Welcome to the Final Fantasy 14 trial guide series by 4 Player Squad Gaming! In this guide, we will be focusing on “The Minstrel’s Ballad - Ultima’s Bane,” which is a level 50 full party optional trial featured during the quest “The Ultimate Ballad.” This trial is available after completing the main story questline and offers a challenge similar to an extreme trial.

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Trial Overview

“The Minstrel’s Ballad - Ultima’s Bane” presents an epic battle with the ultimate weapon, representing the combined power of three primals: Garuda, Titan, and Ifrit. Each phase of the trial is themed around one of these primals. Completing the trial rewards players with 15 Tomestones of Poetics.

Phase 1: Garuda

The first phase begins with Garuda appearing and casting Mistral Shriek, a large frontal cone attack. Simultaneously, the ultimate weapon will use Vulcan Burst, knocking back melee range party members. Players need to position themselves strategically to avoid getting knocked back into Mistral Shriek’s area of effect. The Garuda phase lasts until the ultimate weapon has around 80% to 85% health.

Phase 2: Titan

After Garuda is stripped from the weapon, phase 2, the Titan phase, begins. The outer ring of Ifrit’s Plumes should be avoided by running into the center, followed by Weight of the Land covering the center. Players need to run centrally to avoid the plumes and be ready to run straight back out to avoid Weight of the Land. Safe spots can be found around the outer edge for the plumes and directly in the center for the Weight of the Land AoEs. Depending on the party’s damage output, there may be another round of plumes and Weight of the Land in reverse order.

Phase 3: Ifrit

At around 60% to 65% health, Titan is stripped from the weapon, and the Ifrit phase begins. Two random party members will be targeted with eruptions, which they need to run around the outer edge of the arena to avoid hitting other party members. After a short while, Ifrit will summon four Radiant Plumes at intercardinal positions and dash through the center, leaving more plumes behind. This pattern repeats again in the opposite direction. At around 40% health, Ifrit is stripped from the weapon, and the final phase begins.

Final Phase: Ultimate Weapon

In the final phase, players will face a barrage of mechanics. Magitek Bits will spawn and fire light beams towards random party members. These Bits need to be quickly dispatched. The ultimate weapon will also summon four purple balls connected by tethers. These tethers need to be carefully managed, as touching pairs of balls will wipe the trial. Off-tanks can use cooldowns to pop both balls, while healers keep them alive. All players need to avoid the green orb summoned by the ultimate weapon, as it deals significant damage upon impact. The fight also features Magitek Ray, a green laser targeting a random party member. Simply staying mobile will help avoid damage from this mechanic. Finally, the trial concludes with the ultimate weapon casting Ultima if the fight exceeds 10 minutes.

Throughout the trial, it is crucial for the main tank to maintain the ultimate weapon’s attention and for the party to coordinate their movements and mechanics.

Trial Rewards

Completing “The Minstrel’s Ballad - Ultima’s Bane” offers various rewards, including ultimate chokers, ultima bands, a faded copy of the maker’s ruin orchestrion roll, and the ultima weapon card.

Conclusion

Congratulations, you have completed “The Minstrel’s Ballad - Ultima’s Bane” trial! Remember to show appreciation to the player who contributed the most to your success and pick up your rewards. We give this trial a difficulty rating of three out of five swords. Keep practicing and perfecting your strategies! Don’t forget to like, comment, and subscribe to 4 Player Squad Gaming for more Final Fantasy 14 content.