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		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1498794</id>
		<title>Alphascape V4.0 (Savage)</title>
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		<updated>2026-07-16T20:13:17Z</updated>

		<summary type="html">&lt;p&gt;Dipo: updated gifs for number visibility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|To Kweh under Distant Skies}}&lt;br /&gt;
| patch = 4.4&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Alphascape V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Circle AoE|static circle AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
One healer should run to the cardinal edge closest to the eye while the other healer runs to a cardinal edge to the left or right of the eye. Players will need to split into light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the edge towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye]]&lt;br /&gt;
----&lt;br /&gt;
====Omega-F====&lt;br /&gt;
*&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; - creates two straight-line AoEs across the arena through Omega-F&#039;s front and sides, forming a cross-shape (+). For the sake of ease, it is always wise to have Omega-F facing a cardinal direction (such as north) so that the AoEs remain predictable. Bear in mind that &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; is typically followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Omega-M+F====&lt;br /&gt;
*&#039;&#039;&#039;Firewall&#039;&#039;&#039; - causes Omega-M and Omega-F to inflict &#039;&#039;&#039;Packet Filter (M or F)&#039;&#039;&#039; onto nearby players, rendering them incapable of damaging the other Omega form for as long as the debuff persists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resonance: (Local) or (Remote)&#039;&#039;&#039; - provides Omega-M and Omega-F with lethal damage buffs depending on their proximity to the other form. If &#039;&#039;&#039;Resonance (Local)&#039;&#039;&#039; is active, both forms will need to be kept separate from each other to prevent both forms from gaining lethal damage. The opposite is true for &#039;&#039;&#039;Resonance (Remote)&#039;&#039;&#039;, requiring both forms to be kept close together to avoid the lethal damage buffs. The initial cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; is random, whereas the second cast will always involve the version that was not previously used. For example, if the first cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; is (Local), the next will always be (Remote).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - causes Omega-M and Omega-F to place markers (numbered from 1-to-4) on their respective half of the raid - blue markers for Omega-M and purple markers for Omega-F (see &#039;&#039;&#039;Firewall&#039;&#039;&#039;). After a brief delay, each form will start dashing towards their numbered targets (1, 2, 3, 4) doing proximity-based damage and applying {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;&lt;br /&gt;
[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye]]&lt;br /&gt;
Limit cut with remote resonance and purple triangle pairs closer to eyeA typical method of handling &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is to have all odd-numbered players (1 &amp;amp; 3) move to the opposite side of the platform, making sure not to stand anywhere near other players. By doing so, each Omega form will criss-cross a large distance per numbered target, preventing players from taking colossal (or even fatal) damage. Players will be unable to avoid receiving at least one {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff, thus it is imperative that everyone avoids overlapping seeing as further collisions from either Omega-M and Omega-F (on an already ☢debuffed player) will likely be fatal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - bombards the arena with unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - a vicious tankbuster against both tanks, dealing major damage in a small area around each victim. As a result, all non-tanks should make sure that they are not standing anywhere near either ta☢nk during &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; casts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039; - typically cast after &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; (Omega-F) or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; (Omega-M) to signify an upcoming mini-phase of overlapping mechanics from both forms at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Shield Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Players will need to contend with &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; (Omega-M) + &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; (Omega-F), followed by an immediate &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; (Omega-M) + &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; (Omega-F). From here, players will have to avoid &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; - a donut AoE covering the entire platform with a safe spot directly inside Omega-M&#039;s hitbox - followed by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; (point-blank AoE), forcing the raid to run from the safe spot, with Omega-F casting a &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Blades Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Players will need to deal with &#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;, forming two straight-line AoEs at the sides of the arena (relative to the direction Omega-F is facing), leaving a safe strip through the center. If Omega-F is facing north, for example, then the east and west of the arena will be marked with AoEs, whilst a vertical strip (from north to south) will be present through the middle of the arena. As soon as &#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; resolves, Omega-F will unleash an &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;, whilst Omega-M uses &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; (forcing them to avoid straight-line AoEs as a stacked group to absorb the damage of Omega-M&#039;s attack). &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; will trigger, forcing the raid to stand in a tiny safe spot directly behind Omega-F, shortly followed by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; (point-blank AoE from Omega-M), forcing the raid to retreat from that safe-spot as soon as possible. Whilst retreating, all players will be bombarded with &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; from Omega-F, followed by &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from Omega-M. Just like the other mini-phase, the end is signified by both forms casting a unified &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The battle involves two casts of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;. The first version is always random, whilst the second will always be the version that wasn&#039;t used previously&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Limit Break Phase====&lt;br /&gt;
