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		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;diff=1548999</id>
		<title>Sigmascape V4.0 (Savage)</title>
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		<updated>2026-09-18T08:02:46Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: /* The First Graven Image */ fixing misinfomations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Sigmascape V4.0|the second tier of [[Omega (Savage)]] in general|Omega: Sigmascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Sigmascape V4.0 (Savage)&lt;br /&gt;
| description = The urge to flip switches is almost irresistible...even when you know full well the consequences for doing so. Once more your finger moves as if of its own accord, and activates the second phase of the Savage Initiative. As the gentle arrangement drifts from the terminal, you are transported to a remembered vista of the Sigmascape, each lapping wave of the song swelling the boundary of your memories...&lt;br /&gt;
| image = Sigmascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 350&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 = 15 Poetics&lt;br /&gt;
| location = Upper Tower of Ruin, Sigmascape V4.0&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|Test World of Ruin}}&lt;br /&gt;
| patch = 4.2&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Sigmascape V4.0 (Savage)&lt;br /&gt;
| id-gt = 30066&lt;br /&gt;
| id-edb = 28d9a03c886&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O8S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Weapon&#039;s Refrain (Ultimate)}}. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Kefka]]===&lt;br /&gt;
Players will find themselves suspended over an endless drop into inter-dimensional space atop a circular platform. Should any player fall over the edge for any reason, they will suffer an immediate KO, though they can be raised after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
After some playful boasting, Kefka gives his signature laugh from &#039;&#039;Final Fantasy VI&#039;&#039;. Once engaged in battle, Kefka will employ deceitful abilities and eventually summon the infamous &#039;&#039;&#039;Statue of the Gods&#039;&#039;&#039; to a glorious rendition of &#039;&#039;&#039;Dancing Mad&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like [[Sigmascape V4.0|normal mode]], Kefka will employ trickery and deceit to confuse players throughout the encounter. As a rule of thumb - whenever you see question marks within a telegraph or notice question-marked orbs floating around Kefka during upcoming mechanics, all players should do the opposite of what is expected from those mechanics.&lt;br /&gt;
&lt;br /&gt;
* For example, a [[Area of Effect#static Circle AoE|static circle AoE]] with question marks should be stood inside, as the attack will instead hit the areas outside the AoE markings.&lt;br /&gt;
Similar to [[Deltascape V4.0 (Savage)|Deltascape V4.0 Savage]], this fight contains a checkpoint and a time limit of 120 minutes. Should players reach Phase 2, any party wipes will restart from the beginning of Phase 2 until the party leaves the instance or the duty timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to the Fight: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions should be assigned.&lt;br /&gt;
&lt;br /&gt;
Each tank and healer should be assigned a different DPS partner to create four pairs.&lt;br /&gt;
&lt;br /&gt;
Each pair should have an assigned stack spot for &#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each pair should have an assigned stack spot for &#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;. Color coded [[Waymark|waymarks]] corresponding to each pair on cardinal or inter-cardinal edges of the arena is also recommended.&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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|A self-buff that causes Kefka to store an exact copy of any {{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039;, {{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} &#039;&#039;&#039;Thunder&#039;&#039;&#039;, or {{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells cast afterwards into his buff list.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Will either mark all players with [[Area of Effect#Spread Circle|spread circle]] arrows, or one player with a {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; causes the attack to be the opposite of the marker shown (i.e. &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]] will instead be an invisible {{I|Stack marker}} on one player).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Creates four criss-crossing [[Area of Effect#static Line AoE|static line AoE]] markers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; shifts the positions of the lines diagonally, causing only the cross-sections of the [[Area of Effect#static Line AoE|static line AoE]] markers to be safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Creates either a [[Area of Effect#static Circle AoE|static circle AoE]] or a [[Area of Effect#static Donut AoE|static donut AoE]] centered on Kefka.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; swaps the attack, causing the marked areas to be safe instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Kefka casts all spells stored by {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; simultaneously, removing all his buffs.&lt;br /&gt;
&lt;br /&gt;
* If the copied spell was under the effect of &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, the resulting spell will also be—but no question marks will appear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|A black circle appears under Kefka and at a random edge of the arena. Kefka teleports to the second black circle in a flash of light and casts &#039;&#039;&#039;&#039;&#039;Revolting Ruin&#039;&#039;&#039;&#039;&#039; towards the center of the arena—a [[Area of Effect#static Cone AoE|120-degree static cone AoE]] with powerful [[knockback]].&lt;br /&gt;
&lt;br /&gt;
* The black circle and the teleport itself do not deal any damage.&lt;br /&gt;
* The direction in which Kefka will teleport is typically random, however if pulled to an edge, Kefka will always teleport to the opposite side of the arena. (i.e. if pulled to the north, Kefka will teleport south)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero Assault&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Knockback#Radial Knockback|radial knockback]] from Kefka with a push distance equal to a majority of the arena&#039;s length. Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image&#039;&#039;&#039;&lt;br /&gt;
|Prompts the massive statue north of the arena to initiate an attack sequence.&lt;br /&gt;
|}&lt;br /&gt;
While similar to the [[Sigmascape V4.0|normal version]] of the fight, Kefka&#039;s first phase is not only significantly longer, but &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; will no longer place question marks on the ground AoEs. Players will either have to pay attention to the orbs floating around Kefka, or to his debuffs.&lt;br /&gt;
&lt;br /&gt;
* If Kefka is being truthful about his attack, he will be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s truths icon1.png|link=File:Jester&#039;s truths icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Truths&#039;&#039;&#039; and the orbs around him will be a pale blue.&lt;br /&gt;
* If Kefka is trying to fake the players out, he will be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; and two question marks in red orbs will circle around him.&lt;br /&gt;
&lt;br /&gt;
With the addition of {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; and &#039;&#039;&#039;Mana Release&#039;&#039;&#039;, players will have to memorize which spells Kefka casts, as they will be combined together or cast in quick succession.&lt;br /&gt;
&lt;br /&gt;
Remember that {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; stores an &#039;&#039;exact copy&#039;&#039; of the spell cast. If the original spell was under the effect of &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, then the copy will also be, despite no question marks appearing.&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;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember what the next spell cast is.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Will either be a stack or a spread attack. Watch out for &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; swapping its effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be the same &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039; that was cast earlier.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Correctly identify the safe zone while handling &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #1 and #2 ===&lt;br /&gt;
-----&lt;br /&gt;
Having displayed most of his basic abilities, the &#039;&#039;&#039;Statue of the Gods&#039;&#039;&#039; will violently erupt in the background and loom over the entire raid. From this point onward, Kefka will occasionally cast &#039;&#039;&#039;Graven Image&#039;&#039;&#039;, prompting the statue to unleash its own mechanics that will overlap with abilities from Kefka himself. Certain &#039;&#039;&#039;Graven Image&#039;&#039;&#039; casts will cause Kefka to become temporarily untargetable.&lt;br /&gt;
&lt;br /&gt;
====The First Graven Image====&lt;br /&gt;
*The first set of [[Area of Effect#static Circle AoE|static circle AoEs]] are placed under four random players once the cast bar ends.&lt;br /&gt;
*Two DPS are hit by unmarked, moderate damage, [[Area of Effect#Spread Line or Cone|spread line]] &#039;&#039;&#039;&#039;&#039;Wave Cannons&#039;&#039;&#039;&#039;&#039;, a second set of circle AoEs appear, then then the other two DPS are hit by Wave Cannons.&lt;br /&gt;
*Four  player DPS players are targeted by {{I|Stack marker|stack markers}} that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Meanwhile, 4 random players inside the party are marked with [[Tether (mechanic)|tethers]] that deal [[Knockback#Directional Knockback|directional knockback]] away from the statue. The third set of circle AoEs will appear shortly after.&lt;br /&gt;
*While being careful not to drop the third set of circle AoEs at the northern side of the arena to make the resulting knockback much easier to managed, keep in mind that a DPS player can get got the stack marker and a knockback tether at the same time.&lt;br /&gt;
&lt;br /&gt;
Players should stack in the center initially to consolidate the [[Area of Effect#static Circle AoE|static circle AoEs]] before having the DPS spread equally across the center to prevent overlap on the [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
While avoiding the last set of [[Area of Effect#static Circle AoE|static circle AoEs]], players with tethers should move towards the statue to avoid being pushed off the platform. Tethered players must position themselves to be knocked back to their assigned partner. Those without tethers should stand away from the statue preparing to catch their partner after the knockback.&lt;br /&gt;
&lt;br /&gt;
Knockback can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}, though it is not recommended to do so.&lt;br /&gt;
&lt;br /&gt;
This onslaught will be immediately be followed by &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;, requiring players to quickly run towards the teleport destination.&lt;br /&gt;
&lt;br /&gt;
Soon after, Kefka will cast the &#039;&#039;&#039;Second&#039;&#039;&#039; &#039;&#039;&#039;Graven Image&#039;&#039;&#039;. This cast will simply creates a large orb on the west side of the arena that deals a powerful [[Knockback#Directional Knockback|directional knockback]] away from it. This orb has a &amp;lt;u&amp;gt;random chance&amp;lt;/u&amp;gt; to teleport to the east side of the arena after 1 second—the party must be ready to adjust should this happen.&lt;br /&gt;
&lt;br /&gt;
This knockback will also resolve during the cast of &#039;&#039;&#039;Mana Release&#039;&#039;&#039;, so the party will need to immediately adjust to the correct position to dodge Kefka&#039;s AoEs afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #1 and #2 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;Graven Image #1&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center, then DPS must spread out in a line. Tethered players should run towards the statue preparing to be knocked back towards their stack partner in their assigned spot.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|Run to and behind the teleport destination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember the next two spells cast by Kefka.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Dodge and remember which area is safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Dodge and remember which area is safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #2&#039;&#039;&#039;&lt;br /&gt;
|Wait a second to check if the orb switches sides before running towards it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Find a safe zone that overlaps between the two previously casted &#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Thunder&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Kefka should be moved to the north edge of the arena in preparation for the next attack sequence.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #3 and #4 ===&lt;br /&gt;
-----[[File:Screenshot 2026-07-16 165436.png|thumb|Box spots for Graven Image #3, this formation allows for more melee uptime]][[File:Screenshot 2026-07-16 153635.png|thumb|Vertical line formation for Graven Image #3. This variation leaves a small safe spot at the middle for players to pass through.]]&lt;br /&gt;
=====Third Graven Image=====&lt;br /&gt;
*All tanks and healers will be [[Tether (mechanic)|tethered]] to one half of the statue and all DPS tethered to the other half. Which half targets which role is random.&lt;br /&gt;
**The western tethers resolve first with &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;, a [[Stack marker#Multi-Player Marker|2-player enumeration]] that leaves a {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; gravity [[Area of Effect#Puddle|puddle]] on the ground.&lt;br /&gt;
***Any &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; that does not hit 2 players will explode for party-wide damage and inflict a 30 second {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**The eastern tethers resolve two seconds after with &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;,&#039;&#039;&#039; a [[Area of Effect#Spread Circle|spread circle]] that inflicts extreme [[knockback]] to any other players hit—but does not knockback its target.&lt;br /&gt;
**The statue will create either a giant purple orb on its west side, or a giant golden orb on its east side. The western of eastern half of the arena will erupt in a damaging AoE matching the side of the orb.&lt;br /&gt;
**All players will be tethered once again, being hit by &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; in the same manner as before.&lt;br /&gt;
**Kefka will quickly follow up with &#039;&#039;&#039;Aero Assault&#039;&#039;&#039;.&lt;br /&gt;
Players will want to create four pairs, grouping a DPS with a tank or healer. Each pair should have a designated area to stand, and a designated direction to spread out to after &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two common methods for positioning: &lt;br /&gt;
&lt;br /&gt;
# The most common method is to assign four pairs into a box, pairing a DPS with a tank or healer. While any DPS - Support pairing is viable, some groups may prefer to pair melee DPS with tanks and ranged DPS with healers.&lt;br /&gt;
# A less common strategy is to form a line stack vertically at the middle of the arena, leaving center slightly open for half of the party to go through during the half arena cleave.&lt;br /&gt;
&lt;br /&gt;
Each pair will want to stack in their designated spot for &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;, then spread out to ensure &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; does not hit anyone else but its intended targets. &lt;br /&gt;
&lt;br /&gt;
* Typically, support players spread to the east / west and DPS to the north / south if using box formation. If using Line formation, DPS will spread to the east while support runs west.&lt;br /&gt;
&lt;br /&gt;
The statue will create an orb on either its east or west side which players must avoid.&lt;br /&gt;
&lt;br /&gt;
A second round of &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; occurs that can be handled in the same way, finalized by Kefka casting &#039;&#039;&#039;Aero Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should run towards Kefka to avoid being pushed off the platform. If Kefka was not positioned to the edge of the arena prior, {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} may be required to survive.&lt;br /&gt;
&lt;br /&gt;
Kefka will go through another standard rotation of attacks with the &#039;&#039;&#039;Fourth Graven Image&#039;&#039;&#039; simply being another purple/golden orb attack. Avoid the half of the arena the orb is towards and continue the fight as normal.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #3 and #4 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;Graven Image #3&#039;&#039;&#039;&lt;br /&gt;
|Stack in pairs, then spreading out in different directions after &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; hits. Avoid the half-arena orb AoE, then repeat the paired stack-and-spread again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero Assault&#039;&#039;&#039;&lt;br /&gt;
|Run to Kefka or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember the next spell Kefka casts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Remember whether this is a spread or a stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena the orb will hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be an exact copy of the previous &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Correctly dodge the AoE while handling the &#039;&#039;&#039;Fire&#039;&#039;&#039; spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and Heal.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #5 and #6 ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=====Fifth Graven Image=====&lt;br /&gt;
*The statue &#039;&#039;Ave Maria&#039;&#039; will emit a [[gaze]] attack and a [[Area of Effect#static Circle AoE|static circle AoE]] placed under every player.&lt;br /&gt;
**The statue&#039;s [[gaze]] may be randomly be afflicted by &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, turning the eye yellow with a question mark. A &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; [[gaze]] must instead be looked at, rather than avoided.&lt;br /&gt;
**The main tank can stack with the party prior to ensure all circle AoEs are consolidated, making the gaze attack easier to resolve.&lt;br /&gt;
*All players will be [[Tether (mechanic)|tethered]] again, with tanks/healers receiving one type of tether and DPS receiving a different type of tether. Which role receives which type of tether is random.&lt;br /&gt;
**The first tether type will be from a purple eye on the lower right statue&#039;s hand. All targeted players will be inflicted with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (Status Effect)|Sleep]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
**The second tether type will be from a yellow eye on the upper left statue&#039;s face. Targeted players are inflicted with &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039;, &#039;&#039;&#039;{{Status effect|buff|damage up}} [[Damage Up]]&#039;&#039;&#039;, and &#039;&#039;&#039;{{Status effect|debuff|heavy}}&#039;&#039;&#039; &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; for 5 seconds. Confused players will uncontrollably move towards the nearest player until the confused status expires. If they reach their target, they will instantly defeat them with an auto-attack.&lt;br /&gt;
***&#039;&#039;It is imperative that players with the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; tether should not, under any circumstance, using {{Action icon|Sprint}}. The buff will be active during the entirety of the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039;, killing any player the afflicted reaches.&#039;&#039;&lt;br /&gt;
****Should players accidentally sprint, they can right-click the buff icon to remove it (PC), or use the command &amp;quot;/statusoff [[Sprint]]&amp;quot;.&lt;br /&gt;
Finally once tethers resolve, the statue will immediately emit another [[gaze]] attack while Kefka casts &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together to consolidate the AoEs, then resolve the statue&#039;s [[gaze]]—looking out for potential &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once [[Tether (mechanic)|tethers]] attach to players, those with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (Status Effect)|Sleep]]&#039;&#039;&#039; tethers should stack in the center while the other spread out equally to cardinal or inter-cardinal positions on the outer edge of the arena. Due to the &#039;&#039;&#039;{{Status effect|debuff|heavy}}&#039;&#039;&#039; &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; debuff, the players on the edges of the arena should not be able to reach the center before the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; expires.&lt;br /&gt;
&lt;br /&gt;
A second [[gaze]] attack occurs from the statue again, which players should resolve before running towards Kefka&#039;s &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Kefka will once again attack as normal, with the final &#039;&#039;&#039;Sixth Graven Image&#039;&#039;&#039; being another [[gaze]] attack from the statue.&lt;br /&gt;
&lt;br /&gt;
If Kefka is not brought to &amp;lt;u&amp;gt;60% HP&amp;lt;/u&amp;gt; before 6 minutes and 50 seconds, he will become untargetable and enrage with a lethal attack of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #5 and #6 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;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|Dodge the [[gaze]], then players tethered to the lower purple eye should stack center while the rest run to [[clock spots]] on the outer edge. Afterwards, dodge the [[gaze]] again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|Run towards the teleport location while dodging the [[gaze]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Memorize the next two spell casts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Dodge and memorize.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Dodge and memorize.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #6&#039;&#039;&#039;&lt;br /&gt;
|Avoid the [[gaze]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be the same &#039;&#039;&#039;Thunder&#039;&#039;&#039; and &#039;&#039;&#039;Blizzard&#039;&#039;&#039; as was cast prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge x3&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Kefka&#039;s first phase.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Light of Judgment (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2: God Kefka===&lt;br /&gt;
-----&lt;br /&gt;
Reaching this stage of the encounter activates a checkpoint; meaning that if you wipe for any reason, the battle will reset back to the God Kefka phase (instead of the very beginning). Despite the arena containing a very obvious shift to luminous yellow, there are no actual terrain differences. Players will remain atop a circular platform and can still fall over the edge to their immediate doom.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
&lt;br /&gt;
* Players will want to decide whether to tank Kefka in the center or at the edge for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.&lt;br /&gt;
* Tanks and healers should decide which role takes the eastern and western towers for &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039; and &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;.&lt;br /&gt;
* Each tank and healer will want an assigned waymark for &#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039; in &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Angel&#039;&#039;&#039;&lt;br /&gt;
|Sets all player&#039;s HP to 1. [[Barrier|Barriers]], however, will still remain.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Kefka casts a [[Area of Effect#static Circle AoE|static circle AoE]] underneath himself, a cross of [[Area of Effect#static Line AoE|static line AoEs]] from the arena&#039;s center, and places a {{I|Stack marker}} on a healer.&lt;br /&gt;
This is immediately followed by a [[Area of Effect#static Donut AoE|static donut AoE]] underneath himself and hitting all DPS with unmarked [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small)&#039;&#039;&#039;&lt;br /&gt;
|A total of seven yellow triangles will descend from the sky in 3 separate sets. The 3 endpoints of each triangle will burst into [[Area of Effect#static Circle AoE|static circle AoEs]] in the same order they fell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;&lt;br /&gt;
|Three small triangles and one massive triangle descend from the sky in one of two random patterns, with each endpoint detonating into [[Area of Effect#static Circle AoE|static circle AoEs]]. The AoEs created by the massive triangle are, similarly, much larger than usual.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Kefka&#039;s wings will glow white, though which of the two wings glow is random. Kefka will fire a massive [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] from his glowing side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|The closest and farthest players are hit by large [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker|Stack attack}} followed by &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; two seconds later—a [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] from Kefka&#039;s front or back.&lt;br /&gt;
&lt;br /&gt;
* If Kefka cast &#039;&#039;&#039;Futures Numbered&#039;&#039;&#039;, then &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; will be a frontal cone AoE. If &#039;&#039;&#039;Pasts Forgotten&#039;&#039;&#039; was cast, it will be a rear cone AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forsaken&#039;&#039;&#039;&lt;br /&gt;
|Deals extreme party-wide damage and begins a new sequence of attacks—indicating the start of a mini-phase.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O8S Celestriad Positioning.png|alt=Positioning for Celestriad by moving Kefka north.|thumb|215x215px|A common strategy for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.]]&lt;br /&gt;
Phase 2 will require precise positioning and constant awareness from each role. Tanks will need repeatedly need to move and face Kefka in preparation for certain attacks while DPS handle various types of AoEs.&lt;br /&gt;
&lt;br /&gt;
The first obstacle players will encounter is &#039;&#039;&#039;Celestriad&#039;&#039;&#039;, which is all of Kefka&#039;s &#039;&#039;&#039;Fire&#039;&#039;&#039;, &#039;&#039;&#039;Thunder&#039;&#039;&#039;, and &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells cast in quick succession. Healers and Tanks will need to stack together while DPS will need to spread out, all while avoiding the [[Area of Effect#Static Circle AoE|static circle]] and [[Area of Effect#Static Donut AoE|static donut AoEs]].&lt;br /&gt;
&lt;br /&gt;
The two primary methods to handling &#039;&#039;&#039;Celestriad&#039;&#039;&#039; is either positioning Kefka in the center of the arena, or at the far northern edge.&lt;br /&gt;
&lt;br /&gt;
* If tanking Kefka at the north edge, Tanks and healers typically stack together in one of the northern corners of the safezone. One DPS will be south of the stack while the other three DPS are spread out on the opposite side of the circle AoE.&lt;br /&gt;
** Once the [[Area of Effect#Static Circle AoE|static circle AoE]] disappears, the DPS players will move into the safe zone, staying at its outer edge to maximize the distance between each other until the [[Area of Effect#Spread Circle|spread circles]] detonate.&lt;br /&gt;
* If tanking Kefka in the center, players will need to be assigned different intercardinal safe zones. Tanks and healers will occupy one, and two DPS will have to share another. Once the [[Area of Effect#static Line AoE|static line AoEs]] disappear, the DPS sharing a corner will have to quickly separate before the [[Area of Effect#Spread Circle|spread circles]] detonate 1 second later.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Opening 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;Heartless Angel&#039;&#039;&#039;&lt;br /&gt;
|Heal all the players quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|If planning to use the northern &#039;&#039;&#039;Celestriad&#039;&#039;&#039; strat, start moving Kefka to the north.&lt;br /&gt;
&#039;&#039;This &#039;&#039;&#039;Ultima,&#039;&#039;&#039; and only this, can be taken with no mitigation, although healing to full is still needed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Healers and tanks must stack together while DPS spread apart, all while avoiding the circle, line, and donut AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| During or after this cast, the main tank can preposition Kefka slightly off-center on the arena in preparation for &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #1 ===&lt;br /&gt;
----[[File:CrossTethers o8s f1.png|thumb|DPS cross skull tethers for Forsaken #1]]&lt;br /&gt;
[[File:Screenshot 2026-07-16 162929.png|thumb|Each DPS takes the tower nearest to their skull]]&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Sets all player&#039;s HP to 1. Players &#039;&#039;not&#039;&#039; at full health will receive a 12 second {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; debuff, preventing any and all healing. Players at full HP will only be debuffed for 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring exactly 2 or 4 players inside, matching the number of small glowing orange orbs circling its ring. Deals no damage.&lt;br /&gt;
If an incorrect number of players are inside the tower, all players are debuffed with a stack of {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mad Heads&#039;&#039;&#039;&lt;br /&gt;
|Floating heads that attach a [[Tether (mechanic)#Chase Tether|chase tether]] to each DPS player. Explodes on contact with &#039;&#039;any&#039;&#039; player for moderate magic damage and inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
