Now that you’ve seen phase one and two of Endsinger Extreme, it’s time to take what you’ve learned and combine them into new mechanics. Phase three has players moving into their assigned light parties. There will also be a raid-wide AoE, a tankbuster, and some of the mechanics from the previous phases. Let us break it down:
Endsinger Extreme Phase Three Mechanics
The raid-wide damage, Telos, is something healers should prepare for. Aiming classes, such as Dancers with Shield Samba, should also time their mitigations. You will see two tankbusters that target the main tank and the off tank. Keep the tanks away from the rest of the party when she performs Hubris.
Here is where it gets tricky: the planets still make their appearance from Phase One and Phase Two. Except in Phase Three, you need to mind your light party locations while doing the orange and blue planets, while also keeping an eye on the Endsinger’s arena cleaves with Elegeia Unforgotten.
Once Elegeia Unforgotten finishes, you need to split the light parties to deal with the planet planets during Eironeia.
The biggest mechanic from Phase Three is called Fatalism. With Fatalism, you need to be mindful of the positions of the planets and you are positioning as they spawn fast. The first pair of planets that show up are the ones to resolve first, and quickly. In Fatalism, the planets move a little differently than they do with Elegeia Unforgotten. Fortunately, you do not need to contend with the Endsinger head as you would with Elegeia Unforgotten. Just focus on your positioning.
The final mechanic of Endsinger Extreme Phase Three is Elenchos. Once the final planet from Fatalism collides, turn towards Endsinger to contend with her. Phase Three of Endsinger Extreme might take practice, but do not let it get you down if you need time to practice. Once you are ready for Endsinger Extreme phase four, follow GameDom.
Endsinger Extreme Written Guide FFXIV: Phase Three