are about to erupt once more when the green orbs start to fire.

Next, an earthshaker will be given to a party member who deals damage and a healer. They should therefore travel to the south side of the arena and stand opposite one another. However, before these go off, your screen will flash yellow, so be prepared to avoid another spike akin to the early portion of the second phase. Everyone will experience attack spreads, which will force everyone to disperse and move apart. But soon after these assaults, two pillars will reappear. The tanks in your group should choose one to enter, apply damage mitigation, and take these powerful blows for the party.

Once you've survived these assaults, the following series will repeatedly knock your group back, so location is essential. Everyone will want to stack at the spot where a blue circle appears in front of Sephirot. When a yellow flash appears, knocking you back to the southeast area of the arena, wait here and then scatter to the southeast portion of the blue circle. Next, stay away from the blue circle and go toward the arena's center, outside of the bright green sphere that is developing on its southwest side. When the knockback occurs, you should move toward the arena's far east side. On the east side, the next circle will be near where you are right now. When it goes off, you want to be outdoors on the southwest corner, and you'll land there in the arena. After these attacks are done, your party will fight another type of Earthshaker, but they work the same way.

You should now approach Sephirot on his side of the arena and wait for him to throw you to the south side of the arena. When he does, you and your group will have to face a number of foes. Near your group will be several Binahs and a Storm of Words. You should concentrate on the Storm of Words while the tank concentrates on the Binahs. Sephirot will likely launch numerous assaults during this time, including pillar and orb attacks. To make sure your healers are ready for all this damage, you should work together. Concentrate on the Binahs once the Storm of Words has been vanquished.

The Storm of Words will leave a green aura behind after being defeated. Sephirot will perform a slight knockback as everyone tries to stack on it. However, the green aura will launch everyone into the air, preventing Sephirot from using a sweep attack that may knock everyone off the level. The cycle will continue until Sephirot is vanquished by you. If you and your party are unable to beat him before the anger mechanic kicks in, he will sweep everyone out to the side of the arena. Nobody will be lifted into the air by the swooping green aura of the arena.

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