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FFXIV Patch 7.35 The Pilgrim’s Traverse Deep Dungeon Mechanics Guide: Floors 10-99

Par Penny
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Welcome to this complete guide to FFXIV Patch 7.35 The Pilgrim’s Traverse, covering every boss encounter from Floor 10 to Floor 99. If you’re struggling with a specific boss or mechanic, this guide, shared by Azurite TV on his YouTube channel, will help you prepare for each phase and survive the climb to Floor 100. Let’s dive in.

 

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 FFXIV Patch 7.35 The Pilgrim’s Traverse Deep Dungeon Mechanics Guide: Floors 10-99

 

Floor 10 Boss

The fight begins with Branch Out, which summons burrowing adds that move around while casting Hedge Mazing. After their cast completes, the boss and all adds will unleash point-blank AoEs. Track the adds’ movements to locate the safe zones. Move into the largest safe area near the end of the cast.

Once Hedge Mazing resolves, the adds become targetable. Kill them quickly — if not defeated in time, they’ll spam jump attacks that can easily KO you. Use Pomander of Strength or Haste if available, to meet the DPS check.

Next, the boss casts Leafmash, targeting all cardinals or intercardinals with AoEs that apply stacking vulnerability. To avoid this, observe where the boss jumps and move into the safe spot of the fourth jump position. Afterward, the boss loops mechanics: Branch Out → Hedge Mazing → Leafmash until defeated.

 

Floor 20 Boss

The boss opens with Touchdown, a knockback followed by sequential point-blank AoEs from its legs. Each leg glows red to indicate the AoE order. The first and fourth legs are always adjacent — use the fourth leg’s glow as your knockback direction, then move into the first leg’s safe area.

Next is Bare Root Planting, marking a player with an expanding star-shaped AoE. At the same time, Dense Planting scatters random AoEs across the arena. The marked player should drop their marker far from the group and angle it slightly to create a larger safe zone opposite the star formation. The following mechanic loop: Touchdown → Bare Root Planting → Dense Planting.

 

Floor 30 Boss

The fight starts with Liturgy of Light, spawning unsafe rings and rotating blades. Followed by Grip of Salvation, a half-room cleave that swaps sides. Move opposite the glowing hand, then step into the first cleaved area after it goes off.

Watch for Divine Favor, which targets a player with a tracking AoE. Move only near the end of the cast and avoid leading it through teammates. The boss then loops his mechanic: Liturgy of Light → Grip of Salvation → Divine Favor. The boss may occasionally cast two consecutive Grips early in the fight.

 

Floor 40 Boss

The boss dashes to the arena’s edge and summons two untargetable adds. It then casts Blown Blessing, emitting either a yellow (point-blank AoE) or blue (knockback AoE) beam. The adds copy this mechanic in sequence: boss → first add → second add.

  • If yellow: position near the third add and move inward after the boss’s AoE.
  • If blue: ride each knockback from the boss to the first add, and then to the second add.

Kill the adds quickly before Self-Destruct triggers. Watch for Near Tide (point-blank AoE) and Far Tide (donut AoE) — move opposite of the cast name. The mechanic loop is Blown Blessing → Near/Far Tide.

 

Floor 50 Boss

The arena liquefies from Liquefaction, leaving rocks as safe zones. Standing in quicksand for over 4 seconds causes drowning.

The boss uses Sandpit, a tracking AoE cast four times — kite it carefully between rocks. Later, it casts Windraiser, making the arena’s outer edge unsafe and creating a central knockback. Step into quicksand briefly to negate the knockback.

Afterward, the boss begins a repeating phase: Windraiser + Sandpit, overlapping with dodgeable AoEs. Expect combined mechanics until defeat.

 

Floor 60 Boss

The boss begins with Spineshot, a cleave both in front and behind. Stay at its sides.

Branch Out spawns four lines of Cactus adds — each line with one large and three small Cactus. Big ones cover a 3×3 tile area; stay at least two tiles away. The lines detonate in sequence. Dodge from 3→1 or 4→2 safely.

