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Health & Fitness

FFXIV Dzemael Darkhold Dungeon Guide

Dzemael Darkhold is a level 44-46 instance located in the Coerthas Highlands. It can be unlocked in multiple ways, both by quest givers in the Coerthas Highlands, and through the Grand Companies. It is not a part of the main story line. Players level 47 and above will be synced to level 46 for the duration of the dungeon.

This dungeon will contain a large variety of "dark" type monsters, including floating eyes, undead, and similar creatures. However, in the initial pulls of the zone, the first boss will actually circle above the party without engaging. There will be various crystal formations where the party will receive the "Crystal Veil" buff, which prevents the boss from doing much damage. The boss cannot be killed in these hallways, so parties should simply clear the trash and move on.

If that's not bad enough, there's an Eye monster (can't be damaged, doesn't even have an HP bar) that floats around and does a devastating AoE if you're near it. Doesn't aggro, but whatever.

So the strategy turned out to be like this:

-Enter dungeon:

-Skip intro cutscene to save time.

-Skip the introduction of the eye monster to save time

-Wait for eye to hover over your party and continue ahead on the dungeon. (And hope he doesn't do his area attack on hop of where you and your party are situated. It's hard to react and run before he gets it off, unless you have really good reflexes.)

-Have Conjurers/Thaumaturge in group use party buffs.

-As Gladiator, I had to put on Sentinel, Aegis Boon, Defender, Rampart II, (defensive buffs) etc in order to stay alive.

-Run through the dungeon area aggroing all the mobs, stopping occasionally for party members to catch up and cast healing spells on you, and letting them sleep frogs and toads in the way. (Keep in mind that toads have a draw in attack, so you have to sit and wait for mages.)

-You want to be in active mode when you run. You may go slower, but it's more endurance (and staying alive) than speed. Also known as: Haul ass, but haul ass without killing yourself or your party. You can take hits and let the mages just heal you as you run/stop. Don't get too far out of range from the rest of the party, especially those who are healing you while you run!. I would advise everyone to get Fleet of Foot trait from the Lancer's Guild as well. It's invaluable.

-If you're the tank, skip the first gate, run to the second gate. (That is, unless you're farming.) The second gate will have a cut-scene that opens up the path. Keep in mind that this does not despawn the mobs. You need to run a little further, past some moles and frogs and stand on the various circles to despawn all mobs.


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