Before transitioning to the second phase of the battle, Omega-M and Omega-F will bombard the raid with their own versions of common &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039;, as well as previously explained mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; - applies a proximity marker to a random tank, marking them as the upcoming victim of a ranged-magic &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, forcing them to run as far away from the group to reduce overall raid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - applies an orange marker to a random tank, making them as the upcoming victim of a ranged-physical &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. Once cast, Omega-M will unleash a column AoE from himself through the marked target. As a result, the marked tank must try to aim the attack away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - inflicts massive raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower x2&#039;&#039;&#039; - bombards the arena with unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - causes Omega-M and Omega-F to target a tank (one each) and attempt to annihilate them with a physical-melee &#039;&#039;&#039;Limit Break 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 2 Timeline===&lt;br /&gt;
-----&lt;br /&gt;
* &#039;&#039;&#039;Firewall&#039;&#039;&#039; - both forms inflict &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; onto nearby players, rendering them incapable of damaging the other form.&lt;br /&gt;
* &#039;&#039;&#039;Resonance&#039;&#039;&#039; - casts either (Local) or (Remote) &#039;&#039;&#039;Resonance&#039;&#039;&#039;, forcing the raid to split both forms (Local) or keep them together (Remote). &lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - both forms mark their half of the raid with numbers from 1-4. Odd-numbered players from each group should retreat to opposite sides of the arena, with the entire raid ensuring they do not stack with any other player. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land about midway through &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - bombards the entire raid with unavoidable damage.&lt;br /&gt;
* &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - simultaneously blasts each tank with a tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; followed by &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;. A mini-phase will follow depending on whether &#039;&#039;&#039;Shield&#039;&#039;&#039; or &#039;&#039;&#039;Blades&#039;&#039;&#039; was cast.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Shield Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; + &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Blades Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; + &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; + &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Firewall&#039;&#039;&#039; - both forms inflict &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; onto nearby players once again.&lt;br /&gt;
* &#039;&#039;&#039;Resonance&#039;&#039;&#039; - casts either (Local) or (Remote) &#039;&#039;&#039;Resonance&#039;&#039;&#039; - whichever was &#039;&#039;not&#039;&#039; used previously.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - both forms mark their half of the raid with numbers from 1-4. Handled in the same way as before. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will once again land about midway through &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - unavoidable raid damage.&lt;br /&gt;
* &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - unified tankbusters.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; (whichever was &#039;&#039;not&#039;&#039; used before the previous &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;), leading to the alternate mini-phase (see above).&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; - a large straight-line AoE from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will &#039;eventually&#039; shoot across the platform before the eye changes position.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive a &#039;&#039;&#039;Limit Break&#039;&#039;&#039; tank buster. &#039;&#039;&#039;Meteor&#039;&#039;&#039; is a proximity marker, &#039;&#039;&#039;Arrow&#039;&#039;&#039; is a straight-like AoE that can be aimed away from the raid. &#039;&#039;&#039;Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive a physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039; once again (proximity + straight-line). &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory x 2&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - even more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive another physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - enrage version.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid defeats Omega-M and Omega-F before the &#039;&#039;&#039;Cosmo Memory Enrage&#039;&#039;&#039;, Omega will transition into its final form, activating a &#039;&#039;&#039;checkpoint&#039;&#039;&#039;. Should the raid wipe for any reason after this point, the fight will reset to the checkpoint (rather than reset back to the very beginning).&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Dipo</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_ex2.gif&amp;diff=1498793</id>
		<title>File:O12S ex2.gif</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_ex2.gif&amp;diff=1498793"/>
