FFXIV Patch 7.2: Recollection Extreme Trial Guide
Recollection Extreme is the latest extreme trial introduced in Patch 7.2 of Final Fantasy XIV. This trial features a boss named Zelenia, who uses a variety of mechanics that require precise positioning, timing, and team coordination. Luckily, Mrhappy shared a guide on his YouTube channel, walking us through all the mechanics of this trial. Let's get into the article. But if you need a quicker option, you can buy FF14 Recollection Extreme Trial boost directly at MmoGah. With our experienced boosters, we've got you all covered.
How to Unlock & Rewards
Unlocking the Trial: Players must first complete the normal mode of the trial as part of the Main Scenario Quest (MSQ). Once the normal mode is completed, players can then approach the Wandering Minstrel in Tuliyollal to unlock the extreme difficulty.
Rewards: The trial drops item-level 745 weapons and a variety of other loot, such as crafting materials and gear suitable for high-level players.
Positions and Assignments
For this fight, you'll need to assign players to specific clock spots, with DPS positioned on intercardinal spots and light parties being a minimum requirement. It's also important to assign lineup spots as shown in the example—DPS should be placed on the East side and supports on the West.
The boss you'll be facing is Zelenia, and she will alternate between large, dance-style mechanics and typical raid-wide or tank-buster attacks. Here are the key mechanics to watch out for.
Zelenia's Mechanics
Opening Phase: Zelenia opens with Thorned Catharsis, a raid-wide attack followed by Shock. This attack targets one role with large AoE damage and the other with small, baited AoE damage. Four Towers will spawn, one in each quadrant of the room but slightly offset East or West. Players must move to their assigned clock spots and pair up based on their color assignment.
- Large AoEs should be sent into the Towers, where they will remain still for the entire duration.
- Small AoEs must be quickly moved away from the group once they hit the ground. If a donut AoE hits a player by mistake, it pulls them to the center, so be cautious.
Specter of the Lost: After the opening phase, Zelenia will cast Specter of the Lost, and two tank tethers will spawn. Tanks need to grab one each and aim them away from the group. This phase also requires heavy mitigation, so make sure your party groups up as soon as possible to avoid unnecessary damage.
Escelons' Fall: Zelenia will cast Escelon's Fall, a series of four back-to-back Cleaves. The Cleaves will target players based on the markers above Zelenia's head.
- If the markers are close together, the Cleaves will target the four nearest players.
- If they are spread out, it will target the four furthest players.
Supports should take the first and third Cleaves, while DPS takes the second and fourth, all while staying in their assigned clock spots. The movement pattern to follow is either:
- Stay, Swap, Stay: If the second set of markers is opposite of the first.
- Swap, Stay, Swap: If the first two and last two markers are the same.
Stock Break: After Escelon's Fall, Zelenia will cast Stock Break, a four-hit split-damage AoE. Healers should be ready to keep the party topped off during this phase. She will then cast Blessed Barricade, making her untargetable, and summon four Roseblood drop ADS. Your main goal here is to kill the ADS before the Aether gauge fills up.
Clone Mechanics: Then clones will spawn on the east and west sides, which will tether one player from each side of the room. When the tether expires, the clones will do massive cleaves on their respective sides. The East clone targets DPS, and the West clone targets support, so positioning is key here. During this phase, players will also need to join up in Towers based on their assigned side of the room.
Perfumed Quietus and Rose Blood Bloom: After the ad phase, Zelenia will cast Perfumed Quietus, a raid-wide mechanic that should be mitigated accordingly. Then, the main gimmick of the fight begins with Roseblood Bloom. This will summon floor patterns that interact with various AoEs and the boss's mechanics. Players need to avoid the bleed puddle in the center, as it causes significant damage over time.
Roseblood Bloom 1: The first mechanic will summon a floor pattern featuring a snake-like green safe spot. This safe area will help you navigate through the rotating AoEs that Zelenia begins to cast. The AoE moves slowly, so don't rush your movements. Once you reach the red end of the safe spot, everyone should stay there while the remaining AoE rotations finish. Afterward, immediately spread out. It's safe to walk over the red panels when no AoEs are active, so you don't have to hover in the snake-like pattern. Just make sure you're not overlapping with another player or standing on a danger tile.
