In order to enter The Praetorium, reach level 50 and progress the main storyline up to the quest "The Ultimate Weapon."
I have tried to keep this guide as spoiler-free as possible. While most of the boss sections give no indication of their identity, some of the abilities used by bosses #4 and #5 would give it away. If you would like to remain completely in the dark, only use the Summary for those bosses, as that is completely spoiler-free. Also, if you do not want anything spoiled, do not view any of the screenshots in this guide.
Clearing this dungeon will reward 100 Allagan Tomestones of Philosophy.
In the first section of The Praetorium, you will fight Magitek Reapers. Like in Castrum Meridianum, these will use Magitek Cannon. There is also a section near the start of this dungeon where you are being shot at by an imperial assault craft. You will be unable to stop the attacks, so just keep dodging Mana Cannon in this section.
This is a simple first encounter. The boss should be tanked facing away from the party, which will take care of two of his three abilities. As long as everyone moves out of Magitek Ray, nobody other than the tank will even take damage.
Just after the first boss, you will find a stone wall called a Cermet Bulkhead. In order to break it down, you're going to need some firepower, so ignore it for now. While fighting the trash in this section, there will be frequent ground indicators. You should be familiar with most of them, so do your best to avoid as many as possible.
Just past the Magitek Terminal, there will be an Identification Key Reader. Make sure you click on this to allow you to pilot the Magitek Armor at the top of the elevator. While inside this Magitek Armor, you will be given a pet bar with the abilities Magitek Cannon (A targeted AoE) and Photon Stream (A frontal burst).
Using the Magitek Armor, make short work of the Cermet Bulkhead and descend further into the dungeon. Down here, you will fight Proto-Ultima Arm Units. I recommend standing back and using Magitek Cannon, as the Arm Units use Clearout, dealing heavy damage to all nearby targets.
The first thing you will notice is the encounter is surrounded by a field of electricity. While in it, you suffer from the debuff Electrocution, taking 300 damage per tick. Throughout this encounter, Magitek Death Claws will spawn with a purple line connecting them to one player. You should try to snare and kill it while the targeted player moves away from it. If it reaches it's target, it will cast The Hand, dealing a small amount of damage and knocking back the target and anybody else nearby. If you do get knocked into the electricity, move out of it as quickly as possible and you shouldn't take more than 600 damage.
Most of this bosses other mechanics are instant cast, so always being in the proper position is important. Only the tank should be in front of the boss, while the ranged classes should try to keep their distance to avoid Wheel of Suffering. This can be made trickier with Iron Uprising knocking the tank around, so frequent repositioning will be required. Around 50% health, the boss will start to use augmented versions of some of it's abilities. While this makes them hit harder, two of them, Augmented Uprising and Augmented Suffering become avoidable with ground indicators. You can, and should, avoid these every time.
Between Heirsbane, Hand of the Empire, and Sentence, this boss deals a lot of unavoidable damage to random players. Healers will likely be healing the party more than the tanks. Everyone should stand fairly close to the boss, while remaining loosely spread so Hand of the Empire doesn't hit more than one person. It will teleport to a random player, which is why you don't want to be too far away. It will also cast Judgment, which puts a large circular ground indicator under a random player. At roughly 75%, 50%, and 25%, he will also put a blue flame circle on the ground. These will inflict the Bleed DoT while standing in them and will remain for the rest of the fight.
The main ability you will be responding to is Terminus Est. He will draw a blue X in the air, which will blast forward in a beam a few seconds later. The beam will always fire away from the boss. As long as you move out of the way of this ability, the group should not take too much damage.
This boss is split into four distinct phases. The start of the next phase is signified with Blessing of Light filling the entire room, healing the party to full and restoring MP. While in phase 1, the boss will take very little damage. Healers should cast stoneskin and shields before the pull to avoid healing in this phase. As long as everyone dodges Magitek Ray, you should not need to heal. After a short period of time, the room will fill with light, starting Phase 2 and allowing the boss to take damage.
While in Phase 2, the boss will randomly use Ceruleum Vent and Vulcan Burst. These will need to be healed through. It will also cast Eye of the Storm, forcing everyone to run to the middle of the room. Rather than going all the way to the middle, stand as close to the edge as you can without being in the wind. As soon as the wind fades, move out to the edge again. You will have a very small window to move before Titan comes crashing down, hitting everyone in the middle with Geocrush. This pattern of moving in and quickly back out will continue throughout all of Phase 2.
Occasionally after Geocrush, Garuda will come down and cast Aerial Blast, dealing unavoidable damage to the entire group. This can be deadly if the group took damage from Geocrush and isn't healed up quickly enough.
This phase is nearly identical to to Phase 2, just with different abilities. Radiant Plume will either force you into the middle, or the outer edge. Whichever it is, be prepared to move out of it quickly. Weight of the Land will appear in the Radiant Plume safe zone, forcing you to move again immediately. As with Aerial Blast in the previous phase, Titan will occasionally come down to unleash Earthern Fury. Just heal through it.
It will cast Eruption under a random player, which will place cracks until the player that explode in a few seconds. Unlike Ifrit's eruption, this will place a second circle of cracks shortly after the first, so if you don't move, you'll get hit by two explosions. You can try stunning it. Otherwise, try to be spread out in this phase so everyone doesn't have to run from it. This will also reduce the damage the group takes from Homing Lasers. The major change in this phase is the pattern. Rather than moving in and out, Radiant Plume will draw a line across the area. Then, a few seconds later, more plumes will appear in four corners. There are actually areas that do not get hit by either set of plumes that you can stand in for most of this phase.
And finally, Ifrit will come down occasionally to Hellfire. As with the other phases, just heal through this.
This boss has two abilities, Homing Lasers and Aetheroplasm, that will deal damage in an AoE around a random player, so try to spread out as much as you can. Range should also try to stay near max range to avoid taking excessive damage from Ceruleum Vent. When the boss uses Magitek Ray, it was turn and engrave a green line on the floor in three different spots. Move off the engraving to avoid the explosion.
Magitek Bits will also spawn around the room, placing a light blue warning beam under players feet before shooting a damaging beam a few seconds later. DPS should kill these Magitek Bits as quickly as possible while avoiding the beams. This mechanic functions exactly the same as it does on the final boss of Sunken Temple of Qarn. A small orange circle with a much larger pulsing circle will sometimes appear during the fight. Move as far away from it as possible to reduce the damage you take from Freefire.
At extremely low health, the boss will vanish and reappear in the middle of the room and start casting Ultima. Save limit break for this phase, pop all cooldowns, and burn the boss down before this cast goes off.
Compared to the previous bosses, this is an extremely short and simple fight. The boss will cast Sea of Pitch, placing four black pools under random players. We had our offtank run through these just to keep the room clear. He will also use a longer cast called Shadow Flare, which deals damage to the entire group. The long cast gives Scholars time to preemptively shield the group and for White Mages to Medica II to HoT the group.
This boss drops 100 Allagan Tomestones of Philosophy.
On the Quest: The Ultimate Weapon
All donations are put towards hosting costs and creating new content as often as possible!