Later, Stone March causes Cactus to move in set directions (one or two tiles). Watch their arrows and stand opposite the middle big Cactus’s ending spot. Adjust positioning depending on whether it’s one or two marches.

Spinning Needles follows — a rotating cleave that spins multiple times. Stay beside the boss and rotate with it. The following mechanic loop is Branch Out → Spineshot → Stone March → Spinning Needles.

 

Floor 70 Boss

The boss opens with Zealous Glower, spawning five orbs that trigger donut AoEs. The sequence depends on whether the pattern starts close or far from the boss. The first orb to spawn detonates first — follow the orb order to stay safe.

Afterward, Ardorous Eye spawns more donut AoEs; stay in the boss’s hitbox to avoid the initial blast, then repeat the orb-dodging pattern.

The boss may cast 2,000 Mina Swing (point-blank AoE) or Disorienting Groan (knockback). Adjust accordingly.

Then comes Octuple Swipe, two sets of conal cleaves across all cardinals. Stand between two cardinals and dodge between the two safe spots.

The following mechanic loop is Zealous Glower ×2 → Ardorous Eye → 2,000 Mina Swing/ Disorienting Groan → Octuple Swipe.

 

Floor 80 Boss

The boss alternates between Roaring Ring (donut AoE) and Perilous Lair (point-blank AoE), with glowing whiskers indicating a half-room cleave — either front or back.

Stalking Static summons chained orbs that fire sequential line AoEs, ending with a large explosion at the final orb. Identify the farthest orb and move opposite to it.

Prowling Death applies either Nowhere to Run (punishes movement — don’t move or you’ll gain Doom stacks) or Shadow of Death (requires you to get hit by the glowing whiskers).

Afterward, the boss loops its rotation: Stalking Static → Roaring Ring/Perilous Lair → Prowling Death → Roaring Ring/Perilous Lair.

 

Floor 90 Boss

The boss starts with Backhand, cleaving three-fourths of the arena. Stand between its back and flank arrows on the glowing hand side.

Portals appear, firing Arcane Beacon line AoEs while the boss alternates between Fore-hind Folly (front/back cleave) and Twin-Winged Treachery (side cleaves). Each pattern leaves two safe zones.

Later, the boss jumps and casts Skinflayer, a knockback preceded by ground AoEs. Move close, dodge, and prepare to be pushed safely. The following mechanic loop is Backhand → Fore-hind Folly/Twin-Winged Treachery → Hot Iron → Skinflayer.

 

Floor 99 Boss (Final Boss)

This floor features two bosses: Eminent Grief (void being) and Devoured Eater (sin eater). Keep their HP close — within about 20–30% — or they’ll gain regen and damage up buffs.

  • Light puddles grant the Light debuff to damage Grief.
  • Dark puddles grant the Dark debuff to damage Eater.
  • Swap puddles as needed, and refresh your debuff before it expires.

Mechanics Overview

  • Ball of Fire: Targeted AoEs that inflict separation stacks. Move just before the cast finishes.
  • Chains of Condemnation: Prevents movement — stand still until the debuff fades.
  • Blade of the First Light: Cleaves vary by weapon — dual swords hit sides; greatsword hits center. Always move to the safe zone early.
  • Bounds of Sin: Pulls players to the center, surrounding them with AoEs. Watch the last few AoEs and escape through the gaps.
  • Spine Lash: A line AoE targeting a player’s last location — avoid hitting arena windows to prevent adds.
  • Abyssal Blaze & Diamonds: Grief tears rifts horizontally or vertically, spawning lines of diamonds that later emit massive cross AoEs. Remember the safe quadrants based on his tear direction.
  • Drain Aether: Both bosses cast this attack simultaneously. Take the opposite debuff of the faster-casting boss to survive.

Once the diamond AoEs finish, the bosses repeat previous mechanics with variations. Maintain debuff rotation and health balance between the two until victory. For solo players, unlock “Invoke the Final Verse” after a group clear to practice consistency without pomanders like Strength or Haste.

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