		<updated>2026-07-16T20:08:09Z</updated>

		<summary type="html">&lt;p&gt;Dipo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;limit cut strat&lt;/div&gt;</summary>
		<author><name>Dipo</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_ex1.gif&amp;diff=1498790</id>
		<title>File:O12S ex1.gif</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_ex1.gif&amp;diff=1498790"/>
		<updated>2026-07-16T19:59:11Z</updated>

		<summary type="html">&lt;p&gt;Dipo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;limit cut strat&lt;/div&gt;</summary>
		<author><name>Dipo</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1498786</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1498786"/>
		<updated>2026-07-16T19:43:42Z</updated>

		<summary type="html">&lt;p&gt;Dipo: added common strategy examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|To Kweh under Distant Skies}}&lt;br /&gt;
| patch = 4.4&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Alphascape V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Circle AoE|static circle AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
One healer should run to the cardinal edge closest to the eye while the other healer runs to a cardinal edge to the left or right of the eye. Players will need to split into light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the edge towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&lt;br /&gt;
----&lt;br /&gt;
[[File:O12S LC ex1.gif|thumb|Limit cut with local resonance and purple triangle pairs closer to eye]]&lt;br /&gt;
&lt;br /&gt;
====Omega-F====&lt;br /&gt;
*&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; - creates two straight-line AoEs across the arena through Omega-F&#039;s front and sides, forming a cross-shape (+). For the sake of ease, it is always wise to have Omega-F facing a cardinal direction (such as north) so that the AoEs remain predictable. Bear in mind that &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; is typically followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Omega-M+F====&lt;br /&gt;
*&#039;&#039;&#039;Firewall&#039;&#039;&#039; - causes Omega-M and Omega-F to inflict &#039;&#039;&#039;Packet Filter (M or F)&#039;&#039;&#039; onto nearby players, rendering them incapable of damaging the other Omega form for as long as the debuff persists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resonance: (Local) or (Remote)&#039;&#039;&#039; - provides Omega-M and Omega-F with lethal damage buffs depending on their proximity to the other form. If &#039;&#039;&#039;Resonance (Local)&#039;&#039;&#039; is active, both forms will need to be kept separate from each other to prevent both forms from gaining lethal damage. The opposite is true for &#039;&#039;&#039;Resonance (Remote)&#039;&#039;&#039;, requiring both forms to be kept close together to avoid the lethal damage buffs. The initial cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; is random, whereas the second cast will always involve the version that was not previously used. For example, if the first cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; is (Local), the next will always be (Remote).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - causes Omega-M and Omega-F to place markers (numbered from 1-to-4) on their respective half of the raid - blue markers for Omega-M and purple markers for Omega-F (see &#039;&#039;&#039;Firewall&#039;&#039;&#039;). After a brief delay, each form will start dashing towards their numbered targets (1, 2, 3, 4) doing proximity-based damage and applying {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;&lt;br /&gt;
[[File:O12S LC ex2.gif|thumb|Limit cut with remote resonance and purple triangle pairs closer to eye]]&lt;br /&gt;
A typical method of handling &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is to have all odd-numbered players (1 &amp;amp; 3) move to the opposite side of the platform, making sure not to stand anywhere near other players. By doing so, each Omega form will criss-cross a large distance per numbered target, preventing players from taking colossal (or even fatal) damage. Players will be unable to avoid receiving at least one {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff, thus it is imperative that everyone avoids overlapping seeing as further collisions from either Omega-M and Omega-F (on an already debuffed player) will likely be fatal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - bombards the arena with unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - a vicious tankbuster against both tanks, dealing major damage in a small area around each victim. As a result, all non-tanks should make sure that they are not standing anywhere near either tank during &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; casts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039; - typically cast after &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; (Omega-F) or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; (Omega-M) to signify an upcoming mini-phase of overlapping mechanics from both forms at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Shield Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Players will need to contend with &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; (Omega-M) + &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; (Omega-F), followed by an immediate &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; (Omega-M) + &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; (Omega-F). From here, players will have to avoid &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; - a donut AoE covering the entire platform with a safe spot directly inside Omega-M&#039;s hitbox - followed by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; (point-blank AoE), forcing the raid to run from the safe spot, with Omega-F casting a &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Blades Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Players will need to deal with &#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;, forming two straight-line AoEs at the sides of the arena (relative to the direction Omega-F is facing), leaving a safe strip through the center. If Omega-F is facing north, for example, then the east and west of the arena will be marked