If its target dies or 15 seconds pass, &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; will self-destruct, dealing no damage but inflicting a stack of {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on all players for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
A deceptive phase in that while players will be repeatedly set to 1 HP, most attacks do not deal any damage. Failed mechanics will often result in {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; stacks rather than death, but the loss of damage output can easily result in a failure to defeat Kefka before they enrage.&lt;br /&gt;
&lt;br /&gt;
Kefka can be tanked in the center of the arena for the duration of this phase.&lt;br /&gt;
&lt;br /&gt;
Healers must start this phase by ensuring all players are healed to 100% HP immediately. Any players not at full HP will have their {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; debuff timer tripled, likely resulting in their death.&lt;br /&gt;
&lt;br /&gt;
Kefka will cast &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;; a 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; tower appears in the &amp;lt;u&amp;gt;east&amp;lt;/u&amp;gt;, &amp;lt;u&amp;gt;west&amp;lt;/u&amp;gt;, and &amp;lt;u&amp;gt;center&amp;lt;/u&amp;gt; of the arena; two &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; appear in the east; and two &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; appear in the west.&lt;br /&gt;
&lt;br /&gt;
DPS players must fill the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers on the east and west. There are two common deciders to which player takes which tower: cross-tethers and near-tethers&lt;br /&gt;
&lt;br /&gt;
* Cross-tethers / cross skulls: DPS players take the tower furthest away from their Mad Head. If doing this, players should take care to avoid crossing their tether through the center tower.&lt;br /&gt;
* Far-tethers / skulls: DPS players take the tower nearest to their Mad Head, but standing on the edge of the tower to maximize distance.&lt;br /&gt;
Both healers should take the center tower and prepare to use heavy AoE healing the instant {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; expires.&lt;br /&gt;
&lt;br /&gt;
Once the towers resolve, DPS should avoid their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; until they have been sufficiently healed enough to intentionally collide with their &#039;&#039;&#039;Mad Head&#039;&#039;&#039; and detonate it.&lt;br /&gt;
&lt;br /&gt;
This will be followed up by &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;, requiring DPS and healers to &#039;&#039;avoid&#039;&#039; being the closest and farthest players, and additionally avoiding standing near the tanks.&lt;br /&gt;
&lt;br /&gt;
Kefka will then repeat the process a second time with a cast of &#039;&#039;&#039;Ultima&#039;&#039;&#039; into &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Handle the sequence the same way as before and the onslaught will end with a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #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;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|Heal all players to full immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|DPS should take the towers closest to their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; while healers take the center towers. Heal all DPS once the debuff expires, then DPS can detonate their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal all players to full immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Repeat as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Move to where the third set of &#039;&#039;&#039;Trines&#039;&#039;&#039; fell that is also opposite to Kefka&#039;s glowing wing, then move into where the first set of &#039;&#039;&#039;Trines&#039;&#039;&#039; appeared after they exploded.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Afterwards, if &#039;&#039;&#039;Future&#039;&#039;&#039; was cast, avoid Kefka&#039;s front. If &#039;&#039;&#039;Past&#039;&#039;&#039;, avoid Kefka&#039;s rear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should move away while healers focus on healing the main tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank can now preposition Kefka to center of the arena to prepare for &#039;&#039;&#039;Forsaken #2.&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #2 ===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&lt;br /&gt;
|The two farthest DPS players are marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, dropping 4 consecutive lava [[Area of Effect#Puddle|puddles]] over time. Two other DPS will be chased by 5 [[Area of Effect#Homing AoE|Homing AoEs]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;&lt;br /&gt;
|Kefka splits into four, jumping onto each tank and healer&#039;s position and dealing AoE damage.&lt;br /&gt;
Three seconds after, each Kefka will face his target&#039;s current location and cast &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, being either a frontal (future) or rear (past) [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] depending on the prior cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Proximity AoE|proximity AoE]] is placed underneath a DPS player, who is simultaneously targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O8S Forsaken 2.gif|alt=A strategy for Forsaken 2.|thumb|If &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; is cast instead, Tanks and Healers will want to face the Kefka clones towards the edges until &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; begins casting.]]&lt;br /&gt;
Kefka will utilize an extremely restrictive combination of AoE attacks, forcing all players to move in very specific directions while simultaneously resolving towers.&lt;br /&gt;
&lt;br /&gt;
* A 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; tower appears on the east and west side of the arena.&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&#039;&#039;, followed immediately by either &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; or &#039;&#039;&#039;Past&#039;s End&#039;&#039;&#039;.&lt;br /&gt;
* A 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; appears on the north edge of the arena.&lt;br /&gt;
* Kefka begins casting &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, and a 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; appears on the east and west edges of the arena.&lt;br /&gt;
* A second set of 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers appears on the east and west sides of the arena while a DPS player is targeted by &#039;&#039;&#039;Meteor&#039;&#039;&#039;.&lt;br /&gt;
* The mini-phase is ended with a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To start, both tanks and healers will want to assign positions: One role should take the west towers and the other the east towers.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will need a unique position on the south edge of the arena to spread to for &#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks and Healers will first resolve their assigned towers, then spread to their assigned position in the south. After Kefka splits into four, tanks and healers will either need to hold still (if &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; was cast) or run through Kefka towards the center (if &#039;&#039;&#039;Past&#039;s End&#039;&#039;&#039;) to avoid &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; from hitting the entire party. Once Kefka begins casting &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, tanks and healers can simply focus on taking their assigned towers again.&lt;br /&gt;
&lt;br /&gt;
The ranged DPS marked by {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; will want to split to the east and west cardinal edges to start placing [[Area of Effect#Puddle|puddles]], slowly inching towards the north where the 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is—waiting until the 4th [[Area of Effect#Puddle|puddle]] drops before entering the tower.&lt;br /&gt;
&lt;br /&gt;
The unmarked melee DPS will want to stack in the south and run together, slowly dropping their AoEs closer to the north until the 5th and final one appears—after-which they can enter the tower as well.&lt;br /&gt;
&lt;br /&gt;
* If players want to increase DPS uptime, the melee DPS can stack together and rotate clockwise or counter-clockwise together around Kefka. Healers and Tanks will have to dodge their AoEs inside the towers, however.&lt;br /&gt;
&lt;br /&gt;
Once the DPS resolves their 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039;, they should run next to (but not into) the tank&#039;s 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; to include the tanks in the stack marker.&lt;br /&gt;
[[File:O8S Trine Big.png|alt=The two potential patterns for Trine (Big).|thumb|The two potential patterns for Trine (Big).]]&lt;br /&gt;
The mini-phase will end with &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Kefka will follow up with another &#039;&#039;&#039;Celestriad&#039;&#039;&#039; that can be handled the same as before.&lt;br /&gt;
&lt;br /&gt;
The final attack of note is a cast of &#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This ability has two potential patterns, resulting in a safe zone on an empty edge of the arena, or directly in the center.&lt;br /&gt;
&lt;br /&gt;
* For &#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;, the main-tank should position God Kefka slightly off-center on the arena. This is creates a clearer view of Kefka&#039;s cast of &#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;, as well lessening movement needed to reach any potential safe-zone. &lt;br /&gt;
&lt;br /&gt;
Position and dodge accordingly until Kefka&#039;s third &#039;&#039;&#039;Forsaken&#039;&#039;&#039; cast.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #2 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;Forsaken #2&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party. Tanks and Healers should split to opposite east / west sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&lt;br /&gt;
|The two DPS responsible for {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should split to opposite east/west edges, while the other two move south. DPS must dodge AoEs while slowly moving north towards the [[Tower#Multi-Player Tower|tower]]. &lt;br /&gt;
If the inner DPS chooses to rotate clockwise or counter-clockwise, it&#039;s recommended to start from the north side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;&lt;br /&gt;
|Healers and Tanks should spread along the south edge, then face Kefka outwards (future) or inwards (past) relative to the arena center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;All Things Ending + Meteor&#039;&#039;&#039;&lt;br /&gt;
|Resolve towers while DPS bring the {{I|Stack marker}} towards the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
|Tanks should bring move Kefka towards either a cardinal edge or to the center in preparation for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Avoid the side of Kefka the glowing wing is on.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| Kefka can be positioned towards the center of the arena to prepare for &#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the safe zone, then dodge Kefka&#039;s &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Ensure tanks are the closest and farthest players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together and use heavy mitigations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Tanks must spread apart again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank may move Kefka to the center of the arena in preparation of &#039;&#039;&#039;Forsaken #3.&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #3 ===&lt;br /&gt;
----While no new attacks will be used here, Kefka will combine several attacks from both Phase 1 and 2 in a final onslaught of terror.&lt;br /&gt;
&lt;br /&gt;
* A 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is created on the east and west side of the arena, and a 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; on the south side. Four random players are also targeted by [[knockback]] [[Tether (mechanic)|tethers]].&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;Ultima&#039;&#039;&#039; followed quickly by &#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039; shortly after the towers resolve.&lt;br /&gt;
* &#039;&#039;&#039;Graven Image #5&#039;&#039;&#039; (Sleep and Confusion tethers) is cast, with another set of 2-player &#039;&#039;&#039;Paths of Light&#039;&#039;&#039; appearing in the east and west.&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;Ultima&#039;&#039;&#039; then begins his &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039; attack rotation with &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;, &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;, and three &#039;&#039;&#039;Paths of Light&#039;&#039;&#039;.&lt;br /&gt;
* Shortly after, a 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is created in the south while Kefka casts &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;.&lt;br /&gt;
* After another cast of &#039;&#039;&#039;Ultima&#039;&#039;&#039;, Kefka combines &#039;&#039;&#039;Graven Image #4&#039;&#039;&#039; (yellow/purple half-arena orb) with a cast of &#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;.&lt;br /&gt;
* The onslaught ends, as usual, with &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To start, similar to &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;, healers and tanks will want to split to two different sides of the arena to take the two 2-player towers. DPS should take the 4-player tower in the south.&lt;br /&gt;
&lt;br /&gt;
Knockback tethers can be handled either by standing a short distance to the north of the tower, or by simply using {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
&lt;br /&gt;
Tanks must be in the same tower for &#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;, which happens shortly after towers resolve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sigmascape V4.0 (Savage)#Graven Image #5 and #6|Graven Image #5]]&#039;&#039;&#039; is repeated, but with two 2-player Path of Light towers near the center of the arena.&lt;br /&gt;
&lt;br /&gt;
* Players with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (Status Effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread out to the edges of the arena.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (Status Effect)|Sleep]]&#039;&#039;&#039; is removed by the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers, allowing players to run closer to the center and away from their confused comrades.&lt;br /&gt;
** The party can re-use their pair positions on [https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;amp;veaction=edit#Graven_Image_#3_and_#4 Graven Image #3]: Players assigned to the west can handle western towers, while the others handle the east.&lt;br /&gt;
&lt;br /&gt;
Healers will need to quickly heal the party to full after the &#039;&#039;&#039;Ultima&#039;&#039;&#039; in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;, which can be handled in the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DPS will need to quickly resolve their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;, as a 4-player tower appears in the south that tanks &#039;&#039;can not&#039;&#039; occupy due to Kefka&#039;s &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;. Healers can account for two of the four players required.&lt;br /&gt;
&lt;br /&gt;
Lastly, &amp;lt;u&amp;gt;tanks will need to face Kefka either east or west&amp;lt;/u&amp;gt; to prevent the combination of &#039;&#039;&#039;Graven Image #4&#039;&#039;&#039; and &#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039; from potentially covering both halves of the arena. With the former hitting east/west and the latter hitting north/south, there will always be one safe quadrant to stand in.&lt;br /&gt;
&lt;br /&gt;
With a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;, Forsaken will end.&lt;br /&gt;
&lt;br /&gt;
Kefka will rotate through his usual series of attacks before repeating &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039; a second time.&lt;br /&gt;
&lt;br /&gt;
At the end of the repeat &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;, Kefka will cast &#039;&#039;&#039;Ultima&#039;&#039;&#039; four times, gaining a stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}}&#039;&#039;&#039; &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; with each. Should players survive, Kefka will enrage with a final cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039; that wipes the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #3 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;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (Status Effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the two towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread to the edge. Those inside the towers can run further into the center after being woken up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party immediately in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Face Kefka to the east or west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Dodge towards the third set of triangles while avoiding Kefka&#039;s glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should split and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack back together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack in the safe zone, then dodge &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (Status Effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the two towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread to the edge. Those inside the towers can run further into the center after being woken up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party immediately in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Face Kefka to the east or west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima x4&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, this is the last chance to defeat Kefka.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Light of Judgment (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Diamond Weapons}}&lt;br /&gt;
*{{Item icon|Sigmascape Datalog v4.0}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Alpha&#039;s Feather}} (Drops directly from boss, must be synced)&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 Diamond Arms (IL 375)}}&lt;br /&gt;
{{Drops table row|Diamond Axe}}&lt;br /&gt;
{{Drops table row|Diamond Greatsword}}&lt;br /&gt;
{{Drops table row|Diamond Bayonet}}&lt;br /&gt;
{{Drops table row|Diamond Halberd}}&lt;br /&gt;
{{Drops table row|Diamond War Scythe}}&lt;br /&gt;
{{Drops table row|Diamond Knuckles}}&lt;br /&gt;
{{Drops table row|Diamond Katana}}&lt;br /&gt;
{{Drops table row|Diamond Daggers}}&lt;br /&gt;
{{Drops table row|Diamond Saberfangs}}&lt;br /&gt;
{{Drops table row|Diamond Bow}}&lt;br /&gt;
{{Drops table row|Diamond Musketoon}}&lt;br /&gt;
{{Drops table row|Diamond Chakrams}}&lt;br /&gt;
{{Drops table row|Diamond Rod}}&lt;br /&gt;
{{Drops table row|Diamond Grimoire}}&lt;br /&gt;
{{Drops table row|Diamond Tuck}}&lt;br /&gt;
{{Drops table row|Diamond Fan Brush}}&lt;br /&gt;
{{Drops table row|Diamond Cane}}&lt;br /&gt;
{{Drops table row|Diamond Codex}}&lt;br /&gt;
{{Drops table row|Diamond Sextant}}&lt;br /&gt;
{{Drops table row|Diamond Wings}}&lt;br /&gt;
{{Drops table row|Diamond Chest Gear Coffer (IL 370)}}&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|Diamond Weapon Coffer (IL 375)}}&lt;br /&gt;
{{Drops table row|Wind-up Kefka}}&lt;br /&gt;
{{Drops table row|Air Force 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 Sigma, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Sigma, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Sigma, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Sigma}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 Part 1|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 1 Part 2|Dancing Mad - Movement I}}&lt;br /&gt;
{{music table row|Phase 1 Part 3|Dancing Mad - Movement II}}&lt;br /&gt;
{{music table row|Phase 1 Part 4|Dancing Mad - Movement III}}&lt;br /&gt;
{{music table row|Phase 2|Dancing Mad - Movement IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1548854</id>
		<title>Eden&#039;s Verse: Fulmination (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1548854"/>
		<updated>2026-09-17T21:58:38Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Fulmination}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Fulmination (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Fulmination (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&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 Gandof Thunder Plains&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30089&lt;br /&gt;
| id-edb = 718aa90e33d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E5S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Levin: [[Ramuh (ShB)|Ramuh]] - Abilities and Timeline ==&lt;br /&gt;
The battle against Ramuh takes place on a 40x30 yalm rectangular arena. There are no walls, so running or otherwise being pushed off the platform will result in the player&#039;s death—their corpse re-appearing on the platform a few seconds after.&lt;br /&gt;
&lt;br /&gt;
The platform also features a solid line 15y from the east and west edges, with a second dotted line 11.25y from the edges. These lines can be used as helpful guides against certain abilities throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;&lt;br /&gt;
|Small blue orbs that are scattered around the arena after certain abilities are used by Ramuh. Touching an orb absorbs it, granting one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; for 50 seconds.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; can be stacked to a maximum of three. If four stacks are collected, the buff becomes {{Status effect|debuff|File:Static condensation icon1.png|link=File:Static condensation icon1.png}} &#039;&#039;&#039;Static Condensation&#039;&#039;&#039;, reducing healing received for 30 seconds.&lt;br /&gt;
* Both Surge Protection and Static Condensation reduces lightning damage taken by 25%, and additionally prevents instant-death from {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
* One stack of Surge Protection is removed each time the player receives lightning damage. Static Condensation lasts until expiration.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, causing his next ability to kill any player not protected by {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;—and potentially altering its functionality.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide lightning damage. Creates &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|A physical damage [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Drops several lightning spears that create a small [[Area of Effect#Static Circle AoE|static circle AoE]] on landing.&lt;br /&gt;
After a certain amount of time (or after a cast of &#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) all &amp;lt;u&amp;gt;tall&amp;lt;/u&amp;gt; spears detonate into 22.5 radius [[Area of Effect#Static Circle AoE|static circle AoE]] that kills any player in range.&lt;br /&gt;
&lt;br /&gt;
* Stratospears can be destroyed by players being [[Knockback|knocked back]] into them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|Ramuh summons &#039;&#039;&#039;&#039;&#039;Raiden&#039;&#039;&#039;&#039;&#039;, a bird-like entity that attaches a [[Tether (mechanic)#Chase Tether|chase tether]] to the player with the most amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks. Should Raiden reach its target, it will instantly kill them.&lt;br /&gt;
&lt;br /&gt;
* If two or more players equally have the highest amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks, Raiden will chase the closest.&lt;br /&gt;
* Raiden&#039;s attacks and abilities do not remove Surge Protection stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] from Raiden aimed at their current target.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|The four farthest players are marked with purple arrows. The four closest players are marked with orange targeting reticles.&lt;br /&gt;
&lt;br /&gt;
* Each purple arrow creates a Storm Cloud that repeatedly strikes with 7.5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] at their location.&lt;br /&gt;
** If two Storm Clouds are within 15y of each other, they will combine and repeatedly strike the entire arena, likely wiping the party.&lt;br /&gt;
** Players hit by the Storm Cloud AoE without {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will receive a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* The orange reticle inflicts the marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; for 9 seconds. These players repeatedly pulse with a 5y radius [[Area of Effect#Spread Circle|spread circle]] that damages and {{Status effect|debuff|paralysis}} [[Paralysis|&#039;&#039;&#039;Paralyzes&#039;&#039;&#039;]] others in range.&lt;br /&gt;
** Hated of Levin is cleansed when hit by a Storm Cloud AoE. If not cleansed, afflicted players will {{Status effect|debuff|hysteria}} &#039;&#039;&#039;[[Hysteria|Panic]]&#039;&#039;&#039; after the debuff expires. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Ramuh that pushes players 12.5y away. Knockback can be resisted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Several small &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena that prepare to dash straight across, dealing high damage, [[knockback]], and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any in their path.&lt;br /&gt;
A larger &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; will appear on the north/south and prepare a [[Knockback#Line Knockback|line knockback]] down the center—the danger range being between the solid lines on the arena floor.&lt;br /&gt;
&lt;br /&gt;
* By default, the line knockback pushes players ~10y away. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, it will instead push players ~13y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Several small [[Area of Effect#Static Circle AoE|static circle AoEs]] are repeatedly placed at or near players, indicating lightning strikes. Lightning [[Area of Effect#Spread Circle|spread circles]] are placed on all support, then all DPS, but not always in that order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Places an invisible [[Area of Effect#Static Circle AoE|static circle AoE]] underneath all players at the end of the cast, detonating 2 second later. Players hit take high damage and are inflicted with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Under the effects of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the attack instead creates small 5y radius [[Area of Effect#Static Donut AoE|static donut AoEs]] on all players—detonating 1 second after the end of the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with 14 stacks of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, creates a line of 7 &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the east and west side of the arena, casts &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, then &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|An attack only used with &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;. Ramuh jumps to the edge of the arena opposite of the &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; and prepares a powerful charge.&lt;br /&gt;
A yellow circle appears in front of Ramuh. Standing inside this circle creates a Duty Action that grants the player the ability to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039;, taking the brunt of the attack for the party.&lt;br /&gt;
&lt;br /&gt;
* The player {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Standing Firm&#039;&#039;&#039; &amp;lt;u&amp;gt;must also be facing Ramuh&amp;lt;/u&amp;gt; in order to absorb the attack.&lt;br /&gt;
* If no player is Standing Firm—or that player is facing the wrong direction—all players will receive extreme physical damage and a lethal amount of [[knockback]].&lt;br /&gt;
* Centaur&#039;s Charge deals an extreme amount of physical damage, even to tanks.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Both healers are afflicted with 8 stacks of {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; for 3 seconds. When this debuff expires, it will jump to the closest other player, losing one stack in the process. Disappears when no stacks remain.&lt;br /&gt;
After jumping to another player, the previously afflicted are debuffed with {{Status effect|debuff|File:System shock debuff.png|link=File:System shock debuff.png}} &#039;&#039;&#039;System Shock&#039;&#039;&#039; for 9 seconds. Should they receive {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; again before the debuff expires, they will die.&lt;br /&gt;
&lt;br /&gt;
* As this debuff deals lightning damage, it will quickly remove stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; from players.&lt;br /&gt;
* A small lightning-damage [[Area of Effect#Spread Circle|circle AoE]] occurs around the receiving player when the debuff is transferred, damaging (and potentially killing) others standing too close.&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Shock Blast +&lt;br /&gt;
#* Crippling Blow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Stormcloud #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# &#039;&#039;Fury&#039;s Bolt (Random)&#039;&#039;&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgment Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Executor Summons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts x2&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Judgement Jolt (Enrage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanation ==&lt;br /&gt;
The battle against Ramuh is a single-phase fight primarily revolving around the use of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; buffs and [[knockback]] management. Though many attacks are simple, they may catch players off-guard if unprepared.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* Most players should avoid having more than one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. The off-tank, however, should try to stay at two or three stacks in order to be the sole target of &#039;&#039;&#039;Executor Summons&#039;&#039;&#039;.&lt;br /&gt;
