FFXIV: Urth’s Fount – Odin Primal Battle Guide

Everything you need to know about the Odin fight in Patch 2.5.

As part of Final Fantasy XIV’s patch 2.5, players were reintroduced to the Odin battle in the form of a new Trial. While the new trial was introduced at the Fan Festival, the official version differs slightly.

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I’ll cover the major change below as well as all the other fight mechanics. It took me running the encounter with my Free Company to finally get this fight down. Shout out to Endless Spires on Excalibur for the help.

 

This run started a bit questionably. I forgot that my FC members way out-gear me and pulled poorly. We manage to recover quickly though, but I end up as the off-tank.

How to Beat Odin: Strategy

This fight is fairly easy on the main tank, other than the fact that Sanngetall deals massive damage. The real work is done by the healers and dps. This is a very mobile fight so you need to always be ready to move. This fight is 100% on the dps to maximize their damage output. Most of my fails were due to sup-optimal damage. The one bit of advice I have for tanks is to tank Odin with his side to the wall and not your back to the wall. This will give you more room to dodge attacks

  • Sanngetall: This attack deals massive damage to the tank. I’m unsure if this cleaves into others who stand in front of Odin, but I don’t recommend testing it. On my Paladin it seems to deal anywhere between 2k-6k damage depending on what buffs are active and whether part of it is blocked/parried. Healers need to constantly keep the main tank topped off. Tanks should be rotating defensive cooldowns for this.
  • Hall of Stone: This is a targeted AoE that petrifies anyone hit by it. It looks to target around three random players. In later parts of the fight, it drops multiple AoE targets on each individual target.
  • Hall of Sorrow: A room wide AoE that deals moderate damage.
  • Hall of Lead: A random multi-target AoE that slows anyone hit. It also deals mediocre damage.
  • Valknut: A short ranged AoE  centered around Odin that deals moderate damage to those hit.
  • Gagnrath: Straight Line AoE attacks that deal moderate damage and knockback players hit. There are two versions of this move. The first are parallel lines that go from one side to the other. The other is a pair of perpendicular lines that cross in the middle of the room. As the fight progresses A second set will sometimes follow the first, just slightly offset from the first set’s location.
  • Einherjar: A room wide AoE that deals a large amount of damage and applies Bleeding. This bleed can be removed. Einherjar is the big change from the Fan Fest version. In that version you could interrupt the cast with silence. Now none of Odin’s moves are interruptable.
  • Gungnir: Three players will receive a large red circle around them. The trick here is for each of them to drop their circle around the edge of the map without overlapping the circles or dropping them on other players. This spawns three spears. As long as the spears are active all players will have a constant bleed debuff that can’t be removed. DPS need to kill these as fast as possible.
  • Shin-Zantetsuken: This attack happens on a timer. I want to say you have roughly 10-15 minutes to clear the fight in total. I’m not sure of the exact time. You’ll want Odin down to about 10% HP before he starts this attack, to give you enough time to kill him. If Shin-Zantetsuken goes off it will one-shot the entire group.

This wraps up the mechanics of Odin. For more Patch 2.5 content check out my list of FFXIV guides. I hope to wrap up patch 2.5 with a World of Darkness guide in the near future. If you have any comments, questions, concerns, or addition tips, be sure to leave them in the comments section below.


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GabrielKross
Currently an unpublished author working on multiple full length novels 3 of which being a 3 part trilogy. Also an avid video game player with a penchant for MMOs.