with AoEs, whilst a vertical strip (from north to south) will be present through the middle of the arena. As soon as &#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; resolves, Omega-F will unleash an &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;, whilst Omega-M uses &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; (forcing them to avoid straight-line AoEs as a stacked group to absorb the damage of Omega-M&#039;s attack). &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; will trigger, forcing the raid to stand in a tiny safe spot directly behind Omega-F, shortly followed by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; (point-blank AoE from Omega-M), forcing the raid to retreat from that safe-spot as soon as possible. Whilst retreating, all players will be bombarded with &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; from Omega-F, followed by &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from Omega-M. Just like the other mini-phase, the end is signified by both forms casting a unified &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The battle involves two casts of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;. The first version is always random, whilst the second will always be the version that wasn&#039;t used previously&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Limit Break Phase====&lt;br /&gt;
Before transitioning to the second phase of the battle, Omega-M and Omega-F will bombard the raid with their own versions of common &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039;, as well as previously explained mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; - applies a proximity marker to a random tank, marking them as the upcoming victim of a ranged-magic &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, forcing them to run as far away from the group to reduce overall raid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - applies an orange marker to a random tank, making them as the upcoming victim of a ranged-physical &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. Once cast, Omega-M will unleash a column AoE from himself through the marked target. As a result, the marked tank must try to aim the attack away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - inflicts massive raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower x2&#039;&#039;&#039; - bombards the arena with unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - causes Omega-M and Omega-F to target a tank (one each) and attempt to annihilate them with a physical-melee &#039;&#039;&#039;Limit Break 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 2 Timeline===&lt;br /&gt;
-----&lt;br /&gt;
* &#039;&#039;&#039;Firewall&#039;&#039;&#039; - both forms inflict &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; onto nearby players, rendering them incapable of damaging the other form.&lt;br /&gt;
* &#039;&#039;&#039;Resonance&#039;&#039;&#039; - casts either (Local) or (Remote) &#039;&#039;&#039;Resonance&#039;&#039;&#039;, forcing the raid to split both forms (Local) or keep them together (Remote). &lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - both forms mark their half of the raid with numbers from 1-4. Odd-numbered players from each group should retreat to opposite sides of the arena, with the entire raid ensuring they do not stack with any other player. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land about midway through &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - bombards the entire raid with unavoidable damage.&lt;br /&gt;
* &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - simultaneously blasts each tank with a tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; followed by &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;. A mini-phase will follow depending on whether &#039;&#039;&#039;Shield&#039;&#039;&#039; or &#039;&#039;&#039;Blades&#039;&#039;&#039; was cast.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Shield Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; + &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Blades Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; + &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; + &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Firewall&#039;&#039;&#039; - both forms inflict &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; onto nearby players once again.&lt;br /&gt;
* &#039;&#039;&#039;Resonance&#039;&#039;&#039; - casts either (Local) or (Remote) &#039;&#039;&#039;Resonance&#039;&#039;&#039; - whichever was &#039;&#039;not&#039;&#039; used previously.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - both forms mark their half of the raid with numbers from 1-4. Handled in the same way as before. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will once again land about midway through &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - unavoidable raid damage.&lt;br /&gt;
* &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - unified tankbusters.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; (whichever was &#039;&#039;not&#039;&#039; used before the previous &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;), leading to the alternate mini-phase (see above).&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; - a large straight-line AoE from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will &#039;eventually&#039; shoot across the platform before the eye changes position.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive a &#039;&#039;&#039;Limit Break&#039;&#039;&#039; tank buster. &#039;&#039;&#039;Meteor&#039;&#039;&#039; is a proximity marker, &#039;&#039;&#039;Arrow&#039;&#039;&#039; is a straight-like AoE that can be aimed away from the raid. &#039;&#039;&#039;Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive a physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039; once again (proximity + straight-line). &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory x 2&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - even more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive another physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - enrage version.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid defeats Omega-M and Omega-F before the &#039;&#039;&#039;Cosmo Memory Enrage&#039;&#039;&#039;, Omega will transition into its final form, activating a &#039;&#039;&#039;checkpoint&#039;&#039;&#039;. Should the raid wipe for any reason after this point, the fight will reset to the checkpoint (rather than reset back to the very beginning).&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Dipo</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_LC_ex2.gif&amp;diff=1498783</id>