* The first cast (and &#039;&#039;only&#039;&#039; the first cast) of &#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039; will have the same functionality as [[Eden&#039;s Verse: Fulmination|normal mode]]. Players must run to the corner next to the single short stratospear to survive.&lt;br /&gt;
&lt;br /&gt;
====== Stormcloud Summons: ======&lt;br /&gt;
&lt;br /&gt;
* Healers and ranged DPS should avoid standing in melee-range of Ramuh to ensure they are marked by purple arrows for &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;. If there are three melee DPS, one player should be assigned to move away from Ramuh during the cast.&lt;br /&gt;
* The Storm Clouds can be placed anywhere on the arena, as long as they are spaced far enough apart. Placing the four clouds at the ends of the two dotted lines, however, allows tanks and melee DPS to remain on Ramuh for the entirety of the attack.&lt;br /&gt;
* The four closest players will be debuffed with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; and must be hit by a Storm Cloud&#039;s AoE to cleanse it. They should stay away from others until cleansed due to the damaging AoEs emitted by the debuff.&lt;br /&gt;
** Players marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; will want to grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; prior to prevent the Storm Cloud AoE from inflicting {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Levinforce&#039;&#039;&#039; is only used twice in the fight—always following Stormcloud Summons. It is recommended to use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
&lt;br /&gt;
====== Tribunal Summons: ======&lt;br /&gt;
&lt;br /&gt;
* Players should stand next to either the solid line or the dotted line on the floor—on the side closer towards the edge. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, stand next to the solid line, otherwise stand next to the dotted line.&lt;br /&gt;
** If buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, players will need {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive.&lt;br /&gt;
* The party should group on the same side to ensure all players remain together and next to the boss.&lt;br /&gt;
&lt;br /&gt;
====== Thunderstorm: ======&lt;br /&gt;
&lt;br /&gt;
* All players will need to have one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive the unavoidable [[Area of Effect#Spread Circle|spread circle AoE]] placed on all players. The rest of the attack is simply about dodging [[Area of Effect#Static Circle AoE|static circle AoEs]].&lt;br /&gt;
** More stacks of Surge Protection will be needed if players are accidentally hit by any avoidable AoEs.&lt;br /&gt;
&lt;br /&gt;
====== Stepped Leader: ======&lt;br /&gt;
&lt;br /&gt;
* When Ramuh is not powered-up, players simply need to move away from the position they and others were standing when the cast finishes.&lt;br /&gt;
* When buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, players can either spread apart or stack together prior to the cast—but all must stand still when the cast finishes to prevent running into the damaging part of their own [[Area of Effect#Static Donut AoE|static donut AoE]].&lt;br /&gt;
&lt;br /&gt;
====== Fury&#039;s Fourteen: ======&lt;br /&gt;
A deadly attack combination, the party will need to not only need to avoid the &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, but have a tank block the &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; while the rest of the party positions to destroy the &#039;&#039;&#039;Stratospears&#039;&#039;&#039; utilizing the [[Knockback#Line Knockback|line knockback]] in the center.&lt;br /&gt;
&lt;br /&gt;
* All players will need a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive.&lt;br /&gt;
* Either the east or west half of the arena will be covered by &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039;, forcing players to position towards the opposite, safe half of the arena.&lt;br /&gt;
* The party will need decide on an line-up order, placing one player in-line with each of the seven &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the safe half of the arena. The start of the line-up can either be relative to the arena&#039;s north/south, or to Ramuh&#039;s charge position.&lt;br /&gt;
** As Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the [[Knockback#Line Knockback|line knockback]] will be stronger—requiring players to stand next to the solid line near the center to avoid being flung off the platform.&lt;br /&gt;
* A tank must occupy the yellow circle next to Ramuh at the edge of the arena, using the Duty Action to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039; (while facing Ramuh) to protect the party from &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
** Due to the extreme damage of the attack, it is recommended for the tank to either use an invulnerability or several powerful mitigations simultaneously before activating the Duty Action.&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039; will create a second line of &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; charging east or west, leaving only one horizontal lane safe near the center. Players will need to sprint into this gap after the [[Knockback#Line Knockback|line knockback]] resolves.&lt;br /&gt;
&lt;br /&gt;
====== Chain Lightning: ======&lt;br /&gt;
This attack is typically handled in one of two methods: the &amp;quot;Triangle&amp;quot; method, and the &amp;quot;Circle&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
* The Triangle method involves splitting the party into two groups of three (often a healer, a melee DPS, and a ranged/magic DPS).&lt;br /&gt;
** Each healer and melee DPS will stand on an assigned [[waymark]] and not move for the duration of the attack. The melee DPS should be stood a short distance away from the healer in their group. &lt;br /&gt;
** The ranged/magical DPS will handle passing the {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; from the melee DPS back to the healer, moving closer to the melee DPS to receive the buff, then moving towards the healer to pass it—before moving away again.&lt;br /&gt;
* The Circle method involves using [[Clock spots|clock spot]] positions around the boss. Healers are required to be in opposite positions for this strategy.&lt;br /&gt;
** The party will decide on either a clockwise or counter-clockwise rotation. Whenever a player receives {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039;, they will rotate slightly in the agreed direction to pass it to the next person in the circle, moving back to their original position afterwards.&lt;br /&gt;
&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh Timeline&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Run to the corner with the short &#039;&#039;&#039;Stratospear&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should grab three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All other players should grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast + Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|Ensure the ranged DPS and healers are the farthest while the tanks and melee DPS are the closest. The latter should grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
Place the Storm Clouds away from each other, then the {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; players must be struck once by the Storm Clouds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|Use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; &#039;&#039;&#039;(Random)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Will not always be used. If cast, players must grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|If normal, stand next to the dotted line (on the side closer to the edge). If buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, stand next to the solid line by the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgment Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should have three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Move away from where players were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Line up along the solid center line in-line with the seven &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on one half of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena the &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; are on, moving to the opposite side if necessary.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|The tank must stand in the yellow circle, use an invulnerability or multiple mitigations, and use the {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039; Duty Action while facing Ramuh.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Either stack together or spread apart. Do not move once the cast completes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Move into the agreed position and prepare to pass the {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; debuff around the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should grab three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All other players should grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Move away from where players were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Line-up as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena covered with &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; going north/south. Check which of the center lanes will be safe from the east/west &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; later.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|Handle as before. Swapping tanks to use a second invulnerability may be preferred.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|Use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Either stack together or spread apart. Do not move once the cast completes.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|The beginning of the hard enrage cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Ramuh.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Judgement Jolt (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Fulmination}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&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|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&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|Twice Stricken}}&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;
E5S.png&lt;br /&gt;
E5 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Note &amp;amp; Tip: ==&lt;br /&gt;
There&#039;s a safe spot for a caster/range player to utilized during Thunderstorm: The left fifth brick on the arena, last dot-line row on the left side of the arena. A single player can stand there during the duration of the attack without moving to avoid the aoes.{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Inundation_(Savage)&amp;diff=1548852</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=1548852"/>
		<updated>2026-09-17T21:51:23Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &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;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritor of the Whorl: [[Leviathan (ShB)|Leviathan]]==&lt;br /&gt;
The battle against Leviathan takes place in a 40x40 yalm arena with no walls. If players walk off or are otherwise pushed off the arena, they will plummet to their deaths.&lt;br /&gt;
&lt;br /&gt;
Leviathan will destroy parts of the arena at various times throughout the fight, transforming it into either a 20x40 yalm platform, or two 10x40 yalm platforms split to the east and west.&lt;br /&gt;
&lt;br /&gt;
The arena floor consists of numerous blocks and tiles which can be used as reference to measure distance; each small tile is 2.5 yalms in length and width.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&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 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tidal Roar&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rip Current&#039;&#039;&#039;&lt;br /&gt;
|Fires two [[Tankbuster#AoE Tankbuster|line AoE tankbusters]] consecutively that each inflict {{Status effect|debuff|Magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 4 seconds.&lt;br /&gt;
The first is attack is aimed at the marked highest enmity player. The second attack is aimed at the highest enmity player when the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Wave&#039;&#039;&#039;&lt;br /&gt;
|A water spout appears on the east or west side of the arena. After 10 seconds, a [[Knockback#Directional Knockback|directional knockback]] pushes all players 17.5 yalms away from the spout. Can be knockback resisted. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undersea Quake&#039;&#039;&#039;&lt;br /&gt;
|Leviathan&#039;s heads glow blue and position towards either the outer edges or center of the arena—destroying a 20 yalm width of platform depending on the heads&#039; positions.&lt;br /&gt;
If Leviathan&#039;s heads are spread out, the east and west edges are destroyed—if close together, the entire center width of the arena is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Leviathan aims diagonally east or diagonally west, firing a massive [[Area of Effect#Static Line AoE|static line AoE]] across the arena in the same direction. Deals extreme damage and inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039;&lt;br /&gt;
|Places an 5y radius [[Area of Effect#Static Circle AoE|static circle AoE]] under 5 random players. Players hit receive {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 15 seconds and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Freak Wave&#039;&#039;&#039;&lt;br /&gt;
|Marks all players with a 5y radius [[Area of Effect#Spread Circle|spread circle]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Maelstrom&#039;&#039;&#039;&lt;br /&gt;
|A watery portal appears from the north, then the east or west. Leviathan dives across the arena from the portals in order of appearance, attacking with half-arena [[Area of Effect#Static Line AoE|static line AoEs]].&lt;br /&gt;
Three watery [[Area of Effect#Puddle|puddles]] appear in random locations repeatedly, growing into 8y radius puddles that inflict {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; for 12 seconds if stepped into.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
!Tsunami&lt;br /&gt;
|Deals high party-wide damage and inflicts all players with a variety of debuffs based on their role. Debuffs are not removed on death, and will resolve as AoEs on a corpse.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Splashing waters debuff.png|link=File:Splashing waters debuff.png}} Splashing Waters&#039;&#039;&#039;&lt;br /&gt;
|A debuff that will kill the afflicted and all others within 5y on expiration. Cleansed when hit by &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039;&lt;br /&gt;
|A debuff that creates a 17.5y [[Knockback#Directional Knockback|directional knockback]] AoE from the front of the afflicted in the direction they are facing on expiration. Can be knockback resisted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Swirling waters debuff.png|link=File:Swirling waters debuff.png}} Swirling Waters&#039;&#039;&#039;&lt;br /&gt;
|A debuff that creates a small [[Area of Effect#Static Donut AoE|static donut AoE]] centered on the afflicted on expiration.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Smothering waters debuff.png|link=File:Smothering waters debuff.png}} Smothering Waters&#039;&#039;&#039;&lt;br /&gt;
|A debuff that acts as a delayed {{I|Stack marker}}, resolving on expiration.&lt;br /&gt;
|}&lt;br /&gt;
The fight against Leviathan is heavily centered around dodging large AoEs and precariously strong knockbacks.&lt;br /&gt;
&lt;br /&gt;
Players will want to assign light parties prior the the start of combat, as the team will need to split apart each time &#039;&#039;&#039;Undersea Quake&#039;&#039;&#039; destroys the center of the arena.&lt;br /&gt;
&lt;br /&gt;
Which sections of the arena can break off from Undersea Quake can be seen by focusing on the single unbroken line running north to south between the tiles on both sides of the arena.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* A tank-swap will need to occur with each &#039;&#039;&#039;Rip Current&#039;&#039;&#039;. A {{Action icon|provoke}} should occur during the cast, and tanks should run to the north edge of the arena to aim the line AoEs harmlessly to the sides.&lt;br /&gt;
* &#039;&#039;&#039;Tidal Wave&#039;&#039;&#039; is always combined with an outer &#039;&#039;&#039;Undersea Quake&#039;&#039;&#039; and followed by &#039;&#039;&#039;Temporary Current&#039;&#039;&#039;. Players should prepare by standing on the far north or south side of the arena and move next to the head of Leviathan that&#039;s closest to the spout.&lt;br /&gt;
* &#039;&#039;&#039;Temporary Current&#039;&#039;&#039; can be dodged with the least amount of movement by standing at the north, south, east, or west cardinal edge and moving five yalms away from the direction of the AoE.&lt;br /&gt;
* &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; always starts with a portal to the north, covering either the east or west half of the arena. The second portal will be on the east or west at random, covering the north or south half of the arena. This always leaves one quadrant completely safe.&lt;br /&gt;
&lt;br /&gt;
====== Tsunami #1: ======&lt;br /&gt;
&lt;br /&gt;
* Both healers are afflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Smothering waters debuff.png|link=File:Smothering waters debuff.png}} Smothering Waters&#039;&#039;&#039; for 25 seconds. All others are afflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Swirling waters debuff.png|link=File:Swirling waters debuff.png}} Swirling Waters&#039;&#039;&#039; for 25 seconds.&lt;br /&gt;
* Seven players are afflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Splashing waters debuff.png|link=File:Splashing waters debuff.png}} Splashing Waters&#039;&#039;&#039; for 25 seconds. One random player is instead afflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
* After 8 seconds, Leviathan begins a 4 second cast of &#039;&#039;&#039;Undersea Quake (Center)&#039;&#039;&#039;, then casts &#039;&#039;&#039;Temporary Current&#039;&#039;&#039; at the same time the Smothering Waters and Swirling Waters debuffs resolve.&lt;br /&gt;
&lt;br /&gt;
Players will need to keep an eye on their debuffs, as the one with &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039; will need to position themselves to hit all other players without accidentally pushing them off the platform.&lt;br /&gt;
&lt;br /&gt;
* As players will need to split into light parties to the east and west immediately after, the party should either stack in the center and be pushed north, or stack north and be pushed south.&lt;br /&gt;
&lt;br /&gt;
After being hit by Sundering Waters, players should split to the east and west sides of the arenas as light parties and stack together in the safe area away from &#039;&#039;&#039;Temporary Current&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After 3 minutes and 30 seconds, Leviathan will cast &#039;&#039;&#039;Refreshing Shower&#039;&#039;&#039;, beginning Phase 2.&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;Tidal Roar&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rip Current&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap during the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Wave + Undersea Quake&#039;&#039;&#039;&lt;br /&gt;
|Move to the north or south side, to the line closest to the water spout where the platform is about to break.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Dodge by moving to the platform&#039;s corners on the north or south side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center to consolidate AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Freak Wave&#039;&#039;&#039;&lt;br /&gt;
|Spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Will be on the opposite side as the previous cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Maelstrom&#039;&#039;&#039;&lt;br /&gt;
|Stand on the one quadrant safe from the portals while avoiding the puddles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Roar&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tsunami&#039;&#039;&#039;&lt;br /&gt;
|Either stack in the center and have the &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039; push everyone north, or stack at the north and be pushed south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undersea Quake&#039;&#039;&#039;&lt;br /&gt;
|Split into light parties to the east and west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoE while stacked together for &#039;&#039;&#039;{{Status effect|debuff|File:Smothering waters debuff.png|link=File:Smothering waters debuff.png}} Smothering Waters&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Roar&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rip Current&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap during the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Will be cast on the opposite side as the previous one.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Roar&#039;&#039;&#039;&lt;br /&gt;
| --&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 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tidal Rage&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Shoots twice in a row, the second attack being from the opposite angle.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Freak Wave&#039;&#039;&#039;&lt;br /&gt;
|Each [[Area of Effect#Spread Circle|spread circle]] drops a [[Area of Effect#Puddle|puddle]] on its location. Stepping into a puddle inflicts an extremely damaging and incurable {{Status effect|debuff|dropsy}} &#039;&#039;&#039;[[Dropsy]]&#039;&#039;&#039; for 21 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Maelstrom&#039;&#039;&#039;&lt;br /&gt;
|Creates a third portal at the south, covering the opposite half of the arena as the first portal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stormy Horizon&#039;&#039;&#039;&lt;br /&gt;
|A combination attack consisting of constant party-wide damage, five sets of &#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039;, a [[Other Mechanics#Flare Marker|flare marker]] on a random tank, &#039;&#039;&#039;Temporary Current&#039;&#039;&#039;, a [[Stack marker#Multi-hit stack|multi-hit line stack]], and lastly two casts of &#039;&#039;&#039;Tidal Rage&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
!Tsunami&lt;br /&gt;
|Adds three new debuffs to players based on roles.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Surging waters debuff.png|link=File:Surging waters debuff.png}} Surging Waters&#039;&#039;&#039;&lt;br /&gt;
|A debuff that resolves into a [[Knockback#Radial Knockback|radial knockback]] on expiration, pushing players 17.5 yalms away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Sweeping waters debuff.png|link=File:Sweeping waters debuff.png}} Sweeping Waters&#039;&#039;&#039;&lt;br /&gt;
|A debuff that fires a 30 degree [[Area of Effect#Spread Line or Cone|spread cone]] on expiration at the player farthest from the afflicted, dealing [[tankbuster]] amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Scouring waters debuff.png|link=File:Scouring waters debuff.png}} Scouring Waters&#039;&#039;&#039;&lt;br /&gt;
|A debuff that detonates into a 30y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] on expiration.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Roiling Pulse&#039;&#039;&#039;&lt;br /&gt;
|Marks both tanks with a [[Other Mechanics#Flare Marker|flare marker]] and both healers with a {{I|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Black Smokers&#039;&#039;&#039;&lt;br /&gt;
|The two closest players are repeatedly hit by moderate damage 30 degree [[Area of Effect#Spread Line or Cone|spread cones]] for 20 seconds. The two farthest players are targeted by [[Tether (mechanic)|tethers]].&lt;br /&gt;
Tethered players are hit four times by 5y radius [[Area of Effect#Spread Circle|spread circles]] that deal extreme [[knockback]] to any other players in range.&lt;br /&gt;
&lt;br /&gt;
* Each of the tethered player&#039;s AoEs creates a [[tower]] that resolves after 3 seconds, inflicting {{Status effect|debuff|Magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to players inside for 4 seconds.&lt;br /&gt;
* Unoccupied towers explode for high party-wide damage and inflict a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to everyone.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;The Calm&#039;&#039;&#039;&lt;br /&gt;
|Deals repeated party-wide damage, grants Leviathan a stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, and causes all following casts of &#039;&#039;&#039;Tidal Rage&#039;&#039;&#039; to grant an additional stack.&lt;br /&gt;
|}&lt;br /&gt;
With Refreshing Shower, Leviathan powers-up their abilities, making them deadlier and enhancing their effects.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Quick Notes=&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* After dodging the &#039;&#039;&#039;Temporary Current&#039;&#039;&#039; AoE, players will always need to immediately run to dodge the second AoE from the opposite diagonal. Staying closer to the cardinal edges helps decrease the distance needed to run.&lt;br /&gt;
* Players will want to assign positions to spread to for &#039;&#039;&#039;Freak Wave&#039;&#039;&#039; to ensure puddles are placed in areas that do not block another&#039;s path to escape.&lt;br /&gt;
** An ideal party position is to place 4 players on both the east and west edges, leaving the center, north, and south edges clear to travel through for the follow-up Temporary Current.&lt;br /&gt;
* &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; can be initially handled similarly to phase 1 by first finding the quadrant that avoids the first two portals. To dodge the third portal, players will need to wait for the first portal attack to resolve, then move into that same half of the arena.&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Freak Wave&#039;&#039;&#039; should have the [[Area of Effect#Puddle|puddles]] placed on the east and west side of the arena, as Leviathan will break these platforms shortly after and thus remove the puddles as an obstacle.&lt;br /&gt;
|-| Stormy Horizon=&lt;br /&gt;
====== Stormy Horizon: ======&lt;br /&gt;
A long series of several attacks, players can survive this in a variety of ways, but group coordination is key.&lt;br /&gt;
#The attack begins with five &#039;&#039;&#039;Drenching Pulses&#039;&#039;&#039;, repeatedly placing [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath multiple players every 2 seconds.&lt;br /&gt;
#At the same time as the third Drenching Pulse AoE, a random tank will be marked with a powerful [[Other Mechanics#Flare Marker|flare marker]] that detonates six seconds later.&lt;br /&gt;
#As the flare marker explodes, Leviathan completes a cast of &#039;&#039;&#039;Temporary Current&#039;&#039;&#039;, forcing players to dodge two massive AoEs.&lt;br /&gt;
#After the Temporary Current resolves, a random healer will be marked with a [[Stack marker#Multi-hit stack|multi-hit line stack]] that fires five times in succession.&lt;br /&gt;
#Lastly, two powerful &#039;&#039;&#039;Tidal Rages&#039;&#039;&#039; are cast for high party-wide damage.&lt;br /&gt;
Players will likely want to decide on a location to stack together in order to consolidate the Drenching Pulse AoEs, as well as a direction to run as a group.&lt;br /&gt;
&lt;br /&gt;
The marked tank can either split from the group, or both tanks can follow create a separate stack that moves to the opposite side of the arena as the rest of the party.&lt;br /&gt;
&lt;br /&gt;
* A common strategy is to start on the east or west edge of Leviathan&#039;s hitbox and circle its perimeter, with the flare tank separating from the group and running south once the marker appears.&lt;br /&gt;
&lt;br /&gt;
The party can then dodge &#039;&#039;&#039;Temporary Current&#039;&#039;&#039; near the north cardinal edge while the flare tank is at the south cardinal edge.&lt;br /&gt;
&lt;br /&gt;
Finally, the healer with the stack marker should position themselves towards the center to allow the separated tank an easier time to join.&lt;br /&gt;
&lt;br /&gt;
Healers will have to stay active to keep the party alive through the constant party-wide damage going out until the end of the attack series.&lt;br /&gt;
&lt;br /&gt;
|-| Tsunami #2=&lt;br /&gt;
====== Tsunami #2: ======&lt;br /&gt;
[[File:E3S Tsunami 2 Strategy.gif|alt=One method to surviving Tsunami 2.|thumb|One method to surviving Tsunami 2.]]&lt;br /&gt;
All players will receive a new series of debuffs from Leviathan that must be carefully resolved to survive.&lt;br /&gt;
&lt;br /&gt;
* All players are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Splashing waters debuff.png|link=File:Splashing waters debuff.png}} Splashing Waters&#039;&#039;&#039; for 29 seconds.&lt;br /&gt;
* One tank is inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039; for 25 seconds and the other &#039;&#039;&#039;{{Status effect|debuff|File:Scouring waters debuff.png|link=File:Scouring waters debuff.png}} Scouring Waters&#039;&#039;&#039; for 29 seconds.&lt;br /&gt;
* One healer is inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Smothering waters debuff.png|link=File:Smothering waters debuff.png}} Smothering Waters&#039;&#039;&#039; for 13 seconds and the other &#039;&#039;&#039;{{Status effect|debuff|File:Sweeping waters debuff.png|link=File:Sweeping waters debuff.png}} Sweeping Waters&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
* One DPS is inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Surging waters debuff.png|link=File:Surging waters debuff.png}} Surging Waters&#039;&#039;&#039; for 8 seconds, another &#039;&#039;&#039;{{Status effect|debuff|File:Smothering waters debuff.png|link=File:Smothering waters debuff.png}} Smothering Waters&#039;&#039;&#039; for 13 seconds, a third &#039;&#039;&#039;{{Status effect|debuff|File:Sweeping waters debuff.png|link=File:Sweeping waters debuff.png}} Sweeping Waters&#039;&#039;&#039; for 15 seconds, and the last &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039; for 21 seconds.&lt;br /&gt;