Roseblood Bloom 2: The second Roseblood Bloom is a raid-wide dodge mechanic. Upon starting, you'll see two safe sections: one with two safe spots along the outer ring and one with two safe spots along the inner ring. The goal is to move to the appropriate safe area based on the upcoming AoEs. Zelenia casts Thunder Slash, which will create a donut AoE followed by a point-blank AoE combo. This is followed by six cleaves coming from the boss one at a time. If you're unsure about which safe spot to go to, try to dodge the cleaves in a specific order—dodge into the cleave that appears last and then into the one that appears before it. This can be tricky, so studying footage of the dodges can help with practice.
Roseblood Bloom 3: In this mechanic, all four players (either DPS or support roles) will receive Rose markers above their heads. When the marker expires, it turns the tile under you into a red panel, which connects to adjacent red panels. The goal is to avoid having two red panels connect, as doing so will cause an explosion that damages the raid. The layout should be arranged so that the rose markers don't overlap with towers while ensuring that everyone is in their correct position. The assignment of rose markers will depend on the player's role and the cardinal direction they're assigned to.
Escelon's Fall 2: After a raid-wide mechanic, all four DPS should stack tightly on the east ring of the hitbox while the supports stack on the west side. Zelenia will first cast Bud of Valor to summon a shade that triggers additional mechanics. The DPS or supports targeted by Shock need to stay stacked tightly, or they risk obliterating each other. After this, Zelenia casts Escelon's Fall. One group will be responsible for dodging cleaves, while the other focuses on spreading and resolving the next set of cleaves.
Roseblood Bloom 4: In this mechanic, one role (either DPS or support) will receive four roses, while the other will need to spread. The four roses should be placed in a specific formation to ensure safety. The spreaders must ensure their AoEs do not cleave into the rose side of the room, or they risk shocking and killing the players. Once both groups resolve their mechanics, everyone should stack on the dangerous side of the room where the roses were dropped. DPS will be tethered to a support player, and the tethers will break upon proximity.
Escelon's Fall 3: The third iteration of Escelon's Fall begins with Bud of Valor once again summoning a shade. The north shade casts a half-room AoE, while the south shade does the same after the cleaves are resolved. Follow the same strategy as before: stack in your assigned positions and dodge cleaves accordingly. Timing is tight, but with good movement, you should have enough time to avoid damage.
Roseblood Bloom 5: This is another dodge-everything mechanic with more visual clutter. Two safe quadrants will appear, and you'll need to dodge AoEs in one quadrant before quickly moving to the other. First, there's Valorous Ascension, a raid-wide AoE that summons slashes. These slashes will hit one quadrant before moving to the other. Afterward, Thunder Slash will trigger, and you'll need to dodge accordingly—start in the second quadrant, dodge in or out, and then move to the first quadrant to dodge the opposite direction. The six cleaves from the boss will also require precise timing and movement.
Roseblood Bloom 6: The final Roseblood Bloom is a simple mechanic but prone to mistakes. The light parties, previously assigned for positioning, will split into two groups: one north and one south. Both groups will receive roses that should be placed next to each other. The non-rose players will focus on the towers located on the north and south sides. After the roses are placed, Zelenia will telegraph Holy Hazard cleaves. The goal is to extend the range of the towers by positioning the roses next to them. Non-rose players should be positioned to get the towers without getting hit by the cleaves.
Once the roses are correctly placed and everyone has dodged the Holy Hazard AoEs, the towers will resolve without issues. The mechanic is simple in theory, but it requires good timing and communication to avoid the towers connecting and exploding. If done correctly, you'll move smoothly to the next phase.
Final Phase: The final part of the fight consists of repeating Roseblood Bloom 1, followed by a raid-wide tank tether mechanic and three consecutive stock breaks. Zelenia will then enrage, changing the arena to all red panels and charging up her enrage. The enrage cast will take several seconds to complete, so there's no immediate danger. Take your time, stay calm, and focus on resolving the patterns. With practice, this fight will feel much more manageable.