		<title>File:O12S LC ex2.gif</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_LC_ex2.gif&amp;diff=1498783"/>
		<updated>2026-07-16T19:37:09Z</updated>

		<summary type="html">&lt;p&gt;Dipo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;limit cut strat&lt;/div&gt;</summary>
		<author><name>Dipo</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_LC_ex1.gif&amp;diff=1498782</id>
		<title>File:O12S LC ex1.gif</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_LC_ex1.gif&amp;diff=1498782"/>
		<updated>2026-07-16T19:34:38Z</updated>

		<summary type="html">&lt;p&gt;Dipo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;limit cut strat&lt;/div&gt;</summary>
		<author><name>Dipo</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Inundation_(Savage)&amp;diff=1498193</id>
		<title>Eden&#039;s Gate: Inundation (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Inundation_(Savage)&amp;diff=1498193"/>
		<updated>2026-07-15T18:41:46Z</updated>

		<summary type="html">&lt;p&gt;Dipo: First draft edit for mechanical accuracy and simplicity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Inundation}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Inundation (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty─but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image = Eden&#039;s Gate Inundation (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 450&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Nereus Trench&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30081&lt;br /&gt;
| id-edb = 3a52efcba77&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E3S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Heritor of the Whorl: [[Leviathan (ShB)|Leviathan]]===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is possible to fall off the edge of the arena and plummet to an early doom during the entire encounter. However, should any participant fall, they can be raised after a moderate delay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tidal Roar&#039;&#039;&#039; blasts the entire raid with unavoidable AoE damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rip Current&#039;&#039;&#039; selects Leviathan&#039;s main target and prepares to shoot them with two consecutive blasts that each deal tremendous damage and inflict a vuln on anyone caught in their wake. A tank-swap is advised, though you can also use an invuln to absorb both blasts. Be mindful that the blast is aimed from Leviathan towards the target, so be sure to stand away from the group so that nobody is clipped by the line-attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tidal Wave&#039;&#039;&#039; will place a torrent of water at the eastern or western side of the arena that will inflict a knockback, much like normal mode. Players can either use knockback immunity or move close to the torrent to avoid being punted out of the arena to a watery death. In Extreme, this &#039;&#039;&#039;Tidal Wave&#039;&#039;&#039; will overlap with &#039;&#039;&#039;Undersea Quake&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Undersea Quake&#039;&#039;&#039; will cause Leviathan to charge up a platform-smashing attack, just like normal mode. After a brief delay, Leviathan destroys the platform aligned with its two heads, instantly killing anyone caught in the attack or whom fall over the edge as a result. Unlike normal mode, however, &#039;&#039;&#039;Undersea Quake&#039;&#039;&#039; will overlap with the above &#039;&#039;&#039;Tidal Wave&#039;&#039;&#039;. As a result, players should move to the very edge of where the platform is going to be destroyed (rather than next to the torrent itself).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temporary Current&#039;&#039;&#039; causes Leviathan to move to a diagonal angle and prepare a massive AoE blast across the platform, just like normal mode. Once players realize which side Leviathan is preparing to blast, players should move to the opposite side to avoid a watery instant-death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039; will spawn AoE circles under each individual player after a brief delay. Due to the smaller size of the platform (and the upcoming &#039;&#039;&#039;Freak Wave&#039;&#039;&#039; mechanic, which slightly overlaps), players should bait these AoE circles by grouping up in the middle of the arena, giving everyone enough room to fan out for the next mechanic after the circles have been dropped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freak Wave&#039;&#039;&#039; will place an AoE marker on each individual player, forcing them to spread out and avoid clipping their teammates. Due to arriving after &#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039;, there will be very little room to spread out. Assigning positions before the encounter can be a huge help.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temporary Current&#039;&#039;&#039; causes Leviathan to prepare another diagonal AoE blast across the platform as soon as &#039;&#039;&#039;Freak Wave&#039;&#039;&#039; has concluded, giving everyone a small window to run to the safe corner and avoid a watery grave. Bear in mind that Leviathan will blast in the opposite direction of the first &#039;&#039;&#039;Temporary Current&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Assuming the raid survive, the platform will revert to its normal size and &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; will be cast. Just like normal mode, Leviathan will dive under the platform and disappear while small puddles of water form on the platform. After a brief delay, the puddles will grow much larger and inflict damage and &#039;&#039;&#039;heavy&#039;&#039;&#039; on anyone attempting to walk through them. Simultaneously, two watery portals will form at the sides of the arena, indicating where (and in what order) Leviathan will dash across the platform. The raid must be ready to traverse between the puddles and avoid Leviathan&#039;s dive-bombs - a process that will repeat a second time before concluding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tidal Roar&#039;&#039;&#039; blasts the entire raid with unavoidable AoE damage in an attempt to finish off anyone unfortunate enough to be crippled by the previous mechanics.