ffxiv containment bay p1t6 heavensward

Containment Bay P1T6 Guide – Sophia Trial Mechanics

Duty Information

Expansion: Heavensward

Encounter: Containment Bay P1T6

Players: 8 (Tank / Tank / Healer / Healer / DPS / DPS / DPS / DPS)

Duty Finder Type: Trial

Level: 60

Item Level: 220

Unlock Requirement: Balance Unto All

Encounter Overview

Containment Bay P1T6 is a level 60 trial introduced in patch 3.4 during Heavensward. In this encounter,
players face Sophia, the Goddess, in a three-phase battle built around directional AoEs,
knockbacks, add management, arena tilting, and color-pairing mechanics.

The encounter begins with relatively straightforward positioning checks, then escalates into an add phase
that applies Eternal Doom, and finally transitions into a more dangerous final phase where
players must read Quasar meteor weights correctly to survive the arena tilt.

Arena Overview

The battle takes place on a long rectangular platform with eastern and western edges. Early in the fight
the rails keep players from falling, but later sections of the platform become dangerous and players can
be knocked or slid off the arena.

Several mechanics use the full width of the platform, especially Sophia Rush, Light Dew, and the arena
tilt caused by Quasar. Positioning near the correct side of the platform is often the difference between
a clean resolve and a death.

Mechanic Archive

Thunder II

A large conal AoE fired in the direction Sophia is facing. Players should avoid standing in front of her
when this attack begins.

Thunder III

A large donut-shaped AoE centered on Sophia. The safe space is close to her hitbox, though depending on
her position it may also be avoided from maximum range.

Aero II

A large AoE centered on Sophia that deals moderate damage and applies knockback. This becomes more
dangerous after the arena edges open because players can be pushed off the platform.

Light Dew

Sophia’s lower half, Daughter, temporarily separates and appears at the edge of the arena
before firing a straight line AoE across the platform. Players must sidestep the line before it resolves.

Sophia Rush

Sophia moves to either the eastern or western edge of the arena and charges a wide line AoE across the
platform. The attack covers a large lane and must be dodged cleanly.

Proximity Markers

Markers appear beneath players and explode shortly afterward. Players should move away from the marked
location to reduce the damage taken.

Cloudy Heavens

Sophia becomes invulnerable and begins the add phase. At the same time, all players are afflicted with
Eternal Doom.

Eternal Doom

A dangerous debuff applied to the entire party during the add phase. The effect is removed only after the
three Demiurge adds are defeated. Players who die while afflicted may return as mindless zombies and begin
attacking allies.

First Demiurge

A paladin-like add that uses AoE attacks and a directional parry mechanic. Players attacking from the wrong
side during the parry are knocked away.

Second Demiurge

A healer-type add that restores health to the others and uses a gaze mechanic that inflicts confusion on
players facing it. This add is generally the highest immediate kill priority.

Third Demiurge

A lancer-type add that eventually drops a persistent ice puddle at its location. The puddle remains into
the following phase, so its placement matters for later movement.

Quasar

Sophia creates tethers to both sides of the arena and summons meteors that fall onto the scales.
Players must judge which side is lighter, then move there before the platform tilts.

Orange Meteor

Orange meteors have a weight value of 1 and may appear on either side of the scales.

Blue Meteor

Blue meteors have a weight value of 3 and appear only on one side. Their presence heavily
influences the direction and strength of the tilt.

Arena Tilt

After the meteors land, the arena tilts toward the heavier side. Players slide in that direction, with the
strength of the slide based on the weight difference. Standing on the lighter side before the tilt resolves
is the key to surviving.

Sin & Punishment

Sophia marks two players with white rings and two players with dark rings. Each marked player must pair with
a player of the opposite color to avoid excessive damage and debuffs.

Final Second Demiurge

At low health, Sophia summons another healer-type Demiurge. This add retains its confusion gaze but does not
heal Sophia herself. The group must either remove it quickly or isolate it while finishing the boss.

Encounter Flow

Phase 1

Sophia opens with her baseline positioning mechanics: Thunder II, Thunder III,
Aero II, Light Dew, Sophia Rush, and player-targeted proximity
markers. This phase teaches the arena movement needed for the rest of the encounter.

Add Phase

Sophia casts Cloudy Heavens, becomes untargetable, and applies
Eternal Doom to the party. Three Demiurge adds appear and must be defeated to clear the debuff.

The healer add is generally the most dangerous early priority because it prolongs the phase and introduces a
gaze mechanic, while the lancer add should be placed carefully so its persistent ice puddle does not obstruct
the next phase.

Phase 2

After the adds are defeated, Sophia resumes her opening mechanics but now introduces
Quasar. Players must read the meteor weights, move to the lighter side, and prepare for the
arena to tilt. The leftover ice puddle from the add phase becomes a serious movement hazard here, especially
if players slide through it during Quasar.

Sophia also begins using Sin & Punishment, which requires opposite-colored pairing to
resolve safely.

Final Stretch

At low health, Sophia summons another Second Demiurge. From this point the encounter becomes
a choice between add control and boss finish speed. The party must continue resolving Quasar and Sin &
Punishment cleanly while deciding whether to remove the add or finish Sophia before its gaze pressure becomes
too disruptive.

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