I couldn't finish 'em. Looks like this's gonna get complicated.
Thornmarch is a Trial from Final Fantasy XIV, in which the party fights the Moogle primal, Good King Moggle Mog XII. It is one of a handful of trials to return from the original release. Due to the removal of Cape Westwind in Patch 6.1, Thornmarch became the first 8-man trial in the game, as well as the first MSQ content not to use the Duty Support system. Furthermore, in Patch 6.2, the hard mode of the trial was revamped.
Story[]
Hard[]
Good King Moggle Mog, the Twelfth of His Name, has once more been called forth by the Mogglesguard. Though the king is not considered a primal in the strictest sense, he poses a threat not unlike that of the beastman gods, in that his influence could corrupt his people's peaceful nature. And so, like those other aether-starved beings, he too must be felled for the sake of the realm.
Extreme[]
Kuplo Kopp's attempt to chastise the Mogglesguard for their dangerous and foolhardy actions has not had the intended effect. Reminded of how deadly the Twelveswood has become, the royal guards have instead channeled their fear and desperation into calling forth an even more potent potentate. The Good King Moggle Mog XII now styles himself the Great King Moggle Mog XII, and all the evildoers in the forest shall tremble before his majestic wrath!
Progression[]
Hard[]
To Be Added.
Extreme[]
Unlike the other battle, initially only Good King Moggle Mog XII is present on the field. Once his health is lowered to 90%, the other moogles join the battle.
This battle is much more difficult due to the different strategy needed to win and the new tactics employed by the moogles. The king has a frontal attack which will drain MP or TP and should be kept away from any party member as well as any other moogles except from the WAR and PLD, which the tanks will deal with. Each time a moogle is slain, Good King Moggle Mog XII will restore all moogles to full health (at a cost to his own), but after the second time he uses Pom Meteor (dealing high AoE damage), and the third time (where he can no longer revive his fallen mooglesguard) he will cast a full-power Memento moogle that will KO all players unless he is killed in time.
To best deal with this, players should try to get every moogle down to around 10% health before defeating one. Since Pukla Puki will periodically try to cast Pom Flare (that needs to be stunned by inflicting 1000 damage), it's best to only attack her when she's casting. It's best avoid fighting in the center if possible, as the moogles sometimes perform a Delta Attack on command of the king. If the moogles are handled successfully, the King should sacrifice nearly half his health to revive them.
In Phase 3, the players must repeat the same strategy, except the moogles now have some new tricks whenever the King rallies them. The king will buff any moogles within his vicinity, which at three stacks will end up being lethal to the tanks, so the tanks must constantly be on watch for the buff stacks on the PLD and WAR (the only two which they can tank) and swap aggro on the king so that the stacks do not go over 3. The THF may initially deal minimal damage, however if he is ever buffed by the king and/or BRD high enough he will begin to one-hit kill any party member other than the tank—this can be said for the RNG as well. The WAR and WHM moogles may use a combination of Pom Holy and Moogle-go-Round. Moogle-go-Round should be dispelled by the healer otherwise the affected party member may die. If the Holy isn't interrupted similar to the BLM's Pom Flare, the party would most likely wipe as it covers the entire arena.
The RNG may target three players with Mograin of Death, which will damage nearby players—this damage can be reduced by being closer to the RNG. The PLD will also taunt three players closest to him using Thrown for a Loop, requiring immediate dispelling by healers otherwise the taunted players will die to the green zone underneath the PLD. Because of this, it is crucial that the healers are furthest from the PLD at all times to ensure that both are not taunted, which will most likely result in the party being defeated. Once all moogles are whittled down and one defeated, the King will use Pom Meteor after reviving them. This should leave him with 10% health.
In the final phase, after many deaths of his mooglesguard, the king will attempt to eradicate the entire party with his ultimate, Memento Moogle after one of them falls for good. All moogles must once again be weakened to at least 10% first, otherwise the party would most likely not have enough time to defeat the king before the ultimate is cast. Once he starts Memento Moogle, the remaining moogles must be swiftly eliminated. The King will then be vulnerable to damage, and must be defeated before Memento Moogle is cast. Limit Break level 3 should be used at this phase, either mage AoE to finish the remaining moogles (if sufficient DPS in party) or melee single-target attack on the king in order to defeat him before the party itself all dies to Memento Moogle.
Loot[]
Hard[]
Extreme[]
Achievements[]
Other appearances[]
Theatrhythm Final Fantasy Curtain Call[]
The Thornmarch appears as the background for the Battle Music Sequence for "Good King Moggle Mog XII".
Behind the scenes[]
The trial was notorious among fans for having laughable music compared to a confusing amount of enemies and mechanics to deal with at once. After Patch 6.1 resulted in Thornmarch become the first 8-man trial as well as the first MSQ content not to utilize Duty Support, Director Naoki Yoshida decided to revamp the trial in Patch 6.2 to make it less confusing for sprouts and give a suitable introduction to 8-man trials.