&lt;br /&gt;
To start, players will want to stack together while the DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Surging waters debuff.png|link=File:Surging waters debuff.png}} Surging Waters&#039;&#039;&#039; pushes the group away to the north or south.&lt;br /&gt;
&lt;br /&gt;
The party will then need to split into two groups to handle the two 3+ player &#039;&#039;&#039;{{Status effect|debuff|File:Smothering waters debuff.png|link=File:Smothering waters debuff.png}} Smothering Waters&#039;&#039;&#039; stacks. While tanks can join these stacks, it is not recommended due to the following debuff resolving 2 seconds later:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Status effect|debuff|File:Sweeping waters debuff.png|link=File:Sweeping waters debuff.png}} Sweeping Waters&#039;&#039;&#039; then fires at the two farthest players. Due to the high damage of these cones, both tanks should ideally be the farthest players away.&lt;br /&gt;
&lt;br /&gt;
* Due to how distance works, these cones will almost always cross over each other aimed at a tank on the opposite edge/corner. Players should avoid standing between the healer and DPS to dodge the crossfire.&lt;br /&gt;
* A single tank, preferably the one with &#039;&#039;&#039;{{Status effect|debuff|File:Sweeping waters debuff.png|link=File:Sweeping waters debuff.png}} Sweeping Waters&#039;&#039;&#039;, can bait both of the cone, allowing the other tank to stack and share the damage with a &#039;&#039;&#039;{{Status effect|debuff|File:Smothering waters debuff.png|link=File:Smothering waters debuff.png}} Smothering Waters&#039;&#039;&#039; player.&lt;br /&gt;
&lt;br /&gt;
Next, the DPS &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039; will resolve. This must hit the tank that also has Sundering Waters at minimum, as the tank can not purge their own &#039;&#039;&#039;{{Status effect|debuff|File:Splashing waters debuff.png|link=File:Splashing waters debuff.png}} Splashing Waters&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The tank &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039; resolves a few seconds after, which must hit all other players still debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Splashing waters debuff.png|link=File:Splashing waters debuff.png}} Splashing Waters&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lastly, all players must run to the complete opposite side of the arena from the tank with &#039;&#039;&#039;{{Status effect|debuff|File:Scouring waters debuff.png|link=File:Scouring waters debuff.png}} Scouring Waters&#039;&#039;&#039;, which will kill any non-tank in its range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Players will not lose any debuffs should they fall off the platform or die, likely creating a lethal AoE at the location of their corpse from &#039;&#039;&#039;{{Status effect|debuff|File:Splashing waters debuff.png|link=File:Splashing waters debuff.png}} Splashing Waters&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-| Roiling Pulse &amp;amp; Black Smokers=&lt;br /&gt;
====== Roiling Pulse &amp;amp; Black Smokers: ======&lt;br /&gt;
&#039;&#039;&#039;Roiling Pulse&#039;&#039;&#039; will not only target both tanks with powerful [[Other Mechanics#Flare Marker|flare markers]], but both healers with {{I|Stack marker|stack markers}}— all while Leviathan destroys the center of the arena with &#039;&#039;&#039;Undersea Quake&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should split into their usual light parties, with tanks in the north and all others in the south.&lt;br /&gt;
&lt;br /&gt;
Leviathan then casts &#039;&#039;&#039;Black Smokers&#039;&#039;&#039;, targeting the closest players (which should be both tanks) with constant cone AoEs, and tethering the farthest players.&lt;br /&gt;
&lt;br /&gt;
One player in each light party should be assigned to be the farthest player and receive the tether. The other to non-tethered players should stand on the east and west edge of their platform preparing to occupy [[Tower|towers]].&lt;br /&gt;
&lt;br /&gt;
As towers inflict {{Status effect|debuff|Magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]],&#039;&#039;&#039; a single player can not take two towers in a row, forcing two players to alternate taking towers for each light party.&lt;br /&gt;
&lt;br /&gt;
The tethered player should first place an AoE on eitther the east or west edge of the platform, then repeatedly bounce from one edge to the other with each AoE. This prevents the tethered player from taking tower damage and debuffs, and also prevents towers from being stacked directly on top of each other.&lt;br /&gt;
&lt;br /&gt;
* The tethered player must stand a short distance south of one of the non-tethered players, far enough away to not fling them off the platform from the AoE but close enough that the player can run into the tower immediately after.&lt;br /&gt;
&lt;br /&gt;
Tower-occupying players should stand a short distance (~3 tiles) north of the tethered player, then run south into the tower puddles that appear. Once the tower resolves, they should run back north to avoid the second AoE from the tethered player.&lt;br /&gt;
&lt;br /&gt;
During this time, both tanks should manage and alternate between their mitigations to survive the cones constantly peppering them, as healers already are having their hands full with healing the rest of the party.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After 10 minutes, Leviathan will soft-enrage using &#039;&#039;&#039;The Calm&#039;&#039;&#039;, applying constant increasing party-wide damage before finally enraging with &#039;&#039;&#039;The Storm&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Tidal Rage&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Wave + Undersea Quake&#039;&#039;&#039;&lt;br /&gt;
|Handle this the same way as in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|After dodging the first AoE, immediately run to the other corner to dodge the follow-up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the center to consolidate AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Freak Wave&#039;&#039;&#039;&lt;br /&gt;
|Create two lines of four players against the east and west edges, leaving the center, north, and south safe and free of puddles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Remember to cross over to the other corner after the first AoE.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Maelstrom&#039;&#039;&#039;&lt;br /&gt;
|Find the safe quadrant from the first two portals, then cross over to where the first portal hit after it resolves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Rage&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rip Current&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stormy Horizon&#039;&#039;&#039;&lt;br /&gt;
|Stack together and run in a pre-assigned direction as a group to consolidate AoEs. The tank marked by Flare should split away and run to the opposite side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current (Stormy Horizon)&#039;&#039;&#039;&lt;br /&gt;
|Once the fifth AoE appears, dodge both Temporary Current AoEs, then stack together near the center for the line stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Rage x2 (Stormy Horizon)&#039;&#039;&#039;&lt;br /&gt;
|High party healing required.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the center to consolidate AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Freak Wave + Undersea Quake&#039;&#039;&#039;&lt;br /&gt;
|Place the puddles on the east and west sides of the arena to be destroyed by the follow-up &#039;&#039;&#039;Undersea Quake&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tsunami&#039;&#039;&#039;&lt;br /&gt;
|Handle the debuffs in the method the party prefers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross over.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Rage x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rip Current&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Roiling Pulse + Undersea Quake&#039;&#039;&#039;&lt;br /&gt;
|Tanks must run north while the rest of the party runs south, splitting into light parties on the east and west sides of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Black Smokers&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stand up north as close to Leviathan as possible and mitigate.&lt;br /&gt;
Two players should be assigned to take tethers and place AoEs near (but not on top of) others so they may occupy the towers that appear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross over.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Rage x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;The Calm&#039;&#039;&#039;&lt;br /&gt;
|Soft-enrage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Rage x3&#039;&#039;&#039;&lt;br /&gt;
|Heavy healing required. This is the party&#039;s last chance to defeat Leviathan.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;The Storm (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&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>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Inundation_(Savage)&amp;diff=1548851</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=1548851"/>
		<updated>2026-09-17T21:46:27Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &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;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritor of the Whorl: [[Leviathan (ShB)|Leviathan]]==&lt;br /&gt;
The battle against Leviathan takes place in a 40x40 yalm arena with no walls. If players walk off or are otherwise pushed off the arena, they will plummet to their deaths.&lt;br /&gt;
&lt;br /&gt;
Leviathan will destroy parts of the arena at various times throughout the fight, transforming it into either a 20x40 yalm platform, or two 10x40 yalm platforms split to the east and west.&lt;br /&gt;
&lt;br /&gt;
The arena floor consists of numerous blocks and tiles which can be used as reference to measure distance; each small tile is 2.5 yalms in length and width.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&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 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tidal Roar&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rip Current&#039;&#039;&#039;&lt;br /&gt;
|Fires two [[Tankbuster#AoE Tankbuster|line AoE tankbusters]] consecutively that each inflict {{Status effect|debuff|Magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 4 seconds.&lt;br /&gt;
The first is attack is aimed at the marked highest enmity player. The second attack is aimed at the highest enmity player when the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Wave&#039;&#039;&#039;&lt;br /&gt;
|A water spout appears on the east or west side of the arena. After 10 seconds, a [[Knockback#Directional Knockback|directional knockback]] pushes all players 17.5 yalms away from the spout. Can be knockback resisted. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undersea Quake&#039;&#039;&#039;&lt;br /&gt;
|Leviathan&#039;s heads glow blue and position towards either the outer edges or center of the arena—destroying a 20 yalm width of platform depending on the heads&#039; positions.&lt;br /&gt;
If Leviathan&#039;s heads are spread out, the east and west edges are destroyed—if close together, the entire center width of the arena is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Leviathan aims diagonally east or diagonally west, firing a massive [[Area of Effect#Static Line AoE|static line AoE]] across the arena in the same direction. Deals extreme damage and inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039;&lt;br /&gt;
|Places an 5y radius [[Area of Effect#Static Circle AoE|static circle AoE]] under 5 random players. Players hit receive {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 15 seconds and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Freak Wave&#039;&#039;&#039;&lt;br /&gt;
|Marks all players with a 5y radius [[Area of Effect#Spread Circle|spread circle]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Maelstrom&#039;&#039;&#039;&lt;br /&gt;
|A watery portal appears from the north, then the east or west. Leviathan dives across the arena from the portals in order of appearance, attacking with half-arena [[Area of Effect#Static Line AoE|static line AoEs]].&lt;br /&gt;
Three watery [[Area of Effect#Puddle|puddles]] appear in random locations repeatedly, growing into 8y radius puddles that inflict {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; for 12 seconds if stepped into.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
!Tsunami&lt;br /&gt;
|Deals high party-wide damage and inflicts all players with a variety of debuffs based on their role. Debuffs are not removed on death, and will resolve as AoEs on a corpse.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Splashing waters debuff.png|link=File:Splashing waters debuff.png}} Splashing Waters&#039;&#039;&#039;&lt;br /&gt;
|A debuff that will kill the afflicted and all others within 5y on expiration. Cleansed when hit by &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039;&lt;br /&gt;
|A debuff that creates a 17.5y [[Knockback#Directional Knockback|directional knockback]] AoE from the front of the afflicted in the direction they are facing on expiration. Can be knockback resisted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Swirling waters debuff.png|link=File:Swirling waters debuff.png}} Swirling Waters&#039;&#039;&#039;&lt;br /&gt;
|A debuff that creates a small [[Area of Effect#Static Donut AoE|static donut AoE]] centered on the afflicted on expiration.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Smothering waters debuff.png|link=File:Smothering waters debuff.png}} Smothering Waters&#039;&#039;&#039;&lt;br /&gt;
|A debuff that acts as a delayed {{I|Stack marker}}, resolving on expiration.&lt;br /&gt;
|}&lt;br /&gt;
The fight against Leviathan is heavily centered around dodging large AoEs and precariously strong knockbacks.&lt;br /&gt;
&lt;br /&gt;
Players will want to assign light parties prior the the start of combat, as the team will need to split apart each time &#039;&#039;&#039;Undersea Quake&#039;&#039;&#039; destroys the center of the arena.&lt;br /&gt;
&lt;br /&gt;
Which sections of the arena can break off from Undersea Quake can be seen by focusing on the single unbroken line running north to south between the tiles on both sides of the arena.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* A tank-swap will need to occur with each &#039;&#039;&#039;Rip Current&#039;&#039;&#039;. A {{Action icon|provoke}} should occur during the cast, and tanks should run to the north edge of the arena to aim the line AoEs harmlessly to the sides.&lt;br /&gt;
* &#039;&#039;&#039;Tidal Wave&#039;&#039;&#039; is always combined with an outer &#039;&#039;&#039;Undersea Quake&#039;&#039;&#039; and followed by &#039;&#039;&#039;Temporary Current&#039;&#039;&#039;. Players should prepare by standing on the far north or south side of the arena and move next to the head of Leviathan that&#039;s closest to the spout.&lt;br /&gt;
* &#039;&#039;&#039;Temporary Current&#039;&#039;&#039; can be dodged with the least amount of movement by standing at the north, south, east, or west cardinal edge and moving five yalms away from the direction of the AoE.&lt;br /&gt;
* &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; always starts with a portal to the north, covering either the east or west half of the arena. The second portal will be on the east or west at random, covering the north or south half of the arena. This always leaves one quadrant completely safe.&lt;br /&gt;
&lt;br /&gt;
====== Tsunami #1: ======&lt;br /&gt;
&lt;br /&gt;
* Both healers are afflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Smothering waters debuff.png|link=File:Smothering waters debuff.png}} Smothering Waters&#039;&#039;&#039; for 25 seconds. All others are afflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Swirling waters debuff.png|link=File:Swirling waters debuff.png}} Swirling Waters&#039;&#039;&#039; for 25 seconds.&lt;br /&gt;
* Seven players are afflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Splashing waters debuff.png|link=File:Splashing waters debuff.png}} Splashing Waters&#039;&#039;&#039; for 25 seconds. One random player is instead afflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
* After 8 seconds, Leviathan begins a 4 second cast of &#039;&#039;&#039;Undersea Quake (Center)&#039;&#039;&#039;, then casts &#039;&#039;&#039;Temporary Current&#039;&#039;&#039; at the same time the Smothering Waters and Swirling Waters debuffs resolve.&lt;br /&gt;
&lt;br /&gt;
Players will need to keep an eye on their debuffs, as the one with &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039; will need to position themselves to hit all other players without accidentally pushing them off the platform.&lt;br /&gt;
&lt;br /&gt;
* As players will need to split into light parties to the east and west immediately after, the party should either stack in the center and be pushed north, or stack north and be pushed south.&lt;br /&gt;
&lt;br /&gt;
After being hit by Sundering Waters, players should split to the east and west sides of the arenas as light parties and stack together in the safe area away from &#039;&#039;&#039;Temporary Current&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After 3 minutes and 30 seconds, Leviathan will cast &#039;&#039;&#039;Refreshing Shower&#039;&#039;&#039;, beginning Phase 2.&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;Tidal Roar&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rip Current&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap during the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Wave + Undersea Quake&#039;&#039;&#039;&lt;br /&gt;
|Move to the north or south side, to the line closest to the water spout where the platform is about to break.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Dodge by moving to the platform&#039;s corners on the north or south side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center to consolidate AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Freak Wave&#039;&#039;&#039;&lt;br /&gt;
|Spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Will be on the opposite side as the previous cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Maelstrom&#039;&#039;&#039;&lt;br /&gt;
|Stand on the one quadrant safe from the portals while avoiding the puddles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Roar&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tsunami&#039;&#039;&#039;&lt;br /&gt;
|Either stack in the center and have the &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039; push everyone north, or stack at the north and be pushed south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undersea Quake&#039;&#039;&#039;&lt;br /&gt;
|Split into light parties to the east and west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoE while stacked together for &#039;&#039;&#039;{{Status effect|debuff|File:Smothering waters debuff.png|link=File:Smothering waters debuff.png}} Smothering Waters&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Roar&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rip Current&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap during the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Will be cast on the opposite side as the previous one.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Roar&#039;&#039;&#039;&lt;br /&gt;
| --&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 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tidal Rage&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Shoots twice in a row, the second attack being from the opposite angle.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Freak Wave&#039;&#039;&#039;&lt;br /&gt;
|Each [[Area of Effect#Spread Circle|spread circle]] drops a [[Area of Effect#Puddle|puddle]] on its location. Stepping into a puddle inflicts an extremely damaging and incurable {{Status effect|debuff|dropsy}} &#039;&#039;&#039;[[Dropsy]]&#039;&#039;&#039; for 21 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Maelstrom&#039;&#039;&#039;&lt;br /&gt;
|Creates a third portal at the south, covering the opposite half of the arena as the first portal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stormy Horizon&#039;&#039;&#039;&lt;br /&gt;
|A combination attack consisting of constant party-wide damage, five sets of &#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039;, a [[Other Mechanics#Flare Marker|flare marker]] on a random tank, &#039;&#039;&#039;Temporary Current&#039;&#039;&#039;, a [[Stack marker#Multi-hit stack|multi-hit line stack]], and lastly two casts of &#039;&#039;&#039;Tidal Rage&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
!Tsunami&lt;br /&gt;
|Adds three new debuffs to players based on roles.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Surging waters debuff.png|link=File:Surging waters debuff.png}} Surging Waters&#039;&#039;&#039;&lt;br /&gt;
|A debuff that resolves into a [[Knockback#Radial Knockback|radial knockback]] on expiration, pushing players 17.5 yalms away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Sweeping waters debuff.png|link=File:Sweeping waters debuff.png}} Sweeping Waters&#039;&#039;&#039;&lt;br /&gt;
|A debuff that fires a 30 degree [[Area of Effect#Spread Line or Cone|spread cone]] on expiration at the player farthest from the afflicted, dealing [[tankbuster]] amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Scouring waters debuff.png|link=File:Scouring waters debuff.png}} Scouring Waters&#039;&#039;&#039;&lt;br /&gt;
|A debuff that detonates into a 30y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] on expiration.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Roiling Pulse&#039;&#039;&#039;&lt;br /&gt;
|Marks both tanks with a [[Other Mechanics#Flare Marker|flare marker]] and both healers with a {{I|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Black Smokers&#039;&#039;&#039;&lt;br /&gt;
|The two closest players are repeatedly hit by moderate damage 30 degree [[Area of Effect#Spread Line or Cone|spread cones]] for 20 seconds. The two farthest players are targeted by [[Tether (mechanic)|tethers]].&lt;br /&gt;
Tethered players are hit four times by 5y radius [[Area of Effect#Spread Circle|spread circles]] that deal extreme [[knockback]] to any other players in range.&lt;br /&gt;
&lt;br /&gt;
* Each of the tethered player&#039;s AoEs creates a [[tower]] that resolves after 3 seconds, inflicting {{Status effect|debuff|Magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to players inside for 4 seconds.&lt;br /&gt;
* Unoccupied towers explode for high party-wide damage and inflict a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to everyone.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;The Calm&#039;&#039;&#039;&lt;br /&gt;
|Deals repeated party-wide damage, grants Leviathan a stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, and causes all following casts of &#039;&#039;&#039;Tidal Rage&#039;&#039;&#039; to grant an additional stack.&lt;br /&gt;
|}&lt;br /&gt;
With Refreshing Shower, Leviathan powers-up their abilities, making them deadlier and enhancing their effects.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Quick Notes=&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* After dodging the &#039;&#039;&#039;Temporary Current&#039;&#039;&#039; AoE, players will always need to immediately run to dodge the second AoE from the opposite diagonal. Staying closer to the cardinal edges helps decrease the distance needed to run.&lt;br /&gt;
* Players will want to assign positions to spread to for &#039;&#039;&#039;Freak Wave&#039;&#039;&#039; to ensure puddles are placed in areas that do not block another&#039;s path to escape.&lt;br /&gt;
** An ideal party position is to place 4 players on both the east and west edges, leaving the center, north, and south edges clear to travel through for the follow-up Temporary Current.&lt;br /&gt;
* &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; can be initially handled similarly to phase 1 by first finding the quadrant that avoids the first two portals. To dodge the third portal, players will need to wait for the first portal attack to resolve, then move into that same half of the arena.&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Freak Wave&#039;&#039;&#039; should have the [[Area of Effect#Puddle|puddles]] placed on the east and west side of the arena, as Leviathan will break these platforms shortly after and thus remove the puddles as an obstacle.&lt;br /&gt;
|-| Stormy Horizon=&lt;br /&gt;
====== Stormy Horizon: ======&lt;br /&gt;
A long series of several attacks, players can survive this in a variety of ways, but group coordination is key.&lt;br /&gt;
#The attack begins with five &#039;&#039;&#039;Drenching Pulses&#039;&#039;&#039;, repeatedly placing [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath multiple players every 2 seconds.&lt;br /&gt;
#At the same time as the third Drenching Pulse AoE, a random tank will be marked with a powerful [[Other Mechanics#Flare Marker|flare marker]] that detonates six seconds later.&lt;br /&gt;
#As the flare marker explodes, Leviathan completes a cast of &#039;&#039;&#039;Temporary Current&#039;&#039;&#039;, forcing players to dodge two massive AoEs.&lt;br /&gt;
#After the Temporary Current resolves, a random healer will be marked with a [[Stack marker#Multi-hit stack|multi-hit line stack]] that fires five times in succession.&lt;br /&gt;
#Lastly, two powerful &#039;&#039;&#039;Tidal Rages&#039;&#039;&#039; are cast for high party-wide damage.&lt;br /&gt;
Players will likely want to decide on a location to stack together in order to consolidate the Drenching Pulse AoEs, as well as a direction to run as a group.&lt;br /&gt;
&lt;br /&gt;
The marked tank can either split from the group, or both tanks can follow create a separate stack that moves to the opposite side of the arena as the rest of the party.&lt;br /&gt;
&lt;br /&gt;
* A common strategy is to start on the east or west edge of Leviathan&#039;s hitbox and circle its perimeter, with the flare tank separating from the group and running south once the marker appears.&lt;br /&gt;
&lt;br /&gt;
The party can then dodge &#039;&#039;&#039;Temporary Current&#039;&#039;&#039; near the north cardinal edge while the flare tank is at the south cardinal edge.&lt;br /&gt;
&lt;br /&gt;
Finally, the healer with the stack marker should position themselves towards the center to allow the separated tank an easier time to join.&lt;br /&gt;
&lt;br /&gt;
Healers will have to stay active to keep the party alive through the constant party-wide damage going out until the end of the attack series.&lt;br /&gt;
&lt;br /&gt;
|-| Tsunami #2=&lt;br /&gt;
====== Tsunami #2: ======&lt;br /&gt;
[[File:E3S Tsunami 2 Strategy.gif|alt=One method to surviving Tsunami 2.|thumb|One method to surviving Tsunami 2.]]&lt;br /&gt;
All players will receive a new series of debuffs from Leviathan that must be carefully resolved to survive.&lt;br /&gt;
&lt;br /&gt;
* All players are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Splashing waters debuff.png|link=File:Splashing waters debuff.png}} Splashing Waters&#039;&#039;&#039; for 29 seconds.&lt;br /&gt;
* One tank is inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039; for 25 seconds and the other &#039;&#039;&#039;{{Status effect|debuff|File:Scouring waters debuff.png|link=File:Scouring waters debuff.png}} Scouring Waters&#039;&#039;&#039; for 29 seconds.&lt;br /&gt;
* One healer is inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Smothering waters debuff.png|link=File:Smothering waters debuff.png}} Smothering Waters&#039;&#039;&#039; for 13 seconds and the other &#039;&#039;&#039;{{Status effect|debuff|File:Sweeping waters debuff.png|link=File:Sweeping waters debuff.png}} Sweeping Waters&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
* One DPS is inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Surging waters debuff.png|link=File:Surging waters debuff.png}} Surging Waters&#039;&#039;&#039; for 8 seconds, another &#039;&#039;&#039;{{Status effect|debuff|File:Smothering waters debuff.png|link=File:Smothering waters debuff.png}} Smothering Waters&#039;&#039;&#039; for 13 seconds, a third &#039;&#039;&#039;{{Status effect|debuff|File:Sweeping waters debuff.png|link=File:Sweeping waters debuff.png}} Sweeping Waters&#039;&#039;&#039; for 15 seconds, and the last &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039; for 21 seconds.&lt;br /&gt;
&lt;br /&gt;
To start, players will want to stack together while the DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Surging waters debuff.png|link=File:Surging waters debuff.png}} Surging Waters&#039;&#039;&#039; pushes the group away to the north or south.&lt;br /&gt;
&lt;br /&gt;
The party will then need to split into two groups to handle the two 3+ player &#039;&#039;&#039;{{Status effect|debuff|File:Smothering waters debuff.png|link=File:Smothering waters debuff.png}} Smothering Waters&#039;&#039;&#039; stacks. While tanks can join these stacks, it is not recommended due to the following debuff resolving 2 seconds later:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Status effect|debuff|File:Sweeping waters debuff.png|link=File:Sweeping waters debuff.png}} Sweeping Waters&#039;&#039;&#039; then fires at the two farthest players. Due to the high damage of these cones, both tanks should ideally be the farthest players away.&lt;br /&gt;
&lt;br /&gt;
* Due to how distance works, these cones will almost always cross over each other aimed at a tank on the opposite edge/corner. Players should avoid standing between the healer and DPS to dodge the crossfire.&lt;br /&gt;
&lt;br /&gt;