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tsunami&#039;&#039;&#039; will bombard the surroundings with a persistent water effect that deals unavoidable AoE damage to the raid and inflicts each surviving player with two debuffs:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Splashing Waters&#039;&#039;&#039; marks all players unaffected by &#039;&#039;&#039;Sundering Tsunami&#039;&#039;&#039; with a lethal debuff, similar to Doom. If not cleansed by the &#039;&#039;&#039;Sundering Tsunami&#039;&#039;&#039;, affected players will receive lethal damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sundering Tsunami&#039;&#039;&#039; will target one random player. Once the debuff expires, anyone in front of where the marked player is facing will be pushed in that direction. Additionally, everyone knocked back will also be cleansed of the &#039;&#039;&#039;Splashing Waters&#039;&#039;&#039; debuff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Smothering Tsunami&#039;&#039;&#039; will give both &#039;&#039;&#039;healers&#039;&#039;&#039; stack markers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Swirling Waters&#039;&#039;&#039; will effect everyone, causing a donut AoE around each player on expiration.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;: To handle the overlapping mechanics, the group should group up in the centre of the platform, allowing the one player marked by &#039;&#039;&#039;Sundering Tsunami&#039;&#039;&#039; to move behind the entire group so that everyone can be knocked back (and cleansed of &#039;&#039;&#039;Splashing Waters&#039;&#039;&#039;). Bear in mind that Leviathan will also cast an &#039;&#039;&#039;Undersea Quake&#039;&#039;&#039; which will destroy the middle of the platform. Once players have been knocked away and cleansed, the group should split into light parties and move to the sides. Beware - a &#039;&#039;&#039;Temporary Current&#039;&#039;&#039; (diagonal blast) will follow shortly after.&lt;br /&gt;
&lt;br /&gt;
Note that dead bodies do mechanics, adjust safe spots if needed to avoid being hit by a donut or stack from a dead body.&lt;br /&gt;
&lt;br /&gt;
Players should remain stacked on their side of the platform in a safe spot as the donut AoE from each individual player&#039;s &#039;&#039;&#039;Swirling Waters&#039;&#039;&#039; goes off safely with everyone inside the donut, as well as the healer stack &#039;&#039;&#039;Smothering Tsunami&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*With all the debuffs resolved, Leviathan will cast another &#039;&#039;&#039;Tidal Roar&#039;&#039;&#039; (unavoidable AoE damage).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rip Current&#039;&#039;&#039;, the double tank-buster from earlier, will follow.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temporary Current&#039;&#039;&#039; - the diagonal blast from Leviathan - will follow shortly after. Be sure to move towards a safe spot as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tidal Roar&#039;&#039;&#039; blasts the entire raid with unavoidable AoE damage as the platform once again returns to its original shape.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Refreshing Shower&#039;&#039;&#039; provides Leviathan with a buff that empowers upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tidal Rage&#039;&#039;&#039; - an enhanced version of &#039;&#039;&#039;Tidal Roar&#039;&#039;&#039; - blasts the entire raid with unavoidable AoE damage. This will happen twice in succession, so be ready to mitigate or heal through the damage.&lt;br /&gt;
&lt;br /&gt;
*Another &#039;&#039;&#039;Tidal Wave&#039;&#039;&#039; and &#039;&#039;&#039;Undersea Quake&#039;&#039;&#039; combo, just like earlier, will force players to move so that they do not get knocked off the platform while Leviathan destroys the sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temporary Current&#039;&#039;&#039; - the diagonal blast - will now be enhanced. After a brief delay, Leviathan will blast the chosen side and then &#039;&#039;&#039;immediately&#039;&#039;&#039; move to the other side for another blast. Players must be ready to move from one safe spot to the other as soon as possible as these attacks will have very limited telegraphs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039; will once again spawn AoE circles under each individual player after a brief delay. Players should (again) bait these AoE circles by grouping up in the middle of the arena, giving everyone enough room to fan out for the next mechanic once the circles are dropped. Unlike the previous version, &#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039; will overlap with an enhanced version of &#039;&#039;&#039;Freak Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freak Wave&#039;&#039;&#039; will place an AoE marker on each individual player, forcing them to spread out and avoid clipping their teammates, just like earlier. However, due to being enhanced by &#039;&#039;&#039;Refreshing Shower&#039;&#039;&#039;, AoE markers will now leave behind a persistent puddle that inflicts a devastating DoT on anyone who remains within one. Make sure that you do not drop these circles too close to the corner safe-spots - they&#039;ll be needed to avoid upcoming &#039;&#039;&#039;Temporary Current&#039;&#039;&#039; blasts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temporary Current&#039;&#039;&#039; - the diagonal blast (enhanced) - will shoot twice in a row in quick succession to test the placement of &#039;&#039;&#039;Freak Wave&#039;&#039;&#039; puddles. Move to the safe-spot once Leviathan has picked a direction and move immediately to the other safe-spot after the first has been fired. If any &#039;&#039;&#039;Freak Wave&#039;&#039;&#039; puddles have been left in either of these safe-spots, the results will likely be fatal.