Thornmarch Extreme is going to seem like the most absolutely chaotic Extreme Primal at first glance, but the truth is that it's actually one of the easiest if your party works together. The mechanics are simple here for everyone, although awareness is paramount for all players.

Overview


  • Tanks have a simple job here with a basic tank swap mechanic. One tank will take the Paladin moogle (Whiskerwall) and the other will take the Warrior moogle (Ruffletuft), The tanks must keep them on opposite ends of the arena, and depending on the random factors of this fight this can involve a lot of movement or only a little. Every 30-40 seconds the King will buff all moogles around him. Tank swaps will happen when the Tank moogle being tanked next to Moggle Mog reaches 3 stacks. Tanks should Focus Target one another's tank moogles after they spawn to keep an eye on stacks. Additionally, both tanks need to be aware in Phase 2 and 3 that their respective Tank moogles will sometimes drop aggro and go after someone else. The best way to handle this is after swaps to simply generate enough threat on the King to hold him and then focus on attacking their respective Tank moogles (as the King can not be damaged).
  • DPS have the job of burning everything down in each phase to between 5% and 10%. Most stop around 10%, but it can be hard to get it right on the dot. There are exceptions here. Some moogles should only be attacked when they are casting, but more on the moogles later. In the final phase a melee player should be prepared to LB the King. DPS need to watch for casts of Flare from the Black Mage moogle and Holy from the White Mage, they simply need to be hit a few times to interrupt the cast.
  • Healers have likely the most stressful job here as there can be heavy damage depending on what moogles get buffed, as well as the fact that they need to be highly aware of their own positioning (be far away from the Paladin moogle from Phase 2 onwards whenever possible!) as well as aware of debuffs which hit select party members. Cleansing needs to happen quickly with Moogle-Go-Round and Taunt
  • All Players should try to avoid the middle of the arena when possible as Delta Formation happens relatively often, has an enormous aoe, and will do a massive amount of damage; enough to kill you if you are not topped up usually.

Mechanics


  • Shared HP - The primary mechanic of the fight is the shared health pool between the King and the minion moogles. You will handle it by reducing all of the moogles to 10% or less HP before killing one of them. Each time a moogle dies, the King will sacrifice his own HP to restore the HP of all the other moogles. Naturally, the less HP they have, the more HP King Mog will sacrifice. If this mechanic is handled correctly, he should sacrifice close to 40% of his HP at each Phase switch. This is the only way to damage the King except for the very beginning and end of the fight.
  • Buff Management - This is part of the Tank Swap mechanic in this fight. Tanks will want to keep the King away from the Thief and Archer moogles (not to be confused with the Bard moogle who is mostly harmless). They will randomly wander near you and the best way to handle it is simply to move the King. Inform the other tank if necessary, but they should be paying attention.
  • Flare - Starting in Phase 1 and going until the end of the fight, the Black Mage moogle will occasionally cast this. It will place a big obvious AoE on the ground. DPS need to hit the Black Mage a few times to interrupt the cast before it goes off.
  • Holy - Exactly the same as above except it is cast by the White Mage starting from Phase 2. Interrupt it in the same way as above.
  • Delta Formation - Three moogles will sometimes assume a triangle formation and fill the area in between them with a very large, heavy hitting AoE. Keep an eye on Moogle movements and stay out of the middle of the arena when possible!
  • Moogle-Go-Round - Is a debuff placed on players at random in Phase 2 and 3 by the Warrior moogle. Any player who does not have it cleansed off of them will die.
  • Taunt + Poison AoE - In Phase 2 and 3 the Paladin moogle will occasionally taunt the 3 nearest players to him and summon a poison field under him. You will see a very obvious tether marking the players who will be taunted. This is the reason the healers must stay away from the Paladin Moogle as having both healers taunted is a death sentence. If a healer does become taunted, they are top priority for cleansing. The tank who is tanking the Paladin CAN cheese this mechanic slightly by beginning to move the Paladin when the tethers go out. This can sometimes cause the poison field to drop off center and for one or more players to not actually end up inside of it, and thus free from damage, although still unable to act for awhile.
  • Arrow Rain - This is the Archer's signature move, and the reason you do not want him to gain stacks. It will rain an arrow AoE down on the targeted player. They should make it a point to be away from all other players if they become targeted. Healers should keep an eye out for it and ensure the player is topped up.
  • Mog Meteor - This skill will hit the party during the Phase 2 -> 3 transition. Players should gather in the middle and prep for massive damage.

^^If you understand the mechanics above, and can actively avoid them along with the majority of your party, Mog EX should feel incredibly easy, if a little hectic.

Phases


There is not a great need for a huge Phase overview here, but here are a few tips.

Phase 1 - The fight will start with just the King. DPS him to 90% HP and prepare for the moogles to spawn and the actual mechanics of the fight to begin. Tanks should try to be aware of where their moogle spawns and have an aggro skill ready to go for the spawn if possible and split up quickly. Take all moogles down to less than 10% of their HP before any of them are killed. Typically leave the Black Mage moogle until last, just in case you need to hit it a few times to stop the Flare cast. Beware of Deltas. Fear Deltas.

Phase 2 - Same as Phase 1 except a few more mechanics are introduced here, including Moogle-Go-Round, Paladin Taunting, and the Tank aggro drops. The major thing here is that the White Mage will start casting Holy from time to time and needs to be stopped similar to the Black Mage. Leave them for last as you did before. When you kill off a moogle, gather in the middle and prepare for damage.

Phase 3 - Same as the previous phases in terms of damaging the moogles, but if you can, get them even lower than before. All mechanics from previous phases will be present. When you are satisfied with the damage on all of the moogles, begin killing them as quickly as possible. As soon as the first one dies the King will begin casting Memento Moogle which will wipe the party. Kill all moogles and then burn DPS on the King. Melee should LB here. If you kill him before the cast finishes, you win!

As a note, Good King has an enrage timer, so if you're taking too long, he's just going to kill you all anyway. So don't spend too much time perfecting the HP levels in each phase. Simply get them close to 10% and push the phase.