Next, the DPS &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039; will resolve. This must hit the tank that also has Sundering Waters at minimum, as the tank can not purge their own &#039;&#039;&#039;{{Status effect|debuff|File:Splashing waters debuff.png|link=File:Splashing waters debuff.png}} Splashing Waters&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The tank &#039;&#039;&#039;{{Status effect|debuff|File:Sundering waters debuff.png|link=File:Sundering waters debuff.png}} Sundering Waters&#039;&#039;&#039; resolves a few seconds after, which must hit all other players still debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Splashing waters debuff.png|link=File:Splashing waters debuff.png}} Splashing Waters&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lastly, all players must run to the complete opposite side of the arena from the tank with &#039;&#039;&#039;{{Status effect|debuff|File:Scouring waters debuff.png|link=File:Scouring waters debuff.png}} Scouring Waters&#039;&#039;&#039;, which will kill any non-tank in its range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Players will not lose any debuffs should they fall off the platform or die, likely creating a lethal AoE at the location of their corpse from &#039;&#039;&#039;{{Status effect|debuff|File:Splashing waters debuff.png|link=File:Splashing waters debuff.png}} Splashing Waters&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-| Roiling Pulse &amp;amp; Black Smokers=&lt;br /&gt;
====== Roiling Pulse &amp;amp; Black Smokers: ======&lt;br /&gt;
&#039;&#039;&#039;Roiling Pulse&#039;&#039;&#039; will not only target both tanks with powerful [[Other Mechanics#Flare Marker|flare markers]], but both healers with {{I|Stack marker|stack markers}}— all while Leviathan destroys the center of the arena with &#039;&#039;&#039;Undersea Quake&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should split into their usual light parties, with tanks in the north and all others in the south.&lt;br /&gt;
&lt;br /&gt;
Leviathan then casts &#039;&#039;&#039;Black Smokers&#039;&#039;&#039;, targeting the closest players (which should be both tanks) with constant cone AoEs, and tethering the farthest players.&lt;br /&gt;
&lt;br /&gt;
One player in each light party should be assigned to be the farthest player and receive the tether. The other to non-tethered players should stand on the east and west edge of their platform preparing to occupy [[Tower|towers]].&lt;br /&gt;
&lt;br /&gt;
As towers inflict {{Status effect|debuff|Magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]],&#039;&#039;&#039; a single player can not take two towers in a row, forcing two players to alternate taking towers for each light party.&lt;br /&gt;
&lt;br /&gt;
The tethered player should first place an AoE on eitther the east or west edge of the platform, then repeatedly bounce from one edge to the other with each AoE. This prevents the tethered player from taking tower damage and debuffs, and also prevents towers from being stacked directly on top of each other.&lt;br /&gt;
&lt;br /&gt;
* The tethered player must stand a short distance south of one of the non-tethered players, far enough away to not fling them off the platform from the AoE but close enough that the player can run into the tower immediately after.&lt;br /&gt;
&lt;br /&gt;
Tower-occupying players should stand a short distance (~3 tiles) north of the tethered player, then run south into the tower puddles that appear. Once the tower resolves, they should run back north to avoid the second AoE from the tethered player.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After 10 minutes, Leviathan will soft-enrage using &#039;&#039;&#039;The Calm&#039;&#039;&#039;, applying constant increasing party-wide damage before finally enraging with &#039;&#039;&#039;The Storm&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Tidal Rage&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Wave + Undersea Quake&#039;&#039;&#039;&lt;br /&gt;
|Handle this the same way as in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|After dodging the first AoE, immediately run to the other corner to dodge the follow-up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the center to consolidate AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Freak Wave&#039;&#039;&#039;&lt;br /&gt;
|Create two lines of four players against the east and west edges, leaving the center, north, and south safe and free of puddles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Remember to cross over to the other corner after the first AoE.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Maelstrom&#039;&#039;&#039;&lt;br /&gt;
|Find the safe quadrant from the first two portals, then cross over to where the first portal hit after it resolves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Rage&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rip Current&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stormy Horizon&#039;&#039;&#039;&lt;br /&gt;
|Stack together and run in a pre-assigned direction as a group to consolidate AoEs. The tank marked by Flare should split away and run to the opposite side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current (Stormy Horizon)&#039;&#039;&#039;&lt;br /&gt;
|Once the fifth AoE appears, dodge both Temporary Current AoEs, then stack together near the center for the line stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Rage x2 (Stormy Horizon)&#039;&#039;&#039;&lt;br /&gt;
|High party healing required.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Drenching Pulse&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the center to consolidate AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Freak Wave + Undersea Quake&#039;&#039;&#039;&lt;br /&gt;
|Place the puddles on the east and west sides of the arena to be destroyed by the follow-up &#039;&#039;&#039;Undersea Quake&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tsunami&#039;&#039;&#039;&lt;br /&gt;
|Handle the debuffs in the method the party prefers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross over.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Rage x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rip Current&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Roiling Pulse + Undersea Quake&#039;&#039;&#039;&lt;br /&gt;
|Tanks must run north while the rest of the party runs south, splitting into light parties on the east and west sides of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Black Smokers&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stand up north as close to Leviathan as possible and mitigate.&lt;br /&gt;
Two players should be assigned to take tethers and place AoEs near (but not on top of) others so they may occupy the towers that appear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Temporary Current&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross over.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Rage x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;The Calm&#039;&#039;&#039;&lt;br /&gt;
|Soft-enrage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Rage x3&#039;&#039;&#039;&lt;br /&gt;
|Heavy healing required. This is the party&#039;s last chance to defeat Leviathan.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;The Storm (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&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>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Descent_(Savage)&amp;diff=1548850</id>
		<title>Eden&#039;s Gate: Descent (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Descent_(Savage)&amp;diff=1548850"/>
		<updated>2026-09-17T21:42:41Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: /* Phase 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Descent}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Descent (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 Descent (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 445&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 Halo&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 = 30083&lt;br /&gt;
| id-edb = 7616847b849&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E2S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Antithesis Manifest: [[Voidwalker]] ==&lt;br /&gt;
The fight against Voidwalker takes place on a 30x40 yalm arena in the sky. There are no walls; if players walk off or are pushed off the edge of the arena, they will die.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&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 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the two highest enmity players.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Nyx&#039;&#039;&#039;&lt;br /&gt;
|Untargetable red demons created by Voidwalker&#039;s &#039;&#039;&#039;Doomvoid&#039;&#039;&#039; abilities. Touching these demons inflicts a 30 second {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; and a stack of {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039; is a 60 second debuff that functions near-identically to {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|All players are hit by 30 degree [[Area of Effect#Spread Line or Cone|spread cones]]. Each cone spawns a &#039;&#039;&#039;Nyx&#039;&#039;&#039; 15y away from Voidwalker that then flies towards epicenter of the Cleaver before disappearing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone underneath Voidwalker. Creates eight &#039;&#039;&#039;Nyx&#039;&#039;&#039; 15y away that fly towards epicenter of the Slicer before disappearing.&lt;br /&gt;
Players hit are debuffed with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds and {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;&lt;br /&gt;
|A 10y wide [[Area of Effect#Static Line AoE|static line AoE]] extending through Voidwalker&#039;s front and back. Creates seven &#039;&#039;&#039;Nyx&#039;&#039;&#039; across its length that alternate flying left or right relative to the line.&lt;br /&gt;
Players hit are debuffed with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds and {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|A 15y radius [[Area of Effect#Spread Circle|spread circle]] placed on three to five players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Eye&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Gaze|gaze]] attack placed on a random non-tank player. Failing to dodge the attack inflicts {{Status effect|debuff|File:Stone curse icon1.png}} &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hell Wind&#039;&#039;&#039;&lt;br /&gt;
|Marks two random DPS players with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;. At the end of the cast, the marked players have their HP set to 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039;&lt;br /&gt;
|Buffs Voidwalker with {{Status effect|buff|File:Spell-in-waiting buff.png|link=File:Spell-in-waiting buff.png}} &#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039;, causing the next ability cast by Voidwalker to instead be stored as a debuff on the marked players, activating once the debuffs expire.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Places eight [[Tower|towers]] across the arena, one on each center-cardinal and one in each corner. Towers inflict a weak {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff while stood inside.&lt;br /&gt;
Unoccupied towers deal moderate party-wide damage and each inflict a stack of {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The fight against Voidwalker revolves around precise positioning, skillful dodging, and an actively keeping track of player&#039;s &#039;&#039;&#039;Spell-in-waiting&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
A long battle against a sizeable health bar, players will need to avoid deaths, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Stone curse icon1.png}} &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039; to the best of their ability to ensure the boss is defeated before the enrage cast.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Nyx&#039;&#039;&#039; have smaller hitboxes than one would visually assume. Players should still take care not to stand too close to the demons, as the {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; can easily result in a failure to beat the boss prior to enrage.&lt;br /&gt;
* [[Clock spots]] should be assigned for &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;. Players can rotate between the cones after to dodge the Nyx, but should back away from Voidwalker slightly to be spaced farther away from the Nyx paths.&lt;br /&gt;
* Assignments for &#039;&#039;&#039;Punishing Ray&#039;&#039;&#039; should be given to players. While [[clock spots]] can be used, tanks and melee DPS prefer the center cardinal towers for DPS uptime.&lt;br /&gt;
* The &#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039; debuffs and their timers can be seen in the party list. Players can watch the timers to know exactly when the debuffs will expire and on who. Additionally, a countdown will appear above player&#039;s heads once the timer reaches 5 seconds.&lt;br /&gt;
* Players marked by &#039;&#039;&#039;Hell Wind&#039;&#039;&#039; should avoid abilities and mechanics when the spell is about to take effect. Even the weak {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff from the &#039;&#039;&#039;Punishing Ray&#039;&#039;&#039; towers is enough to kill when a player only has 1 HP.&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;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spot positions, then dodge the &#039;&#039;&#039;Nyx&#039;&#039;&#039; by rotating between the cones.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer/Guillotine&#039;&#039;&#039;&lt;br /&gt;
|Will be one of the two at random. Either stand underneath Voidwalker (if &#039;&#039;&#039;Slicer&#039;&#039;&#039;) or to the left/right (if &#039;&#039;&#039;Guillotine&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|Marked players must spread out to the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Stand in the assigned towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Unholy Darkness)&#039;&#039;&#039;&lt;br /&gt;
|Marks a random player with {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039; for 38 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Dark Fire III)&#039;&#039;&#039;&lt;br /&gt;
|Marks five random players with {{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Fire III&#039;&#039;&#039; for 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Marks a random player with {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; for 11 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|The five debuffed players should spread to the edges away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hell Wind + {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Unholy Darkness + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Everyone &#039;&#039;except&#039;&#039; the two {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should stack together next to the boss. The &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Shadoweye&#039;&#039;&#039; player should stand slightly away from the boss so the others can keep attacking while avoiding the gaze.&lt;br /&gt;
The two Prey will likely have to look away from the boss completely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&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 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flare&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Other Mechanics#Flare Marker|flare marker]] on one random tank, healer, and DPS. Deals moderate damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|An uncasted attack indicated by a reddish-orange tether from the Voidwalker to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. The Hand creates a massive [[Area of Effect#Static Circle AoE|static circle AoE]] covering all but the far opposite edge of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Hate&#039;&#039;&#039;&lt;br /&gt;
|An uncasted attack indicated by a purple tether from the Voidwalker to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. The Hand creates a [[Knockback#Directional Knockback|directional knockback]] away from itself, pushing players 25 yalms. Can be knockback resisted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium&#039;&#039;&#039;&lt;br /&gt;
|Places [[Stack marker#Light and Dark Rings|light and dark rings]] on all players. Supports will receive light rings while DPS receive dark rings.&lt;br /&gt;
Failing to neutralize light rings inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, while failing to neutralize dark rings inflicts {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
[[File:E2S Flare and Gaze.jpg|alt=How to position the three Flares and Gaze attacks.|thumb|How to position the three Flares and two Gaze attacks.]]&lt;br /&gt;
Voidwalker complicates their attack patterns, creating new Spell-in-Waiting patterns and forcing players to look out for The Hand of Erebos inbetween.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Empty Hate&#039;&#039;&#039; will be cast following &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;. Players should be careful not to get knocked back into the &#039;&#039;&#039;Nyx&#039;&#039;&#039; flying around.&lt;br /&gt;
* Each support should be assigned a DPS partner for &#039;&#039;&#039;Equilibrium&#039;&#039;&#039;.&lt;br /&gt;
* Players should assign positions to stand for &#039;&#039;&#039;Flare&#039;&#039;&#039;. As each cast always targets a tank, a healer, and a DPS, specific positions can be assigned to roles.&lt;br /&gt;
** Unexpectedly, the damage from standing on a single flare is low—only becoming deadly when multiple are in close proximity.&lt;br /&gt;
** Stacking with the healer flare on the east/west edge, with the tank and DPS flare in the opposite corners, not only keeps the majority of the party in healing range but allows the Flare tank and DPS to use gap-closer attacks to return to the boss after.&lt;br /&gt;
* Players marked by {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; while &#039;&#039;&#039;Flare&#039;&#039;&#039; is about to resolve should instead move to a different unoccupied corners to allow the group the ability to easily and safely look away.&lt;br /&gt;
** For full dps uptime, players with {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; can stand directly behind the flare player near the boss, with the rest of the party in front of them.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|Run to the edge opposite of &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;&lt;br /&gt;
|Move to Voidwalker&#039;s sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Hate&#039;&#039;&#039;&lt;br /&gt;
|Stand on the edge next to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039; while avoiding being knocked back into the &#039;&#039;&#039;Nyx&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Hell Wind)&#039;&#039;&#039;&lt;br /&gt;
|Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting hell wind debuff.png|link=File:Spell-in-waiting hell wind debuff.png}} Spell-in-Waiting: Hell Wind&#039;&#039;&#039; on two random DPS for 25 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flare&#039;&#039;&#039;&lt;br /&gt;
|Stack with the healer flare on the east/west edge while the other two flares run to opposite corners.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; on a random non-tank for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray + {{Status effect|debuff|File:Spell-in-waiting hell wind debuff.png|link=File:Spell-in-waiting hell wind debuff.png}} Hell Wind + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Players marked by &#039;&#039;&#039;Hell Wind&#039;&#039;&#039; should avoid standing in a tower until the debuff resolves and they are partially healed. Look away from the &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium&#039;&#039;&#039;&lt;br /&gt;
|Supports must stack with one DPS each.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Move out of the way of the &#039;&#039;&#039;Nyx&#039;&#039;&#039; and stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Flare) + Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|Run to the edge opposite of &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Spell-in-Waiting: Flare&#039;&#039;&#039; on three players for 24 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Unholy Darkness)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039; on a player for 16 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Flare) + {{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare&#039;&#039;&#039;&lt;br /&gt;
|Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Spell-in-Waiting: Flare&#039;&#039;&#039; on three other players for 46 seconds while the previous &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare&#039;&#039;&#039; expires. Do not confuse the two.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Stack together immediately after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; on two random non-tank for 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Dark Fire III)&#039;&#039;&#039;&lt;br /&gt;
|Marks three random players with {{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Fire III&#039;&#039;&#039; for 7 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Split two the usual assigned areas while the two &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039; players move to different unoccupied corners.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|Marked players should run to the edges/corners while all others run towards the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium + Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Stack together into support+DPS pairs, then spread to the towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Grants Voidwalker a stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039;&lt;br /&gt;
|Casts the effects of &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;, &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;, and then &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039; in quick succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039;&lt;br /&gt;
|Casts the effects of &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;, &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;, and then &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039; in quick succession.&lt;br /&gt;
|}&lt;br /&gt;
A short but extremely deadly phase, Voidwalker will use &#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039; and &#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039; at random, forcing players to react to three attacks in two possible orders in a very short amount of time.&lt;br /&gt;
&lt;br /&gt;
* In both casts, &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039; is always followed by &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;. The only difference between the attacks is whether &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039; is used first or last.&lt;br /&gt;
* Players should aim the cones from Doomvoid Cleaver in the same locations the &#039;&#039;&#039;Nyx&#039;&#039;&#039; appear from the prior Doomvoid Slicer. This will line the Nyx up and provide a clean safe zone for players to dodge through.&lt;br /&gt;
* Against &#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039;, after Doomvoid Guillotine players will want to run into the small gap between two &#039;&#039;&#039;Nyx&#039;&#039;&#039; on top of Voidwalker to dodge Doomvoid Slicer in time, then spread to clock spots for Doomvoid Cleaver after.&lt;br /&gt;
* Against &#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039;, after Doomvoid Cleaver, players should immediately try to run through a gap of &#039;&#039;&#039;Nyx&#039;&#039;&#039; to Voidwalker&#039;s sides. Trying to dodge through the Nyx on Voidwalker&#039;s front/back first is unlikely to allow players time to get out of the way of Doomvoid Guillotine.&lt;br /&gt;
After the fifth cast of &#039;&#039;&#039;Quietus&#039;&#039;&#039;, Voidwalker will begin a 15 second enrage cast that will kill the party if successful.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Quietus&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be either &#039;&#039;&#039;Chaos&#039;&#039;&#039; or &#039;&#039;&#039;Retribution&#039;&#039;&#039; at random. React and dodge appropriately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be the opposite of the previous cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be either &#039;&#039;&#039;Chaos&#039;&#039;&#039; or &#039;&#039;&#039;Retribution&#039;&#039;&#039; at random. React and dodge appropriately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive. This is the last change to defeat Voidwalker.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Quietus (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Descent}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&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;
===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|Force Your Way}}&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;
E2S.png&lt;br /&gt;
E2 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>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Sepulture_(Savage)&amp;diff=1548844</id>
		<title>Eden&#039;s Gate: Sepulture (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Sepulture_(Savage)&amp;diff=1548844"/>
		<updated>2026-09-17T21:17:25Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: adding clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Sepulture}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Sepulture (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 Sepulture (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 = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Atlas Peak&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 = 30085&lt;br /&gt;
| id-edb = 3f2c9ddbe05&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E4S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Epic of Alexander (Ultimate)}}.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Crags: [[Titan (ShB)|Titan]] - Abilities and Timeline==&lt;br /&gt;
The fight against Titan takes place in a 40x40 yalm arena divided into a 4x4 grid of tiles. These tiles are frequently used to dictate the range and functionality of Titan&#039;s attacks and abilities.&lt;br /&gt;
&lt;br /&gt;
There are no walls surrounding this arena, creating a risk of players falling to their death—after which their corpse is then placed on a safe platform after a few seconds.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Titan&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Three consecutive 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]]. Every hit inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 4 seconds. Each tankbuster strikes three seconds after the previous.&lt;br /&gt;
&lt;br /&gt;
* The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aftershock&#039;&#039;&#039;&lt;br /&gt;
|Blue [[Area of Effect#Static Line AoE|tile AoEs]] created by various attacks throughout the fight. Deals extreme damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Eight random tiles are covered in AoEs, detonating into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039; after six seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Radial Square AoE|radial square AoE]] on two tiles, in one of two potential patterns. Explodes into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|yellow pyramid marker]] placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force of the Land&#039;&#039;&#039;&lt;br /&gt;
|An [[Other Mechanics#Yellow / orange / blue shape markers|orange cube marker]] placed on multiple players. Tiles underneath these players act as [[Stack marker#Multi-Player Marker|multi-player markers]], requiring &#039;&#039;at least&#039;&#039; one other player on the same tile to survive.&lt;br /&gt;
&lt;br /&gt;
* Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm [[Knockback#Radial Knockback|radial knockback]] that can be resisted.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;&lt;br /&gt;
|Titan drives straight across the arena, creating an untelegraphed [[Knockback#Line Knockback|line knockback]] that pushes players 15 yalms away.&lt;br /&gt;
* The tiles adjacent to Titan&#039;s path detonate into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;, which then travel to the tiles at the far edge like a wave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fault Line&#039;&#039;&#039;&lt;br /&gt;
|An invisible [[Tether (mechanic)#Proximity Tether|proximity tether]] attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.&lt;br /&gt;
Any other players caught in Titan&#039;s path receive lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered on Titan.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;&lt;br /&gt;
|Titan slams all tiles to its left and right, dealing extreme damage and [[knockback]] to all players not in the same row as Titan.&lt;br /&gt;
* Shortly after the initial AoE, the previously safe tiles detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive [[Area of Effect#Static Line AoE|line AoEs]] in all cardinal directions from the landing point—covering all but 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan covers half the arena in a massive [[Area of Effect#Static Line AoE|static line AoE]]. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its [[The Navel|original incarnation]]: small boulders drop in preset patterns that detonate into 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] in order of appearance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|A random support and a random DPS player are marked with a red arrow, dropping a small [[Other Mechanics#Proximity AoE|proximity AoE]] after six seconds. A second support and DPS player are marked shortly afterwards.&lt;br /&gt;
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:&lt;br /&gt;
&lt;br /&gt;
# With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.&lt;br /&gt;
#* If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.&lt;br /&gt;
# All massive boulders placed closer than 20 yalms to another will crumble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]] that deals high damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Can only be avoided via the massive boulders.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
|Five instances of unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|Titan slams its fists together before gathering aether twice into its left and/or right arms.&lt;br /&gt;
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm&#039;s glowed—dealing high damage and extreme amounts of [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|blue pyramid marker]] placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 8 - 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|A large [[Knockback#Epicentral Knockback|epicentral knockback]] created in front of Titan Maximum. Knockback can be resisted. Always combined with one &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] hitting the highest two enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Visually uses a regular {{I|Stack marker}} telegraph.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039;&lt;br /&gt;
|Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.&lt;br /&gt;
&lt;br /&gt;
* The AoEs deal no damage. Players standing in the AoEs are harmlessly [[Knockback#Knock-up|knocked upwards]] onto the raised platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers are marked, then {{Status effect|debuff|File:Fetters icon3.png|link=File:Fetters icon3.png}} &#039;&#039;&#039;Fettered&#039;&#039;&#039; into destructible &#039;&#039;Granite Gaols&#039;&#039; after a few seconds. Granite Gaols begin a 24 second cast of &#039;&#039;&#039;&#039;&#039;Explosion&#039;&#039;&#039;&#039;&#039;, which will kill all players if successful.&lt;br /&gt;
&lt;br /&gt;
* If the two Granite Gaols are within 25 yalms of each other, they will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and become functionally indestructible.&lt;br /&gt;
* If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.&lt;br /&gt;
&lt;br /&gt;
* It is not possible to tell whether the first cast will target the north or south half of the arena.&lt;br /&gt;
* The second and third cast will &#039;&#039;always&#039;&#039; target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
|Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.&lt;br /&gt;
Simultaneously, four players are marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and four others with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Weight of the Land +&lt;br /&gt;
#*Pulse of the Land x8&lt;br /&gt;
#Evil Earth +&lt;br /&gt;
#*Force of the Land x8&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Wheels Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Wheels +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Fault Line&lt;br /&gt;
#Magnitude 5.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Gauntlets Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Gauntlets +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Landslide&lt;br /&gt;
#Left/Rightward Landslide&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Crumbling Down Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Crumbling Down&lt;br /&gt;
#Seismic Wave&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Weight of the Land&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Pulse of the Land x2&lt;br /&gt;
#*Force of the Land x2&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Plate Fracture x3&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Evil Earth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Pulse of the Land x8&lt;br /&gt;
#Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Megalith&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Weight of the World +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
=== Phase 1 ===&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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Three consecutive 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]]. Every hit inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 4 seconds. Each tankbuster strikes three seconds after the previous.&lt;br /&gt;
&lt;br /&gt;
* The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aftershock&#039;&#039;&#039;&lt;br /&gt;
|Blue [[Area of Effect#Static Line AoE|tile AoEs]] created by various attacks throughout the fight. Deals extreme damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Eight random tiles are covered in AoEs, detonating into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039; after six seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Radial Square AoE|radial square AoE]] on two tiles, in one of two potential patterns. Explodes into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|yellow pyramid marker]] placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force of the Land&#039;&#039;&#039;&lt;br /&gt;
|An [[Other Mechanics#Yellow / orange / blue shape markers|orange cube marker]] placed on multiple players. Tiles underneath these players act as [[Stack marker#Multi-Player Marker|multi-player markers]], requiring &#039;&#039;at least&#039;&#039; one other player on the same tile to survive.&lt;br /&gt;
&lt;br /&gt;
* Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm [[Knockback#Radial Knockback|radial knockback]] that can be resisted.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;&lt;br /&gt;
|Titan drives straight across the arena, creating an untelegraphed [[Knockback#Line Knockback|line knockback]] that pushes players 15 yalms away.&lt;br /&gt;
* The tiles adjacent to Titan&#039;s path detonate into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;, which then travel to the tiles at the far edge like a wave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fault Line&#039;&#039;&#039;&lt;br /&gt;
|An invisible [[Tether (mechanic)#Proximity Tether|proximity tether]] attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.&lt;br /&gt;
Any other players caught in Titan&#039;s path receive lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered on Titan.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;&lt;br /&gt;
|Titan slams all tiles to its left and right, dealing extreme damage and [[knockback]] to all players not in the same row as Titan.&lt;br /&gt;
* Shortly after the initial AoE, the previously safe tiles detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive [[Area of Effect#Static Line AoE|line AoEs]] in all cardinal directions from the landing point—covering all but 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan covers half the arena in a massive [[Area of Effect#Static Line AoE|static line AoE]]. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its [[The Navel|original incarnation]]: small boulders drop in preset patterns that detonate into 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] in order of appearance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|A random support and a random DPS player are marked with a red arrow, dropping a small [[Other Mechanics#Proximity AoE|proximity AoE]] after six seconds. A second support and DPS player are marked shortly afterwards.&lt;br /&gt;
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:&lt;br /&gt;
&lt;br /&gt;
# With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.&lt;br /&gt;
#* If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.&lt;br /&gt;
# All massive boulders placed closer than 20 yalms to another will crumble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]] that deals high damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Can only be avoided via the massive boulders.&lt;br /&gt;
|}&lt;br /&gt;
A short but deadly introductory phase to the fight, players will need to be assigned positions and tiles in order to safely handle each mechanic.&lt;br /&gt;
&lt;br /&gt;
Phase 1 does not follow a strict rotation—after the first &#039;&#039;&#039;Geocrush&#039;&#039;&#039;, Titan will use either &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; (creating a vehicle) or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; at random, resulting in two possible rotations.&lt;br /&gt;
&lt;br /&gt;
After the end of the first Earthen Wheels / Earthen Gauntlets rotation, Titan will begin the &#039;&#039;&#039;Crumbling Down&#039;&#039;&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
The second Geocrush will be followed by whichever rotation was not used prior, after which Titan will begin Phase 2.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Opening=&lt;br /&gt;
====Opening Rotation:====&lt;br /&gt;
[[File:E4S Evil Earth.gif|alt=The two potential patterns for Evil Earth and how to dodge them.|thumb|238x238px|The two potential patterns for Evil Earth and how to dodge them.]]&lt;br /&gt;
The first rotation of the fight, players need to dodge several AoEs while simultaneously handling [[Other Mechanics#Yellow / orange / blue shape markers|yellow and orange markers.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039; can either be handled with heavy mitigations and two quick tank-swaps, or just a single invulnerability.&lt;br /&gt;
**If tank-swapping, both tanks must be aware of their {{Action icon|Provoke}} and {{Action icon|Shirk}} cooldown timers.&lt;br /&gt;
&lt;br /&gt;
All players are then marked by &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; while Titan casts &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;.&lt;br /&gt;
*The Weight of the Land AoEs will always detonate first, allowing players time to re-position afterwards for their Pulse of the Land positions.&lt;br /&gt;
**To maximize DPS uptime, Titan should be tanked in the center while tanks and melee DPS occupy the four center tiles. All others can spread to any of the 12 outer tiles of their preference.&lt;br /&gt;
&lt;br /&gt;
Next, Titan uses &#039;&#039;&#039;Evil Earth&#039;&#039;&#039; and marks all players with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;, which resolves shortly after Evil Earth&#039;s final AoE.&lt;br /&gt;
&lt;br /&gt;
* Evil Earth has two potential patterns, but both can be resolved in the same way; players should stand in one of the corner tiles farthest from the AoE markers, then move diagonally to the center once the neighboring center tiles detonate.&lt;br /&gt;
* Ideally, all players should stack together during this attack to not only increase DPS uptime, but to ensure all players remain in healing range of each other.&lt;br /&gt;
&lt;br /&gt;
The Opening Rotation will end with Geocrush. Players should stand on the tile marked with the [[Knockback#Radial Knockback|radial knockback]] and ensure they positioned in a way to not be pushed off the edge; alternatively, a knockback resist ability can be used.&lt;br /&gt;
&lt;br /&gt;
If Titan summons a vehicle, the &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; rotation will begin. If Titan&#039;s arms become covered in armor, the &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; rotation begins.&lt;br /&gt;
|-|Earthen Wheels=&lt;br /&gt;
====== Earthen Wheels Rotation: ======&lt;br /&gt;
One random tank, healer, and DPS will receive a &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; marker while all others receive &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Players marked with orange cubes should stack together on Titan&#039;s left or right side—whichever is farther from the edge.&lt;br /&gt;
**The tank marked with an orange cube should {{Action icon|Provoke}} if necessary in preparation for an upcoming attack.&lt;br /&gt;
*Players marked with yellow pyramids should spread out to different tiles on the same row, adjacent to Titan&#039;s driving path.&lt;br /&gt;
**To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.&lt;br /&gt;
&lt;br /&gt;
Titan will drive straight across the platform, pushing all players away and killing any in it&#039;s path. A wave of &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs will detonate on the tiles adjacent to Titan, which players must move onto after they detonate to dodge the second wave on the far edge of the arena.&lt;br /&gt;
&lt;br /&gt;
DPS and Healers should only move one tile towards Titan, however, as Titan will follow up with a cast of &#039;&#039;&#039;Fault Line&#039;&#039;&#039; at the highest enmity player and kill any others inbetween.&lt;br /&gt;
&lt;br /&gt;
After the knockback, the tank that was marked by an orange cube should quickly run two tiles to where Titan began. If this is done correctly, Titan should drive across the same row of tiles as before from the opposite side of the arena.&lt;br /&gt;
&lt;br /&gt;
This rotation ends with &#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;, which is simply a [[Area of Effect#Static Donut AoE|static donut AoE.]] All players should use whatever mobility tools they have to move underneath Titan as soon as possible.&lt;br /&gt;
&lt;br /&gt;
|-|Earthen Gauntlets=&lt;br /&gt;
====== Earthen Gauntlets Rotation: ======&lt;br /&gt;
One random tank, healer, and DPS will receive a &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; marker while all others receive &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Players marked with orange cubes should stack directly underneath Titan.&lt;br /&gt;
*Players marked with yellow pyramids should spread out along the other three tiles Titan is facing.&lt;br /&gt;
**To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.&lt;br /&gt;
&lt;br /&gt;
After Titan slams the tiles to both sides, players should immediately move off the safe tiles, as they detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs shortly after.&lt;br /&gt;
&lt;br /&gt;
Soon after, Titan begins a cast of &#039;&#039;&#039;Landslide&#039;&#039;&#039; at either the north, east, west, or south edge of the arena.&lt;br /&gt;
*The tank should move Titan to the center of the arena prior to the start of the Landslide cast. If this is not done, it may be difficult or impossible to accurately see which side Titan is jumping to.&lt;br /&gt;
&lt;br /&gt;
All players must run to one of the two corner tiles at Titan&#039;s back, as they will be the only areas safe from the massive AoEs.&lt;br /&gt;
&lt;br /&gt;
Titan then casts &#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039; covering the left or right half of the arena in a massive AoE. This must be dodged, then quickly moved into to avoid the &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs that erupt on the opposite half of the arena.&lt;br /&gt;
&lt;br /&gt;
Lastly, Players simply need to avoid the detonation of the &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; to survive the rotation.&lt;br /&gt;
&lt;br /&gt;
|-|Crumbling Down=&lt;br /&gt;
====== Crumbling Down Rotation: ======&lt;br /&gt;
[[File:E4S Crumbling Down Markers.jpg|alt=Waymarks for the four Crumbling Down markers.|thumb|239x239px|Waymarks for the four Crumbling Down markers.]]&lt;br /&gt;
A random support and a random DPS will receive a red arrow marker. These players should run to pre-assigned markers to place the [[Other Mechanics#Proximity AoE|proximity AoEs]], and the resulting Massive Boulder, in the desired locations.&lt;br /&gt;
&lt;br /&gt;
* The party should assign DPS to either the north or south waymarks, and thus support to the other side.&lt;br /&gt;
* The party should decide on whether to drop the first pair of markers on the east or the west waymarks.&lt;br /&gt;
** This is to prevent Titan from potentially crumbling both east or both west Massive Boulders, which could force the party into the second set of &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;.&lt;br /&gt;
* The lethal-range of the proximity AoEs is fairly small. Being more than a tile away is often enough to survive.&lt;br /&gt;
&lt;br /&gt;
A total of four Massive Boulders will be dropped, and all must be placed at least 20 yalms apart from each other to prevent them from crumbling—which would result in no safe place to stand against &#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One of each pair of Massive Boulders will &#039;&#039;always&#039;&#039; crumble, and which two crumble is completely random.&lt;br /&gt;
&lt;br /&gt;
Additionally, players will have to dodge &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;, which drop in three columns. The center column always drops first, but the order of the east and west column of bomb boulders is random.&lt;br /&gt;
&lt;br /&gt;
Once the four Massive Boulders are placed, players will want to hide behind the one on the same side of the arena that the third set of &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; dropped onto, dodging Titan&#039;s &#039;&#039;&#039;Seismic Wave&#039;&#039;&#039; before running to the center of the arena once it&#039;s safe.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;, Titan will follow up with the fight&#039;s second &#039;&#039;&#039;Geocrusher&#039;&#039;&#039; combined with whatever attack rotation (Earthen Wheels or Earthen Gauntlets) was not used prior.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Weight of the Land +&lt;br /&gt;
#*Pulse of the Land x8&lt;br /&gt;
#Evil Earth +&lt;br /&gt;
#*Force of the Land x8&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Wheels Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Wheels +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Fault Line&lt;br /&gt;
#Magnitude 5.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Gauntlets Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Gauntlets +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Landslide&lt;br /&gt;
#Left/Rightward Landslide&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Crumbling Down Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Crumbling Down&lt;br /&gt;
#Seismic Wave&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2 - Titan Maximum===&lt;br /&gt;
----&lt;br /&gt;
[[File:EdenSepultureSavage TitanMaximum.jpg|283x283px|thumb|right|Titan Maximum]]&lt;br /&gt;
Titan will become untargetable and float away from the arena, beginning a transitory cutscene exclusive to the Savage version of the fight.&lt;br /&gt;
&lt;br /&gt;
After combining with the nearby mountain spires, Titan will become an enormous entity known as &#039;&#039;Titan Maximum&#039;&#039;, remaining at the north side of the arena for the entirety of the phase and removing any [[Positionals|positional]] requirements for melee DPS.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
|Five instances of unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|Titan slams its fists together before gathering aether twice into its left and/or right arms.&lt;br /&gt;
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm&#039;s glowed—dealing high damage and extreme amounts of [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|blue pyramid marker]] placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 8 - 12 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|A large [[Knockback#Epicentral Knockback|epicentral knockback]] created in front of Titan Maximum. Knockback can be resisted. Always combined with one &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] hitting the highest two enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Visually uses a regular {{I|Stack marker}} telegraph. &lt;br /&gt;
&lt;br /&gt;
* This stack has a special attribute of, if there&#039;s more than 2 players inside the stack, then the outgoing damage is going to target 2 random players inside it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039;&lt;br /&gt;
|Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.&lt;br /&gt;
&lt;br /&gt;
* The AoEs deal no damage. Players standing in the AoEs are harmlessly [[Knockback#Knock-up|knocked upwards]] onto the raised platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers are marked, then {{Status effect|debuff|File:Fetters icon3.png|link=File:Fetters icon3.png}} &#039;&#039;&#039;Fettered&#039;&#039;&#039; into destructible &#039;&#039;Granite Gaols&#039;&#039; after a few seconds. Granite Gaols begin a 24 second cast of &#039;&#039;&#039;&#039;&#039;Explosion&#039;&#039;&#039;&#039;&#039;, which will kill all players if successful.&lt;br /&gt;
&lt;br /&gt;
* If the two Granite Gaols are within 25 yalms of each other, they will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and become functionally indestructible.&lt;br /&gt;
* If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.&lt;br /&gt;
&lt;br /&gt;
* It is not possible to tell whether the first cast will target the north or south half of the arena.&lt;br /&gt;
* The second cast will always target the same northern or southern quadrant as the first cast. Ex: If he punches the northeast quadrant for the first cast, he&#039;s always going to punch the northwest quadrant for the second cast. &lt;br /&gt;
|}&lt;br /&gt;
With the addition of &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;, players will need to organize quickly based on markers and roles throughout the phase. The party should plan strategies ahead of time to handle the more complex attack rotations.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Phase 2 Opening=&lt;br /&gt;
====== Phase 2 Opening: ======&lt;br /&gt;
The first attack to look out for is &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039; + &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;. Players should keep track of the attack order by watching the order that Titan&#039;s fists glow.&lt;br /&gt;
&lt;br /&gt;
* Weight of the Land will detonate shortly after the second punch. After dodging the first punch, players must make their way to a safe tile that is also not in range of the second punch.&lt;br /&gt;
&lt;br /&gt;
Titan will then follow up with &#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;, combined with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The party should decide on whether the player marked with a blue pyramid is knocked towards the east or the west. All other players should be on the opposite half of the platform.&lt;br /&gt;
** The player marked with a blue pyramid should be knocked towards and stand in a corner to prevent the AoE from extending towards the rest of the party.&lt;br /&gt;
* The two tanks should be knocked towards the other corner before splitting apart and using heavy mitigations for Earthen Anguish. All other players should run away from the tanks.&lt;br /&gt;
** Alternatively, the tanks can stand on the north side of the arena and use {{Action icon|Arm&#039;s Length}} to avoid the knockback completely.&lt;br /&gt;
&lt;br /&gt;
Lastly, Titan will cast &#039;&#039;&#039;Megalith&#039;&#039;&#039;, which both tanks must take together. Healers will need to top up both tanks quickly due to the high damage output from the back-to-back tankbusters.&lt;br /&gt;
&lt;br /&gt;
* Players should not be fooled by the regular stack marker visual, Megalith is only intended to be taken by tanks, and will only deal damage to two players at most.&lt;br /&gt;
&lt;br /&gt;
|-|Tectonic Uplift #1=&lt;br /&gt;
====== Tectonic Uplift #1: ======&lt;br /&gt;
[[File:E4S Plate Uplift 1.gif|alt=A strategy board showing how to survive Plate Uplift #1.|thumb|275x275px|A [https://raidplan.io/plan/3yeqppx5pkdk9x4f strategy board] showing how to survive Tectonic Uplift #1.]]&lt;br /&gt;
Akin to a puzzle, players will need to organize in a specific way to survive the following onslaught of abilities and markers.&lt;br /&gt;
&lt;br /&gt;
* The party should split into groups via roles. DPS should be assigned to one half of the arena while support are on the other half.&lt;br /&gt;
* One random DPS and one random support player will be marked by &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;. These players should stand in the far corners on the unmarked quadrants while all other players split into groups of three on the marked quadrants.&lt;br /&gt;
&lt;br /&gt;
When the platforms raise, there should be one player in each lower quadrant and three players on each upper quadrant.&lt;br /&gt;
&lt;br /&gt;
On the lower quadrants, one will have two tiles covered in an &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoE while the other lower quadrant has only one tile covered.&lt;br /&gt;
&lt;br /&gt;
Another random DPS and a random support (that weren&#039;t marked prior) will be marked by Weight of the World, while two other players are marked by &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and two &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The players marked with blue pyramids should stay up top and move to the far corners of their quadrant.&lt;br /&gt;
* Players marked with yellow pyramids should look for the lower quadrant with only one AoE (and thus three safe tiles) and drop down into it, placing one player on each of the three tiles.&lt;br /&gt;
* Players marked with orange cubes should look for the lower quadrant with two AoEs (and thus two safe tiles) and drop down into it, stacking on one safe tile while the unmarked player with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; stands safely on the other tile.&lt;br /&gt;
&lt;br /&gt;
The platform will reform to its normal state after a cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;.&lt;br /&gt;
|-|Plate Fracture #1=&lt;br /&gt;
====== Plate Fracture #1: ======&lt;br /&gt;
Both healers will be marked with &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;, getting locked into Granite Gaols after several seconds.&lt;br /&gt;
&lt;br /&gt;
* Healers should split to the far north and south half of the arena, but shift over to avoid the half of the arena Titan is targeting with the first cast of &#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party will need to destroy the Granite Gaol neighboring the quadrant Titan destroyed, as that will be the Gaol Titan attempts to smash with the second cast of Plate Fracture.&lt;br /&gt;
&lt;br /&gt;
Once the first Granite Gaol is destroyed, players can focus on destroying the second Gaol as soon as possible.&lt;br /&gt;
&lt;br /&gt;
* An extremely effective strategy is to place both healers 30 yalms away from each other and use a {{Action icon|Limit Break|Ranged DPS Limit Break}} to hit both Granite Gaols as well as Titan. This not only deals a high amount of damage to three critical targets, but massively increases the time all players have to attack Titan directly.&lt;br /&gt;
&lt;br /&gt;
Soon after, Titan will reform the platform and begin another &#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039; attack that can be resolved in the same way as before.&lt;br /&gt;
&lt;br /&gt;
This attack will then be followed up with &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039; combined with a single [[Area of Effect#Radial Square AoE|radial square AoE]]. This square AoE will always be on one of the four center tiles of the platform.&lt;br /&gt;
&lt;br /&gt;
* The first punch will happen at the same time the first square AoE detonates, and the second punch at the same time as the second AoE detonation.&lt;br /&gt;
&lt;br /&gt;
To dodge both attacks, players will want to watch to see if the second punch is on the same half as the radial square AoE.&lt;br /&gt;
&lt;br /&gt;
* If the second punch is &#039;&#039;not&#039;&#039; aimed at the AoE&#039;s source, players can dodge both attacks by dodging the first punch, then simply moving into the radial square AoE&#039;s source tile.&lt;br /&gt;
* If the second punch &#039;&#039;is&#039;&#039; aimed at the AoE&#039;s source, players will need to stand two tiles away from the source, dodging both punches first before then dodging the third radial square AoE detonation.&lt;br /&gt;
|-|Tectonic Uplift #2=&lt;br /&gt;
====== Tectonic Uplift #2: ======&lt;br /&gt;
[[File:E4S Tectonic Uplift 2.gif|alt=A strategy board showcasing how to survive Tectonic Uplift #2.|thumb|A [https://raidplan.io/plan/trx3e4pchjb9c6bu strategy board] showcasing how to survive Tectonic Uplift #2.]]&lt;br /&gt;
At the same time as &#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039; begins casting, one tank, one healer, and two DPS will be marked by &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The party should split into two light parties, both being sent to different raised quadrants. The group marked with orange cubes should stand on one AoE while the unmarked players stand on the opposite AoE.&lt;br /&gt;
&lt;br /&gt;
With both light parties split on two different raised platforms, both healers will be marked by &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;. Healers should make sure to quickly heal the party to full before they are locked into the Granite Gaol.&lt;br /&gt;
&lt;br /&gt;
* Healers should stand on the far corner tiles away from the arena&#039;s center, but still in close range of the neighboring tiles. This is to allow tanks and melee DPS to attack the Granite Gaols without leaving their own tiles.&lt;br /&gt;
&lt;br /&gt;
All players are then marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;, including the gaoled healers, forcing everyone to occupy different tiles on the upper platforms.&lt;br /&gt;
&lt;br /&gt;
Should the healers be freed in time, Titan will mark either both healers or both tanks with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both marked players will want to drop down into different lower quadrants while all others stay up top. The party should decide ahead of time which direction marked players should drop to ensure they do not accidentally choose the same quadrant.&lt;br /&gt;
&lt;br /&gt;
One of the lower quadrants will have three tiles covered in &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs while the other has two tiles covered. The other two support players are then marked with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; while all DPS are marked with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* While the blue pyramid marked support should stay up top and move to the far corners, the DPS players should drop down into the quadrant with two AoEs (thus two safe tiles) and all stack on the same tile—the second tile being for the unmarked support.&lt;br /&gt;
&lt;br /&gt;
The platform will once again return to normal after a cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;.&lt;br /&gt;
|-|Plate Fracture #2=&lt;br /&gt;
====== Plate Fracture #2: ======&lt;br /&gt;
Titan begins this final rotation with a single &#039;&#039;&#039;Plate Fracture&#039;&#039;&#039; followed by a &#039;&#039;&#039;Megalith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During Titan&#039;s second Plate Fracture, one player will be marked by &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;, three players &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;, and four players &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The platform will either be two horizontal quadrants or two vertical quadrants depending on which sections Titan destroyed with Plate Fracture.&lt;br /&gt;
* The party should decide on a consistent two potential directions (South / West or South / East) for the blue pyramid marked player to run based on the platform shape, while all others move to the opposite side.&lt;br /&gt;
* The four orange cube players will have to quickly decide on a tile to occupy while the three yellow pyramid players spread to the remaining three safe tiles.&lt;br /&gt;
&lt;br /&gt;