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom&#039;&#039;&#039; will be cast once more, except it is now enhanced by &#039;&#039;&#039;Refreshing Shower&#039;&#039;&#039;. Small puddles of water will form on the platform just like before and grow much larger after a brief delay, inflicting damage and &#039;&#039;&#039;heavy&#039;&#039;&#039; on anyone attempting to walk through them. Unlike before, &#039;&#039;&#039;three&#039;&#039;&#039; watery portals will form at sides of the arena (instead of two from earlier), indicating where (and in what order) Leviathan will dash across the platform. The raid must be ready to traverse between the puddles and avoid Leviathan&#039;s triple dive-bombs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tidal Rage&#039;&#039;&#039; - an enhanced version of &#039;&#039;&#039;Tidal Roar&#039;&#039;&#039; - blasts the entire raid with unavoidable AoE damage. This will happen twice in succession, so be ready to mitigate or heal through the damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rip Current&#039;&#039;&#039;, the double tank-buster from earlier, will follow. Be sure to single-soak with immunity or tank-swap if none are available. Remember to aim it away from the party so that nobody else is caught in the blast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormy Horizon&#039;&#039;&#039; will begin spawning x5 circle AoE&#039;s consecutively beneath every player, one after the other, followed by an enhanced &#039;&#039;&#039;Temporary Current&#039;&#039;&#039; as the final circle AoEs are being dropped. Midway through this overlap, one tank will also be marked with &#039;&#039;&#039;Breaking Wave&#039;&#039;&#039; - a proximity marker - forcing them to split from the group and move to the back of the arena. Much like &#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039;, the group must bait the circles in a manner that allows them freedom to move around the platform (away from safe-spots needed to avoid the diagonal blasts of &#039;&#039;&#039;Temporary Current&#039;&#039;&#039;), while the tank marked by &#039;&#039;&#039;Breaking Wave&#039;&#039;&#039; splits off and uses the safe-spots at the south of the arena by themselves. Bear in mind that enhanced &#039;&#039;&#039;Temporary Current&#039;&#039;&#039; will fire a diagonal blast and then immediately swap to the other side for another blast, so be ready to move as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plunging Wave&#039;&#039;&#039; will mark a random player with a stack-line marker that must be absorbed by the entire group. After a short delay, Leviathan will shoot an AoE in a line 5 times, all of which should be absorbed by the entire raid. Due to being a stack-line, even the tank who moved to the south of the arena due to &#039;&#039;&#039;Breaking Wave&#039;&#039;&#039; can help absorb the upcoming attack by simply moving in-line with the rest of the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tidal Rage&#039;&#039;&#039; - an enhanced version of &#039;&#039;&#039;Tidal Roar&#039;&#039;&#039; - blasts the entire raid with unavoidable AoE damage. This will happen twice in succession, so be ready to mitigate or heal through the damage.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039; will once again spawn AoE circles under each individual player after a brief delay. Players should (again) bait these AoE circles by grouping up in the middle of the arena, giving everyone enough room to fan out for the next mechanic once the circles are dropped. &#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039; will once again overlap with an enhanced version of &#039;&#039;&#039;Freak Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freak Wave&#039;&#039;&#039; will place an AoE marker on each individual player, forcing them to spread out and avoid clipping their teammates, just like earlier. Due to being enhanced by &#039;&#039;&#039;Refreshing Shower&#039;&#039;&#039;, AoE markers will still leave behind a persistent puddle. Unlike before, players should move to the outer edges of the arena, drop the puddles, then move back to the centre before Leviathan destroys the outer platform via &#039;&#039;&#039;Undersea Quake&#039;&#039;&#039;. If done correctly, the puddles - placed where the platform will be destroyed - will pose no further threat to the group.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tsunami&#039;&#039;&#039; will bombard the surroundings with a persistent water effect that deals unavoidable AoE damage to the raid and inflicts each surviving player with two debuffs -- except this time, the overlaps are treated much differently.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Splashing Waters&#039;&#039;&#039; marks all players unaffected by &#039;&#039;&#039;Sundering Tsunami&#039;&#039;&#039; with a lethal debuff, similar to Doom. If not cleansed by the &#039;&#039;&#039;Sundering Tsunami&#039;&#039;&#039;, affected players will receive lethal damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sundering Tsunami&#039;&#039;&#039; will now target &#039;&#039;&#039;two&#039;&#039;&#039; players instead of one - a tank and DPS . Once the debuff expires, anyone in front of where the marked players are facing will be knocked back. Additionally, everyone knocked back will also be cleansed of the &#039;&#039;&#039;Splashing Waters&#039;&#039;&#039; debuff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scouring Tsunami&#039;&#039;&#039; (which did not happen during the first &#039;&#039;&#039;Tsunami&#039;&#039;&#039;) will be placed on the tank not marked by &#039;&#039;&#039;Sundering Tsunami&#039;&#039;&#039;. Once expired, a massive pointblank AoE will be unleashed at their location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Smothering Tsunami&#039;&#039;&#039; will effect one &#039;&#039;&#039;healer&#039;&#039;&#039; and one &#039;&#039;&#039;damage dealer&#039;&#039;&#039; (instead of both healers)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sweeping Tsunami&#039;&#039;&#039; (which did not happen during the first &#039;&#039;&#039;Tsunami&#039;&#039;&#039; will be placed on the &#039;&#039;&#039;healer&#039;&#039;&#039; not marked by &#039;&#039;&#039;Smothering Tsunami&#039;&#039;&#039;, as well as one random &#039;&#039;&#039;damage dealer&#039;&#039;&#039;. Once expired, marked players will emit a conal AoE towards the player furthest away from them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Tsunami&#039;&#039;&#039; will be placed on a damage dealer, inflicting a radial knock back from the debuff player to other players on expiration, much like the version in normal mode.