FFXIV: Syrcus Tower – Glasya Labolas Boss Guide

Everything you need to know about the Glasya Labolas fight in Syrcus Tower.

Scyrcus Tower is the second installment of the Crystal Tower story line. It’s a 24-man raid in which players queue into using the Duty Finder. Unlike the four and eight-man instances, Syrcus Tower requires a massive amount of coordination and awareness. One wrong step could cause the other 23 players to die as well. This guide will cover the second boss, Glasya Labolas.

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Set-Up:

Before starting there are three important things to work out.

  • Main Tank
  • Off Tanks
  • Party Positions

Main tank and off tanks are basic common sense. The Main tank will be in charge of holding Glasya Labolas in place for the rest of the alliance to kill. The off tanks are in-charge of picking up specific adds to hold in certain positions for their parties. The main tank’s group will have to designate somebody else to handle this.

The parties are positioned so that they are centered on one of three jump pads in the room. These pads are activated by meeting certain requirements during the fight. The image below marks the jump platforms.

 

Mechanics:

There are multiple mechanics to be aware of in this fight, along with several AoE attacks.

AoE Attacks:

Glasya uses three AoE attacks regularly during the fight: a narrow cone, a random three circle ground target, and a large circle attack centered on himself. These attacks are easily avoidable.

Primary Mechanics:

There are a few things that play a part in the primary mechanics of this fight. The first is the charge meter at the top of the Duty details. A full meter is bad news for the alliance, the meter fills from the tethers connecting Glasya to certain objectives in the fight. These mechanics repeat until Glasya dies.

Clockwork Wright:

The first objective. These adds spawn with a purple AoE circle around them, and a tether connecting them to the boss. The trick to disconnecting the tether is having someone stand in the circle getting immobilized until the rest of the alliance kills the Wright. There are several of these that spawn at once, and they spawn at around 60-70% HP.

After a certain amount of time, or the Wrights are killed, Glasya moves to the center of the room to cast a room wide AoE. During this time, stack on your party’s Waypoint. Depending on the amount of charge on the charge meter this attack has the potential to deal sever damage to the alliance. After the attack goes off two circle disk-like objects start moving around the room, avoid these as they’ll deal heavy damage to anyone they hit.

Clockwork Squire:


This is where the off tanks come in. Six pillars spawn around the room, three on the jump pads, and the other three spaced evenly between them. The pillars not on the jump pads will tether to Glasya, charging it’s meter. At the same time 3 Clockwork Squires spawn, moving these between your waypoint and the correct tether will remove the tether from Glasya and connect to the jump pad through the Squire. This allows the jump pad to charge.

After all three Squires are locked in place, use the jump pad to avoid the room wide attack. Pillars will spawn on each little circle that are killed on the way to a circle that takes you back to the fight. After the big attack, Glasya spawns three of the disk-like objects.

Follow everything above and Glasya shouldn’t be difficult at all. Good luck and have fun. For more guides, check out my FFXIV guide directory.


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