The Limitless Blue (Extreme) Guide – Bismarck Mechanics
Duty Information
Expansion: Heavensward
Encounter: The Limitless Blue (Extreme)
Players: 8 (Tank / Tank / Healer / Healer / DPS / DPS / DPS / DPS)
Duty Finder Type: Trial
Level: 60
Item Level: 165
Unlock Requirement: The Diabolical Bismark
Encounter Overview
The Limitless Blue (Extreme) is a level 60 trial introduced in patch 3.0 during Heavensward. In this encounter,
players battle Bismarck, Lord of the Mists, in a multi-phase fight centered around add control,
boarding windows, environmental mechanics, and strict execution during weather cycles.
Unlike traditional encounters, much of the fight revolves around managing adds and mechanics on the island rather
than directly damaging Bismarck. Proper coordination during boarding phases and correct handling of weather mechanics
in Phase 3 are key to defeating the encounter.
Arena Overview
The encounter takes place on a floating island with its own durability. If the island takes too much damage, the
party will wipe. Players must also avoid being knocked off the platform, which results in instant death.
Key interactable elements include the Magitek Field Generator and the
Dragonkiller Cannons, both of which must be used correctly to progress the fight.
Mechanic Archive
Magitek Field Generator
A defensive device used to mitigate damage from Cetacean Rage. It must be activated shortly
before the attack resolves to protect the island.
Dragonkiller Cannons
Cannons used to tether Bismarck to the island, allowing players to board and attack its
Chitin Carapace. These must be fired within a short window or they will be disabled.
Turbulence
A stacking debuff gained while standing on Bismarck. It deals damage over time and increases in potency with
each stack. Players should avoid exceeding three stacks, as higher stacks can quickly become lethal.
Chitin Carapace
The outer shell of Bismarck that can only be damaged while players are standing on its back. Destroying this
progresses the encounter and eventually exposes the boss’s core.
Ul’sanuwa & So’sanuwa
Two large adds that must be tanked apart. If too close together, they gain a defensive buff that reduces damage taken.
Dead Water / Dead Wind
Players are assigned elemental debuffs. Attacking the add that matches the player’s debuff reflects damage back
to them. Players must instead attack the opposite element.
Wet / Dry Fin
High-damage frontal cleaves used by the sanuwa adds. Tanks should face them away from the party.
Baleen Bomb
Large AoE markers that drop water orbs onto the platform. Players must move out of the marked locations.
Vacuum Wave
Slow-moving tornadoes that cross the platform and stun players on contact. While not lethal alone, they can
disrupt positioning during other mechanics.
Breach Blast
A raidwide attack used at the start of Phase 3. This marks the transition into the final loop of the encounter.
Nat’maii Vundu
A large add that repeatedly damages the island if left alive. This enemy should be defeated before boarding
Bismarck again.
Sharp Gust
A strong knockback from the center of the arena during wind weather. Players should position near the center
to avoid being knocked off.
Rain Storm
A donut AoE centered on the platform that follows Sharp Gust. Players must quickly reposition after the knockback.
Primal Tears
A high-damage AoE centered on the platform during rain weather. Players should move toward the edges to avoid it.
Deep Draught
Grants surviving Vapor Bubble adds a significant damage increase if they are not defeated during rain weather.
Lightning Bolt
Targets multiple players with unmarked AoEs during thunder weather. Players should spread to avoid overlapping damage.
Thunderhead
A follow-up attack that either strikes players or destroys Vapor Bubble adds. Leaving the adds alive causes the
attack to target them instead of the party.
Vapor Bubbles
Adds that spawn during weather cycles. Their handling changes depending on the active weather type and must be
managed correctly to avoid raid-wide damage.
Encounter Flow
Phase 1
The encounter begins similarly to the Hard version. Players defeat initial adds to activate the
Dragonkiller Cannons, then use them to tether Bismarck and board its back.
While on Bismarck, players must quickly destroy the Chitin Carapace while managing
Turbulence stacks. After the carapace is destroyed, players are thrown back to the island.
Phase 2
Bismarck departs and two sanuwa adds appear. Tanks must separate them while the party handles
Dead Water/Wind debuffs and avoids overlapping mechanics.
This phase has a time limit. If both adds are not defeated in time, Bismarck returns and wipes the party.
Phase 3
After the adds are defeated, Bismarck returns and the fight enters a repeating loop. Players must defeat
adds, activate Dragonkillers, and board Bismarck again while handling increasingly complex weather mechanics.
During this phase:
- Wind: Stack near center for Sharp Gust, then reposition for Rain Storm.
- Water: Kill Vapor Bubbles quickly and avoid Primal Tears.
- Thunder: Do not kill bubbles; spread for Lightning Bolt and allow Thunderhead to remove them.
Before boarding Bismarck again, players should ensure their Turbulence stacks have expired,
as carrying stacks into the next boarding phase can result in lethal damage.
This cycle repeats until Bismarck is defeated, typically requiring one to two successful boarding phases
after the core becomes vulnerable.