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;: To deal with this mass of overlaps, players should once again group up and move towards the front of the platform, except the player marked by &#039;&#039;&#039;Surging Tsunami&#039;&#039;&#039;, who should move slightly ahead of the group. Once &#039;&#039;&#039;Surging Tsumani&#039;&#039;&#039; has expired, the raid will be knocked back to the southern side of the platform. After being knocked back, players affected by &#039;&#039;&#039;Smothering Tsunami&#039;&#039;&#039; should each move to different sides of the northern edge arena. The group should then divide so that 3 people can stack with each affected player to absorb the upcoming blast. Once complete, tanks should run to opposite corners and allow the players affected by &#039;&#039;&#039;Sweeping Tsunami&#039;&#039;&#039; to shoot their conal AoE towards the tanks (and nobody else). If successful, everyone should group up in the mid-north once more.&lt;br /&gt;
&lt;br /&gt;
With the group stacked up, the player marked by &#039;&#039;&#039;Sundering Tsunami&#039;&#039;&#039; should move slightly ahead of the group and turn towards them in order to knock the entire group back and cleanse them of &#039;&#039;&#039;Splashing Waters&#039;&#039;&#039;. After being cleansed, the tank marked with &#039;&#039;&#039;Scouring Tsunami&#039;&#039;&#039; must split from the group and move to the opposite side of the arena in order to drop the upcoming AoE blast, whilst the rest of the group huddle on the opposite end to avoid it. With only one more &#039;&#039;&#039;Sundering Tsunami&#039;&#039;&#039; to deal with, the south-side tank should run back to the group before the debuffed player knocks the party away one more time. From here, all &#039;&#039;&#039;Splashing Waters&#039;&#039;&#039; should be cleansed and no more debuffs should be present.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temporary Current&#039;&#039;&#039; - the diagonal blast (enhanced) - will shoot twice in a row in quick succession. Move to the safe-spot once Leviathan has picked a direction and move immediately to the other safe-spot after the first has been fired.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tidal Rage x2&#039;&#039;&#039; - an enhanced version of &#039;&#039;&#039;Tidal Roar&#039;&#039;&#039; - blasts the entire raid with unavoidable AoE damage (twice).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rip Current&#039;&#039;&#039;, the double tank-buster from earlier, will follow. Be sure to single-soak with immunity or tank-swap if none are available. Remember to aim it away from the party so that nobody else is caught in the blast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roiling Pulse&#039;&#039;&#039; - much like &#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039; - creates baitable AoE circles beneath players. Stack in the middle to bait as a group then split into light parties on each side of the platform in preparation for the next platform break.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Killer Wave&#039;&#039;&#039; marks two healers with a stack-marker. Simultaneously, both tanks will be marked by another &#039;&#039;&#039;Breaking Wave&#039;&#039;&#039; (flare marker). During the overlapping mechanics, Leviathan will destroy the mid-section of the platform via &#039;&#039;&#039;Undersea Quake.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Smokers&#039;&#039;&#039; targets two players closest to Leviathan and bombards them with repeated conal attacks after a brief delay. Tanks should aim the attacks away from the group and mitigate. Bear in mind that &#039;&#039;&#039;Black Smokers&#039;&#039;&#039; will overlap with &#039;&#039;&#039;Hydrothermal Vents&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hydrothermal Vents&#039;&#039;&#039; will target two players furthest from Leviathan with a tether and spew a puddle of water at them which will persist on the platform. If a non-tether player is in a puddle as it drops they will be knocked back off the platform. There will be 4 puddles in total that drop on tethered players. Puddles must be soaked by players after the puddles drop but before they explode in a massive raidwide and damage down. Soaking a puddle does moderate damage and gives &#039;&#039;&#039;magic vulnerability up.&#039;&#039;&#039; Two players on each side of the platform can alternate to soak the puddles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temporary Current&#039;&#039;&#039; - the diagonal blast (enhanced) - will shoot twice in a row in quick succession. Move to the safe-spot once Leviathan has picked a direction and move immediately to the other safe-spot after the first has been fired.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tidal Rage&#039;&#039;&#039; blasts the entire raid with unavoidable AoE damage before the platform reforms, followed by yet another &#039;&#039;&#039;Tidal Rage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Calm&#039;&#039;&#039; marks the beginning of a soft-enrage, buffing Leviathan&#039;s damage before spewing forth a torrent of &#039;&#039;&#039;Tidal Rage&#039;&#039;&#039; attacks, each one buffing his damage even further. Should the group survive, Leviathan will begin channelling &#039;&#039;&#039;The Storm&#039;&#039;&#039;, resulting in a total raid wipe unless Leviathan is defeated before it is successfully cast.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Inundation}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Leg Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Head Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Hand Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Foot Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Blinding Indigo}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E3S.png&lt;br /&gt;
E3 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Dipo</name></author>
	</entry>
</feed>