Titan will end Phase 2 with a final cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; that once again repairs the platform.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the end of the Plate Fracture #2 rotation, Titan will cast &#039;&#039;&#039;Orogenesis&#039;&#039;&#039;, marking the beginning of the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Weight of the Land&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Pulse of the Land x2&lt;br /&gt;
#*Force of the Land x2&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Plate Fracture x3&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Evil Earth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Pulse of the Land x8&lt;br /&gt;
#Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Megalith&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Weight of the World +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 3 - Orogenesis===&lt;br /&gt;
----Titan Maximum will spit out the smaller form of Titan from Phase 1, forcing players to contend with abilities from both forms of Titan simultaneously.&lt;br /&gt;
&lt;br /&gt;
During Phase 3, Titan Maximum becomes untargetable. Players instead must target and defeat the smaller Titan, who inherits Titan Maximum&#039;s remaining health from Phase 2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
|Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.&lt;br /&gt;
Simultaneously, four players are marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and four others with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
[[File:E4S Rotating Fury.gif|alt=The movement pattern for Rotating Fury&#039;s AoEs.|thumb|The movement pattern for Rotating Fury&#039;s AoEs.]]&lt;br /&gt;
This final phase is extremely taxing on the healers, with frequent bursts of high party-wide damage output in very short periods of time. Players should attempt to space out their party mitigations to the best of their abilities.&lt;br /&gt;
Tanks and healers will need to be ready to handle the combination of &#039;&#039;&#039;Stonecrusher&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Megalith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, players will need to watch out for the two casts of &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;. While not combined with any other abilities, failure to dodge will launch players off the platform to their death—making it more difficult for the party to defeat Titan before enrage.&lt;br /&gt;
&lt;br /&gt;
The most dangerous attack in Phase 3 is &#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;. The AoE rotation pattern and which roles are targeted are not random, but which tiles detonate first is.&lt;br /&gt;
&lt;br /&gt;
* The first cast of &#039;&#039;&#039;Rotating Fury&#039;&#039;&#039; will mark all support with orange cubes and all DPS with yellow pyramids.&lt;br /&gt;
* The second cast of Rotating Fury will reverse the selection, marking support with yellow pyramids and DPS with orange cubes.&lt;br /&gt;
* The third and final cast of Rotating Fury will once again mark support with orange cubes and DPS with yellow pyramids.&lt;br /&gt;
* All [[Other Mechanics#Yellow / orange / blue shape markers|shape markers]] resolve at roughly the same time as the fourth detonation of Rotating Fury.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways for the party to dodge the Rotating Fury AoEs, but many choose to assign the orange cubes to one of the center tiles.&lt;br /&gt;
&lt;br /&gt;
* As the AoEs only rotate five times, the inner tiles that detonate second and third are then safe for the remainder of the attack.&lt;br /&gt;
&lt;br /&gt;
After 13 minutes and 30 seconds, Titan will begin a 10 second cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; that will wipe the party if successful.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land + Pulse of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs, then spread into separate tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth + Force of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Move into one of the two corners farthest from the Evil Earth AoE, then move diagonally into the center after it detonates, stacking with others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Earthen Wheels / Earthen Gauntlets Rotation&#039;&#039;&#039;&lt;br /&gt;
* + Pulse of the Land x3&lt;br /&gt;
&lt;br /&gt;
* + Force of the Land x5&lt;br /&gt;
|If &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;, players should stand on the row of tiles adjacent to Titan&#039;s driving path. If &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;, stand on the line of tiles Titan is facing. Orange cubes must stack together while the yellow pyramids spread to the three other safe tiles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; will be followed with &#039;&#039;&#039;Fault Line&#039;&#039;&#039; and &#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; will be folllowed by &#039;&#039;&#039;Landslide&#039;&#039;&#039;, &#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;, and &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;. &lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|Marked players should drop their Massive Boulders on pre-assigned waymarks, keeping them 20 yalms away from each other or more.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|Stand behind a Massive Boulder to block line of sight from Titan.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder Detonation&#039;&#039;&#039;&lt;br /&gt;
|Dodge the Bomb Boulder detonations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Earthen Wheels / Earthen Gauntlets Rotation&#039;&#039;&#039;&lt;br /&gt;
* + Pulse of the Land x3&lt;br /&gt;
&lt;br /&gt;
* + Force of the Land x5&lt;br /&gt;
|Will be whichever rotation was not used prior. (i.e if &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; was cast earlier, this will be &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;)&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Start&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist + Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Pay attention to the charging order of the fists. Dodge the first fist, then dodge the second fist while moving into a safe tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|The Blue Pyramid player should move to one side of epicentral knockback while the rest of the party moves to the opposite side. The tanks should mitigate and either spread along the south edge of the arena, or use a knockback resist to stay at the far north.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Only tanks should stack together while mitigating.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift + Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
|Split the party into support and DPS groups on the two AoE quadrants. Players with blue pyramids should instead stay off the AoEs and run to the far corners of the unmarked quadrants.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Players with blue pyramids stay up top and move to the far corners of their quadrants. Players with yellow pyramids must drop into the lower quadrant with 3 safe tiles and spread, while players with orange cubes drop into the quadrant with 2 safe tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Healers should split to the north and south (ideally 30 yalms apart), shifting over to the opposite side of the platform Titan is winding up to punch.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture x3&#039;&#039;&#039;&lt;br /&gt;
|Break the Granite Gaol closest to the quadrant Titan broke first, then the other Gaol. A {{Action icon|Limit Break|Ranged DPS Limit Break}} aimed at both Granite Gaols is highly recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist + Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Check to see if the second punch is aimed at the same half Evil Earth is on.&lt;br /&gt;
&lt;br /&gt;
* If it is not, dodge the first first, then move into the Evil Earth tile.&lt;br /&gt;
* If it is, stand two tiles away from Evil Earth, dodge both fists, then Evil Earth.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift + Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|The four players marked with orange cubes should stand on one AoE while the four others stand on the other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers should stand on the far corner tiles, but still stay in melee range of the three neighboring tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Spread out to different tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
|Have the two blue pyramid players drop down to different quadrants, moving to the far corner tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2 + Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|The two blue pyramid players should stay up top and move to the far corners. The four orange cube players must stack in the lower quadrant that has 2 safe tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Dodge the side being punched.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Only tanks must stack together and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Dodge the side being punched.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|While the blue pyramid player runs to one half of the arena, the others must occupy the remaining four tiles—yellow pyramids spreading out while orange cubes stacking together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Orogenesis (Phase 3 Start)&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury +&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Dodge the rotating AoEs while orange cubes (support) stack together and yellow pyramids (DPS) spread out. The center tiles that detonate second and third are the safest to stand in.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as usual. Quickly heal the tanks afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|Extreme party-healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|DPS will receive orange squares and support yellow pyramids this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together. Healers should heal the tanks up quickly.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as the first cast of Rotating Fury.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;&lt;br /&gt;
|Extreme healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Titan.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edengrace Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Sepulture}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edengrace Arms (IL 475)}}&lt;br /&gt;
{{Drops table row|Edengrace Battleaxe}}&lt;br /&gt;
{{Drops table row|Edengrace Greatsword}}&lt;br /&gt;
{{Drops table row|Edengrace Manatrigger}}&lt;br /&gt;
{{Drops table row|Edengrace Spear}}&lt;br /&gt;
{{Drops table row|Edengrace Knuckles}}&lt;br /&gt;
{{Drops table row|Edengrace Blade}}&lt;br /&gt;
{{Drops table row|Edengrace Knives}}&lt;br /&gt;
{{Drops table row|Edengrace Harp Bow}}&lt;br /&gt;
{{Drops table row|Edengrace Revolver}}&lt;br /&gt;
{{Drops table row|Edengrace Tathlums}}&lt;br /&gt;
{{Drops table row|Edengrace Rod}}&lt;br /&gt;
{{Drops table row|Book of Grace}}&lt;br /&gt;
{{Drops table row|Edengrace Rapier}}&lt;br /&gt;
{{Drops table row|Edengrace Cane}}&lt;br /&gt;
{{Drops table row|Word of Grace}}&lt;br /&gt;
{{Drops table row|Edengrace Planisphere}}&lt;br /&gt;
{{Drops table row|Edengrace Chest 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 Weapon Coffer (IL 475)}}&lt;br /&gt;
{{Drops table row|Eden Minor}}&lt;br /&gt;
{{Drops table row|Skyslipper 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|Savage Paradise Found I}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found II}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found III}}&lt;br /&gt;
{{achievement table row|Mightier than the Gate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phases 1-2|Landslide}}&lt;br /&gt;
{{music table row|Phase 3|Under the Weight (From Astral to Umbral)|roll=n}}&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;
E4S.png&lt;br /&gt;
E4 boss.png&lt;br /&gt;
E4S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Soul_of_the_Creator_(Savage)&amp;diff=1511268</id>
		<title>Alexander - The Soul of the Creator (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Soul_of_the_Creator_(Savage)&amp;diff=1511268"/>
		<updated>2026-07-23T03:26:23Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: /* Phase 4: Time Gate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Soul of the Creator|the third tier of [[Alexander (Savage)]] in general|Alexander: The Creator (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Soul of the Creator (Savage)&lt;br /&gt;
| description = None can deny the wandering minstrel&#039;s inimitable way with words, nor the manner in which his penchant for embellishment and exaggeration has rendered your triumph over the primal Alexander all the more triumphant─and the insurmountable odds over which you did prevail all the more insurmountable. Reach back into your memory and relive your adventure inside the steel giant as it will live on in the hearts and minds of all who hear the tale!&lt;br /&gt;
| image = Alexander_-_The_Soul_of_the_Creator_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 255&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Heavensward)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Soul of the Creator&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = Who Lives, Who Dies, Who Retells Your Story&lt;br /&gt;
| stone-sky-sea = The Soul of the Creator (Savage)&lt;br /&gt;
| patch = 3.4&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
| id-gt = 30046&lt;br /&gt;
| id-edb = def61a894af&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;A12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Alexander Prime]]===&lt;br /&gt;
&lt;br /&gt;
==== Prior to the Fight: ====&lt;br /&gt;
&lt;br /&gt;
* Two DPS, one healer, and the off-tank should be assigned to &#039;&#039;&#039;Time Gates&#039;&#039;&#039; in Phase 4.&lt;br /&gt;
* Four markers should be placed halfway between the cardinals and inter-cardinals for &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039; placement in Phase 4.&lt;br /&gt;
* Two DPS should be assigned to soak the second hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; in Phase 5.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 79% ===&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 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|An extremely high damage [[Area of Effect#Cleave|cleave]]. Damage is comparable to a [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|An unmarked casted [[Tankbuster#AoE Tankbuster|AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blazing Scourge&#039;&#039;&#039;&lt;br /&gt;
|Two DPS are marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;. Once the debuff expires, both players are hit with three high damage circle AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} targeting a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Holy&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Nine red [[Area of Effect#Static Circle AoE|Static circle AoEs]] are created in a pattern, and an additional one is placed under the off-tank, a healer, and a DPS. These AoEs grow larger before exploding, dealing high damage and inflicting {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
&lt;br /&gt;
* This attack is often combined with either &#039;&#039;&#039;Sacrament&#039;&#039;&#039; or &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Triangles of electricty appear around Alexander Prime&#039;s front, back, and sides. These fire giant [[Area of Effect#Static Line AoE|Static line AoEs]] that deal high damage and inflict {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|An unmarked [[Area of Effect#Static Donut AoE|Static donut AoE]] that deals high damage and inflicts {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
&lt;br /&gt;
* The safe zone is the same size as Alexander Prime&#039;s target ring.&lt;br /&gt;
|}&lt;br /&gt;
[[File:A12S Gravitational Anomaly Pattern.png|alt=The Gravitation Anomaly AoE pattern.|thumb|191x191px|The pattern the Gravitational Anomaly AoEs appear in, but will be rotated in a random direction.]]&lt;br /&gt;
Alexander Prime hits extremely hard with every attack. Healers will need to stay constantly active to protect their party from death.&lt;br /&gt;
&lt;br /&gt;
Of note is &#039;&#039;&#039;Divine Spear&#039;&#039;&#039; and &#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;, which will do extreme amounts of damage to the main tank in short bursts of time; &#039;&#039;&#039;Blazing Scourge&#039;&#039;&#039;, dealing high damage to two DPS; and &#039;&#039;&#039;Mega Holy&#039;&#039;&#039;, dealing high damage to the entire party.&lt;br /&gt;
&lt;br /&gt;
Lastly, &#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039; always appears in the same pattern, but in a random rotation and with three AoEs placed under the off-tank, a healer, and a DPS. Players should stack together prior to the cast and either run into the center (if &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;), or off to the side (if &#039;&#039;&#039;Sacrament&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
* In the case of &#039;&#039;&#039;Sacrament&#039;&#039;&#039; being cast, players will be given a short amount of time after the &#039;&#039;&#039;Gravitational Anomalies&#039;&#039;&#039; resolve to run to a safe area away from the lasers.&lt;br /&gt;
* For &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;, the attack snapshots quite quickly after &#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039; resolves, requiring players to find a safe spot closer to Alexander Prime to dodge the donut AoE in time.&lt;br /&gt;
&lt;br /&gt;
At the end of the rotation or once brought to 79%, Alexander Prime will disappear and begin Phase 2.&lt;br /&gt;
{{Clear}}&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;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Use a heavy mitigation, as the next several attacks will hit extremely hard.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Mitigate heavily.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Mitigate heavily.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blazing Scourge&#039;&#039;&#039;&lt;br /&gt;
|DPS marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should move a short distance away from the group to avoid hitting others with AoEs, but still must stay in healing range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|All unmarked players should stack together to share the damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Holy x2&#039;&#039;&#039;&lt;br /&gt;
|Heavy group healing is required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Players should stack together away from the center to place the three extra AoEs in a more manageable position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament / Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Either [[Sprint|srpint]] into the center for &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039; or to any safe spot for &#039;&#039;&#039;Sacrament&#039;&#039;&#039;. In the case of the latter, players can dodge the lasers once the &#039;&#039;&#039;Gravitation Anomalies&#039;&#039;&#039; resolve.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Mitigate the incoming damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Mitigate the incoming damage.&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;
=== Phase 2: Divine Judgement ===&lt;br /&gt;
----Alexander Prime disappears and summons a series of enemies in its place. These enemies must be defeated quickly before Alexander Prime re-appears and wipes the raid. A large amount of &#039;&#039;&#039;[[Limit Break#Generation|Limit Gauge]]&#039;&#039;&#039; is built for every enemy killed, which must be saved for the final attack of the phase: &#039;&#039;&#039;Divine Judgement&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Wave 1&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;Arrhidaeus&#039;s Lanner&#039;&#039;&#039;: Two groups of four spawn at the east and west. Tanks can pick up four each and bring them together in the center to defeat with AoEs.&lt;br /&gt;
*&#039;&#039;&#039;Wave 2&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;The General&#039;s Wing&#039;&#039;&#039;: Repeatedly casts &#039;&#039;&#039;Almost Holy&#039;&#039;&#039;, dealing party-wide damage and gaining a stack {{Status effect|buff|File:Magic damage up icon.png|link=File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; each time. Players must focus on one or two at a time in order to prevent the damage output from scaling too quickly.&lt;br /&gt;
*&#039;&#039;&#039;Wave 3&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;The General&#039;s Time&#039;&#039;&#039;: A magic-damage enemy with a large green AoE around it that buffs &#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039; with {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. Additionally casts the [[tankbuster]] &#039;&#039;&#039;Half Gravity&#039;&#039;&#039; and adds a stack of {{Status effect|buff|File:Magic damage up icon.png|link=File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; to itself after each cast. Should be tanked away from the other enemy.&lt;br /&gt;
**&#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039;: A physical-damage enemy that casts the [[tankbuster]] &#039;&#039;&#039;Smash&#039;&#039;&#039;, and adds a stack &#039;&#039;&#039;{{Status effect|buff|File:Physical damage up icon1.png|link=File:Physical damage up icon1.png}} Physical Damage Up&#039;&#039;&#039; to itself after each cast.&lt;br /&gt;
***Both enemies must be tanked separately. As &#039;&#039;&#039;Smash&#039;&#039;&#039; and &#039;&#039;&#039;Half Gravity&#039;&#039;&#039; will hurt more the longer these enemies live, DPS should focus on killing one as fast as possible before moving on to the other. A tank swap can occur afterwards if the other tank has run out of mitigations.&lt;br /&gt;
***For &#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039;, the tank can watch the animation to prepare for the tankbuster: Whenever it spins both of its arms. &#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039; cycles into a tankbuster every 9-10 seconds.&lt;br /&gt;
Once all enemies are dead, Alexander will appear and begin casting &#039;&#039;&#039;Divine Judgement&#039;&#039;&#039;. A [[Limit Break#Level 3|Tank Limit Break 3]] must be used once there are four seconds or less left in the countdown to survive the attack.&lt;br /&gt;
=== Phase 3: Temporal Stasis ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Chronofoil&#039;&#039;&#039;&lt;br /&gt;
|Used at the start of Phase 3. Resets enmity.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039;&lt;br /&gt;
|Alexander begins a 10 second cast and places four types of debuffs on players. At the end of the cast, time will be stopped and all debuffs will resolve where players are standing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039; - An &#039;&#039;extremely&#039;&#039; large magic damage [[Area of Effect#Spread Circle|spread circle AoE]] that inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to those hit.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; - A magic damage {{I|Stack marker}} that inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;[[Magic Vulnerability Up|.]]&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:House arrest icon1.png|link=File:House arrest icon1.png}} House Arrest&#039;&#039;&#039; - A [[Tether (mechanic)#Paired / Close Tether|close tether]] attached to another player, dealing less damage the closer the two players are to each other. Deals [[Unique Damage|Unique damage]] instead of magical.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Restraining_order_icon1.png|link=File:Restraining_order_icon1.png}} Restraining Order&#039;&#039;&#039; - A [[Tether (mechanic)#Spread / Far Tether|far tether]] attached to another player, dealing less damage the farther the two players are to each other. Deals [[Unique damage]] instead of magical.&lt;br /&gt;
|}&lt;br /&gt;
[[File:A12S Temporal Stasis.png|alt=Placements for Temporal Stasis|thumb|Placements for Temporal Stasis: Left being the first cast, and the right being the second cast.]]&lt;br /&gt;
Alexander Prime re-appears and with the use of &#039;&#039;&#039;Chronofoil&#039;&#039;&#039;, sprouts a pair of wings.&lt;br /&gt;
&lt;br /&gt;
The focus of Phase 3 is correctly placing the debuffs given during &#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039; should be spread to the East, West, and South edge of the arena, leaving the North safe for the remaining players.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Restraining_order_icon1.png|link=File:Restraining_order_icon1.png}} Restraining Order&#039;&#039;&#039; will require one player to stand south while the other stands north. As the tethers deal [[Unique Damage|Unique damage]], they are unaffected by {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:House arrest icon1.png|link=File:House arrest icon1.png}} House Arrest&#039;&#039;&#039; can simply stack together at the north.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; will always be on two different players. If both stack together, players inside will die due to {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Players in the north will need to split to two sides while still remaining out of range of &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The first use of &#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039; will put &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039; on 3 DPS, a random &#039;&#039;&#039;Tether&#039;&#039;&#039; type on both tanks, and &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; on the last DPS and one random healer.&lt;br /&gt;
&lt;br /&gt;
The second use of &#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039; will put &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039; on one tank and one healer, &#039;&#039;&#039;Tether&#039;&#039;&#039; together the other tank and healer as well as two DPS together, and lastly put &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; on the final two DPS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039; is always followed by &#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039; and &#039;&#039;&#039;Sacrament/Radiant Sacrament&#039;&#039;&#039;. As players can not choose where to place the AoEs, they should immediately run to the left or right to find a safe spot away from where players were standing prior.&lt;br /&gt;
&lt;br /&gt;
At the end of the rotation, Alexander will disappear again and begin Phase 4.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Chronofoil&#039;&#039;&#039;&lt;br /&gt;
|The main tank should use {{Action icon|Provoke}} to re-establish enmity.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039;&lt;br /&gt;
|Resolve the debuffs before time is stopped. The &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; healer can stack with the other healer while the DPS can stack with the tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Run left or right to avoid the AoEs placed under the groups feet.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament / Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Will always be the other type of &#039;&#039;&#039;Sacrament&#039;&#039;&#039; that wasn&#039;t cast in Phase 1. Either run towards Alexander Prime or to a diagonal safe from the lasers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Holy&#039;&#039;&#039;&lt;br /&gt;
|Heal the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Use heavy mitigations for the extreme amount of incoming damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039;&lt;br /&gt;
|Two DPS will get &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; this time. The healer/tank tether should split away from the DPS tether and the &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; DPS will have to decide which group to stack with.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament / Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Will always be the &#039;&#039;opposite&#039;&#039; to what was cast previously this phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Mitigate heavily and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 4 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 4: Time Gate ===&lt;br /&gt;
----Alexander Prime creates four &#039;&#039;&#039;Time Gates&#039;&#039;&#039; and sends its minions through to change the past.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Time Gate&#039;&#039;&#039;&lt;br /&gt;
|Creates a time gate in the Northeast, Northwest, Southeast, and Southwest. Only one player can enter each gate. A Temporal Reconfiguration gauge will build up while all four enemies inside the &#039;&#039;&#039;Time Gates&#039;&#039;&#039; live, wiping the party if it reaches 100.&lt;br /&gt;
&lt;br /&gt;
* The Northeast and Northwest &#039;&#039;&#039;Time Gates&#039;&#039;&#039; have &#039;&#039;&#039;The General&#039;s Wing&#039;&#039;&#039;. This enemy casts &#039;&#039;&#039;Almost Holy&#039;&#039;&#039; repeatedly, dealing minor magical damage continuously to its platform.&lt;br /&gt;
* The Southeast &#039;&#039;&#039;Time Gate&#039;&#039;&#039; has &#039;&#039;&#039;The General&#039;s Time&#039;&#039;&#039;. This enemy casts &#039;&#039;&#039;Half Gravity&#039;&#039;&#039; every 7 seconds, which deals damage equal to 85% of the targeted player&#039;s max health.&lt;br /&gt;
* The Southwest &#039;&#039;&#039;Time Gate&#039;&#039;&#039; has &#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039;. This enemy casts &#039;&#039;&#039;Smash&#039;&#039;&#039; every 20 seconds, a powerful [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|A random player outside the &#039;&#039;&#039;Time Gate&#039;&#039;&#039; is marked with a red [[Area of Effect#Spread Circle|spread circle]] arrow. This deals high damage and places a &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039; object on the arena.&lt;br /&gt;
&lt;br /&gt;
* If Alexander Prime moves near a &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;, the crystal will begin to cast &#039;&#039;&#039;Tetrashatter&#039;&#039;&#039;, a [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inception&#039;&#039;&#039;&lt;br /&gt;
|Alexander Prime becomes completely invisible, moves to a random cardinal or inter-cardinal edge of the arena, and fires &#039;&#039;&#039;Sacrament&#039;&#039;&#039; facing towards the center of the arena.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Inception&#039;&#039;&#039; is combined with one &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039;, one &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039;, and three &#039;&#039;&#039;Tether&#039;&#039;&#039; pairs.&lt;br /&gt;
|}&lt;br /&gt;
The party will need to assign four players to enter the &#039;&#039;&#039;Time Gates&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Two DPS to the Northern gates.&lt;br /&gt;
* One healer to the Southeastern gate.&lt;br /&gt;
* The off-tank to the Southwestern gate.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Players inside &#039;&#039;&#039;Time Gates&#039;&#039;&#039; must begin attacking their respective enemies as soon as possible, as the Temporal Reconfiguration gauge builds faster while enemies are not in combat.&lt;br /&gt;
&lt;br /&gt;
Inside the &#039;&#039;&#039;Time Gates&#039;&#039;&#039;, the healer and off-tank should focus primarily on surviving while the two DPS defeat their respective enemies as quickly as possible. After defeating &#039;&#039;&#039;The General&#039;s Wing&#039;&#039;&#039;, DPS players should jump south to help out the healer or off-tank with their fight. Once all four enemies are defeated, the Temporal Reconfiguration will be aborted and players will be kicked back out into the arena with Alexander Prime.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Meanwhile the party outside facing Alexander Prime will have the job of placing &#039;&#039;&#039;Judgement Crystals&#039;&#039;&#039; in preparation for the future.&lt;br /&gt;
&lt;br /&gt;
Alexander Prime will stand still and begin casting &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039; on a random player. This player must move to one of the pre-assigned placement waymarks until the crystal drops. Alexander Prime should be tanked a short distance away from these waymarks—close enough that the main tank can run to the waymark if targeted but far enough away that Alexander Prime does not trigger &#039;&#039;&#039;Tetrashatter&#039;&#039;&#039;. If the main tank is targeted, they should immediately run back to Alexander Prime once the crystal is placed to prevent Alexander Prime from moving closer to it.&lt;br /&gt;
&lt;br /&gt;
Inbetween each cast of &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;, Alexander Prime will cast a single ability that must be handled or dodged by the outside party of four. As there will only be one healer outside, players will need to be extra cautious about damage taken.&lt;br /&gt;
[[File:A12S Inception.png|alt=Where to place Judgement Crystals and where to stand for Inception.|thumb|Judgement Crystals should be placed on the waymarks shown. The right shows the potential Inception positions if the crystal on waymark 1 explodes—and where to stand relative to it.]]&lt;br /&gt;
Once four &#039;&#039;&#039;Judgement Crystals&#039;&#039;&#039; are placed, Alexander will cast &#039;&#039;&#039;Inception&#039;&#039;&#039; and disappear. The &#039;&#039;only method&#039;&#039; to know where Alexander Prime has moved to is via &#039;&#039;&#039;Tetrashatter&#039;&#039;&#039; from one of the crystals. Players will have to look for which &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039; is exploding and move left or right and away to dodge both the &#039;&#039;&#039;Sacrament&#039;&#039;&#039; and the [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The red dots around the edge of the arena can be used as reference. There is one on each cardinal and inter-cardinal marking the potential &#039;&#039;&#039;Inception&#039;&#039;&#039; spots and thus relative safe spots.&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Judgement Crystals&#039;&#039;&#039; should be halfway between two red dots, players can move to the third red dot to the left or right of a shattering crystal to be safe from &#039;&#039;&#039;Inception&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
After re-appearing after &#039;&#039;&#039;Inception&#039;&#039;&#039;, Alexander Prime always immediately begins casting &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;, forcing all players to sprint towards the boss from the opposite side of the arena.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Alexander Prime should stay tanked on the side of the arena, as after a couple [[Tankbuster|tankbusters]], they will cast &#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039; and &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;. By having players stacked on the side of the arena, the center is always left clear of AoEs and thus a safe place to stack for &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Alexander Prime casts &#039;&#039;&#039;Inception&#039;&#039;&#039; again, but this time marking the main tank with &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039;, one healer with &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039;, and the rest of the party with random types of &#039;&#039;&#039;Tethers&#039;&#039;&#039;. The main tank will need to run to the opposite side of the arena along with one player from each &#039;&#039;&#039;{{status effect|debuff|File:Restraining_order_icon1.png|link=File:Restraining_order_icon1.png}} Restraining Order&#039;&#039;&#039; pair while the other side stacks together for &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039;. Player in &#039;&#039;&#039;{{status effect|debuff|File:Restraining_order_icon1.png|link=File:Restraining_order_icon1.png}} Restraining Order&#039;&#039;&#039; pair can jump in place to indicate who will go far and stack on the &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039; tank.&lt;br /&gt;
&lt;br /&gt;
The boss will do the same rotation of [[Tankbuster|tankbusters]], &#039;&#039;&#039;Gravitational Anomaly,&#039;&#039;&#039; and &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039; before beginning Phase 5.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;Time Gates&#039;&#039;&#039;&lt;br /&gt;
|Have two assigned DPS go into the north gates, an assigned healer in the southeast, and an off-tank in the southwest.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|Place the crystal on the first waymark.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|Always targets the healer. Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|Place the crystal on the second waymark.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament / Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|Place the crystal on the third waymark.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|Place the crystal on the fourth waymark.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inception&#039;&#039;&#039;&lt;br /&gt;
|Move to the third red dot to the left or right of the detonating &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Immediately run to Alexander Prime once they re-appear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Keep Alexander Prime tanked on the edge of the arena. Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Stack together away from the center to place the AoEs, then run towards the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the center.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inception&#039;&#039;&#039;&lt;br /&gt;
|Assign the main tank and one player from &#039;&#039;&#039;{{status effect|debuff|File:Restraining_order_icon1.png|link=File:Restraining_order_icon1.png}} Restraining Order&#039;&#039;&#039; pairs to one side, and the rest of the party stacks to the other side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Run to Alexander Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Repeat as before&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 5 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 5: Summon Alexander ===&lt;br /&gt;
----Alexander Prime re-summons a giant Alexander in the background and upgrades their repertoire of attacks.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;&lt;br /&gt;
|Two [[Tower|towers]] are created on opposite sides of the arena that each resolve three times in a row. Players inside the tower are inflicted with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 9 seconds and {{status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Potency Down&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
Each time the [[Tower|towers]] resolve, they shrink in size and increase in damage. The third and final size deals enough damage to be considered a [[Tower#Tank Tower|tank tower]].&lt;br /&gt;
&lt;br /&gt;
* Failing to have a player inside a &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; when it resolves deals high damage to the entire party and inflicts all players with {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Bleed&#039;&#039;&#039;&lt;br /&gt;
|An upgraded version of &#039;&#039;&#039;Mega Holy&#039;&#039;&#039;, dealing even more damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;&lt;br /&gt;
|A four hit [[tankbuster]] on the main tank. Despite the main tank being marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]],&#039;&#039;&#039; the off-tank using {{Action icon|Provoke}} will cause the last three hits to impact them instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;&lt;br /&gt;
|A high damage [[tankbuster]] used after &#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;. Inflicts {{status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If the targeted tank dies from &#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;, this cast is cancelled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Communion&#039;&#039;&#039;&lt;br /&gt;
|Two DPS are targeted with [[Area of Effect#Homing AoE|homing AoEs]], repeatedly dropping [[Area of Effect#Puddle|puddles]] on the ground that inflict {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short but high-damage phase, the main focus to surviving this final bout is handling &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; correctly.&lt;br /&gt;
&lt;br /&gt;
As damage increases with every resolution, healers should split to each take the first &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; hit. They should then swap with a DPS—who will take the second hit. Finally, both tanks will take the final third hit.&lt;br /&gt;
&lt;br /&gt;
During the third hit, a healer will be targeted by &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;. The two DPS that took the second hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; must &#039;&#039;stay out&#039;&#039; of the stack, as they will still be debuffed with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers must immediately heal the party to full health to survive &#039;&#039;&#039;Holy Bleed&#039;&#039;&#039;, and then focus on the main tank who will be targeted by four hits of &#039;&#039;&#039;Holy Scourge&#039;&#039;&#039; and then &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;. Tanks can either use all mitigations or an invulnerability to survive, but a tank swap must occur after due to the {{status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Alexander Prime will then use &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; again, but at the same time target all DPS with &#039;&#039;&#039;Communion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# DPS should place puddles on the outside area of the arena while healers move to take the first hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;. At the same time, the tank must point Alexander Prime&#039;s cardinals &#039;&#039;away&#039;&#039; from the &#039;&#039;&#039;Voids&#039;&#039;&#039; to aim the upcoming &#039;&#039;&#039;Sacrament&#039;&#039;&#039; away from the towers.&lt;br /&gt;
# Two DPS should move to take the second hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;, moving slowly around the edges of the tower as to leave space for the tanks afterwards.&lt;br /&gt;
# Tanks move to take the final hit of the &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; while the rest of the part (minus the DPS marked with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; stack for &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After another set of &#039;&#039;&#039;Holy Bleed&#039;&#039;&#039; and tankbusters, the phase will repeat until either the boss is defeated or enrages and uses &#039;&#039;&#039;Judgment Protocol&#039;&#039;&#039; to wipe the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 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;Void of Repentance&#039;&#039;&#039;&lt;br /&gt;
|Have healers take the first hit and DPS take the second hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|While tanks take the third hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;, the rest of the party should stack—excepting the two DPS that took tower hits and are debuffed with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Bleed&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;&lt;br /&gt;
|The tank should either use all mitigations available or an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;&lt;br /&gt;
|Tank-swap after.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Void of Repentance + Communion&#039;&#039;&#039;&lt;br /&gt;
|The DPS should place puddles around the edge of the arena while the healers take the first hit. The tank must face the boss&#039;s cardinals away from the &#039;&#039;&#039;Voids&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament&#039;&#039;&#039;&lt;br /&gt;
|If this isn&#039;t faced away from the &#039;&#039;&#039;Void of Repentances&#039;&#039;&#039;, the group will likely wipe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|Handle as before. DPS should no longer be chased by &#039;&#039;&#039;Communion&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Bleed&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Alexandrian Weapons}}&lt;br /&gt;
*{{Item icon|Alexandrian Manifesto - Page 4}}&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 Alexandrian Arms (IL 275)}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Axe}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Guillotine}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Spear}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Knuckles}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Katana}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Daggers}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Bow}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Cannon}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Rod}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Grimoire}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Rapier}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Cane}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Codex}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Meter}}&lt;br /&gt;
{{Drops table row|Alexandrian Chest Gear Coffer (IL 270)}}&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|Alexandrian Weapon Coffer (IL 275)}}&lt;br /&gt;
{{Drops table row|Toy Alexander}}&lt;br /&gt;
{{Drops table row|Arrhidaeus Master 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|Sins of the Savage Creator I}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Creator II}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Creator III}}&lt;br /&gt;
{{achievement table row|Mightier than the Prime}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 + Adds|Moebius}}&lt;br /&gt;
{{music table row|Final Phase|Rise}}&lt;br /&gt;
{{music table row|Temporal Stasis|Stasis Loop|roll=n}}&lt;br /&gt;
{{music table row|Inside time gate|Out of Time|roll=n}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Soul_of_the_Creator_(Savage)&amp;diff=1511251</id>
		<title>Alexander - The Soul of the Creator (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Soul_of_the_Creator_(Savage)&amp;diff=1511251"/>
		<updated>2026-07-23T03:20:32Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: /* Phase 1: 100% - 79% */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Soul of the Creator|the third tier of [[Alexander (Savage)]] in general|Alexander: The Creator (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Soul of the Creator (Savage)&lt;br /&gt;
| description = None can deny the wandering minstrel&#039;s inimitable way with words, nor the manner in which his penchant for embellishment and exaggeration has rendered your triumph over the primal Alexander all the more triumphant─and the insurmountable odds over which you did prevail all the more insurmountable. Reach back into your memory and relive your adventure inside the steel giant as it will live on in the hearts and minds of all who hear the tale!&lt;br /&gt;
| image = Alexander_-_The_Soul_of_the_Creator_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 255&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Heavensward)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Soul of the Creator&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = Who Lives, Who Dies, Who Retells Your Story&lt;br /&gt;
| stone-sky-sea = The Soul of the Creator (Savage)&lt;br /&gt;
| patch = 3.4&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
| id-gt = 30046&lt;br /&gt;
| id-edb = def61a894af&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;A12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Alexander Prime]]===&lt;br /&gt;
&lt;br /&gt;
==== Prior to the Fight: ====&lt;br /&gt;
&lt;br /&gt;
* Two DPS, one healer, and the off-tank should be assigned to &#039;&#039;&#039;Time Gates&#039;&#039;&#039; in Phase 4.&lt;br /&gt;
* Four markers should be placed halfway between the cardinals and inter-cardinals for &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039; placement in Phase 4.&lt;br /&gt;
* Two DPS should be assigned to soak the second hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; in Phase 5.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 79% ===&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 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|An extremely high damage [[Area of Effect#Cleave|cleave]]. Damage is comparable to a [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|An unmarked casted [[Tankbuster#AoE Tankbuster|AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blazing Scourge&#039;&#039;&#039;&lt;br /&gt;
|Two DPS are marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;. Once the debuff expires, both players are hit with three high damage circle AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} targeting a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Holy&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Nine red [[Area of Effect#Static Circle AoE|Static circle AoEs]] are created in a pattern, and an additional one is placed under the off-tank, a healer, and a DPS. These AoEs grow larger before exploding, dealing high damage and inflicting {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
&lt;br /&gt;
* This attack is often combined with either &#039;&#039;&#039;Sacrament&#039;&#039;&#039; or &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Triangles of electricty appear around Alexander Prime&#039;s front, back, and sides. These fire giant [[Area of Effect#Static Line AoE|Static line AoEs]] that deal high damage and inflict {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|An unmarked [[Area of Effect#Static Donut AoE|Static donut AoE]] that deals high damage and inflicts {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
&lt;br /&gt;
* The safe zone is the same size as Alexander Prime&#039;s target ring.&lt;br /&gt;
|}&lt;br /&gt;
[[File:A12S Gravitational Anomaly Pattern.png|alt=The Gravitation Anomaly AoE pattern.|thumb|191x191px|The pattern the Gravitational Anomaly AoEs appear in, but will be rotated in a random direction.]]&lt;br /&gt;
Alexander Prime hits extremely hard with every attack. Healers will need to stay constantly active to protect their party from death.&lt;br /&gt;
&lt;br /&gt;
Of note is &#039;&#039;&#039;Divine Spear&#039;&#039;&#039; and &#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;, which will do extreme amounts of damage to the main tank in short bursts of time; &#039;&#039;&#039;Blazing Scourge&#039;&#039;&#039;, dealing high damage to two DPS; and &#039;&#039;&#039;Mega Holy&#039;&#039;&#039;, dealing high damage to the entire party.&lt;br /&gt;
&lt;br /&gt;
Lastly, &#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039; always appears in the same pattern, but in a random rotation and with three AoEs placed under the off-tank, a healer, and a DPS. Players should stack together prior to the cast and either run into the center (if &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;), or off to the side (if &#039;&#039;&#039;Sacrament&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
* In the case of &#039;&#039;&#039;Sacrament&#039;&#039;&#039; being cast, players will be given a short amount of time after the &#039;&#039;&#039;Gravitational Anomalies&#039;&#039;&#039; resolve to run to a safe area away from the lasers.&lt;br /&gt;
* For &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;, the attack snapshots quite quickly after &#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039; resolves, requiring players to find a safe spot closer to Alexander Prime to dodge the donut AoE in time.&lt;br /&gt;
&lt;br /&gt;
At the end of the rotation or once brought to 79%, Alexander Prime will disappear and begin Phase 2.&lt;br /&gt;
{{Clear}}&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;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Use a heavy mitigation, as the next several attacks will hit extremely hard.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Mitigate heavily.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Mitigate heavily.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blazing Scourge&#039;&#039;&#039;&lt;br /&gt;
|DPS marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should move a short distance away from the group to avoid hitting others with AoEs, but still must stay in healing range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|All unmarked players should stack together to share the damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Holy x2&#039;&#039;&#039;&lt;br /&gt;
|Heavy group healing is required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Players should stack together away from the center to place the three extra AoEs in a more manageable position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament / Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Either [[Sprint|srpint]] into the center for &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039; or to any safe spot for &#039;&#039;&#039;Sacrament&#039;&#039;&#039;. In the case of the latter, players can dodge the lasers once the &#039;&#039;&#039;Gravitation Anomalies&#039;&#039;&#039; resolve.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Mitigate the incoming damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Mitigate the incoming damage.&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;
=== Phase 2: Divine Judgement ===&lt;br /&gt;
----Alexander Prime disappears and summons a series of enemies in its place. These enemies must be defeated quickly before Alexander Prime re-appears and wipes the raid. A large amount of &#039;&#039;&#039;[[Limit Break#Generation|Limit Gauge]]&#039;&#039;&#039; is built for every enemy killed, which must be saved for the final attack of the phase: &#039;&#039;&#039;Divine Judgement&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Wave 1&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;Arrhidaeus&#039;s Lanner&#039;&#039;&#039;: Two groups of four spawn at the east and west. Tanks can pick up four each and bring them together in the center to defeat with AoEs.&lt;br /&gt;
*&#039;&#039;&#039;Wave 2&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;The General&#039;s Wing&#039;&#039;&#039;: Repeatedly casts &#039;&#039;&#039;Almost Holy&#039;&#039;&#039;, dealing party-wide damage and gaining a stack {{Status effect|buff|File:Magic damage up icon.png|link=File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; each time. Players must focus on one or two at a time in order to prevent the damage output from scaling too quickly.&lt;br /&gt;
*&#039;&#039;&#039;Wave 3&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;The General&#039;s Time&#039;&#039;&#039;: A magic-damage enemy with a large green AoE around it that buffs &#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039; with {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. Additionally casts the [[tankbuster]] &#039;&#039;&#039;Half Gravity&#039;&#039;&#039; and adds a stack of {{Status effect|buff|File:Magic damage up icon.png|link=File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; to itself after each cast. Should be tanked away from the other enemy.&lt;br /&gt;
**&#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039;: A physical-damage enemy that casts the [[tankbuster]] &#039;&#039;&#039;Smash&#039;&#039;&#039;, and adds a stack &#039;&#039;&#039;{{Status effect|buff|File:Physical damage up icon1.png|link=File:Physical damage up icon1.png}} Physical Damage Up&#039;&#039;&#039; to itself after each cast.&lt;br /&gt;
***Both enemies must be tanked separately. As &#039;&#039;&#039;Smash&#039;&#039;&#039; and &#039;&#039;&#039;Half Gravity&#039;&#039;&#039; will hurt more the longer these enemies live, DPS should focus on killing one as fast as possible before moving on to the other. A tank swap can occur afterwards if the other tank has run out of mitigations.&lt;br /&gt;
***For &#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039;, the tank can watch the animation to prepare for the tankbuster: Whenever it spins both of its arms. &#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039; cycles into a tankbuster every 9-10 seconds.&lt;br /&gt;
Once all enemies are dead, Alexander will appear and begin casting &#039;&#039;&#039;Divine Judgement&#039;&#039;&#039;. A [[Limit Break#Level 3|Tank Limit Break 3]] must be used once there are four seconds or less left in the countdown to survive the attack.&lt;br /&gt;
=== Phase 3: Temporal Stasis ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Chronofoil&#039;&#039;&#039;&lt;br /&gt;
|Used at the start of Phase 3. Resets enmity.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039;&lt;br /&gt;
|Alexander begins a 10 second cast and places four types of debuffs on players. At the end of the cast, time will be stopped and all debuffs will resolve where players are standing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039; - An &#039;&#039;extremely&#039;&#039; large magic damage [[Area of Effect#Spread Circle|spread circle AoE]] that inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to those hit.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; - A magic damage {{I|Stack marker}} that inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;[[Magic Vulnerability Up|.]]&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:House arrest icon1.png|link=File:House arrest icon1.png}} House Arrest&#039;&#039;&#039; - A [[Tether (mechanic)#Paired / Close Tether|close tether]] attached to another player, dealing less damage the closer the two players are to each other. Deals [[Unique Damage|Unique damage]] instead of magical.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Restraining_order_icon1.png|link=File:Restraining_order_icon1.png}} Restraining Order&#039;&#039;&#039; - A [[Tether (mechanic)#Spread / Far Tether|far tether]] attached to another player, dealing less damage the farther the two players are to each other. Deals [[Unique damage]] instead of magical.&lt;br /&gt;
|}&lt;br /&gt;
[[File:A12S Temporal Stasis.png|alt=Placements for Temporal Stasis|thumb|Placements for Temporal Stasis: Left being the first cast, and the right being the second cast.]]&lt;br /&gt;
Alexander Prime re-appears and with the use of &#039;&#039;&#039;Chronofoil&#039;&#039;&#039;, sprouts a pair of wings.&lt;br /&gt;
&lt;br /&gt;
The focus of Phase 3 is correctly placing the debuffs given during &#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039; should be spread to the East, West, and South edge of the arena, leaving the North safe for the remaining players.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Restraining_order_icon1.png|link=File:Restraining_order_icon1.png}} Restraining Order&#039;&#039;&#039; will require one player to stand south while the other stands north. As the tethers deal [[Unique Damage|Unique damage]], they are unaffected by {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:House arrest icon1.png|link=File:House arrest icon1.png}} House Arrest&#039;&#039;&#039; can simply stack together at the north.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; will always be on two different players. If both stack together, players inside will die due to {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Players in the north will need to split to two sides while still remaining out of range of &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The first use of &#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039; will put &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039; on 3 DPS, a random &#039;&#039;&#039;Tether&#039;&#039;&#039; type on both tanks, and &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; on the last DPS and one random healer.&lt;br /&gt;
&lt;br /&gt;
The second use of &#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039; will put &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039; on one tank and one healer, &#039;&#039;&#039;Tether&#039;&#039;&#039; together the other tank and healer as well as two DPS together, and lastly put &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; on the final two DPS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039; is always followed by &#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039; and &#039;&#039;&#039;Sacrament/Radiant Sacrament&#039;&#039;&#039;. As players can not choose where to place the AoEs, they should immediately run to the left or right to find a safe spot away from where players were standing prior.&lt;br /&gt;
&lt;br /&gt;
At the end of the rotation, Alexander will disappear again and begin Phase 4.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Chronofoil&#039;&#039;&#039;&lt;br /&gt;
|The main tank should use {{Action icon|Provoke}} to re-establish enmity.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039;&lt;br /&gt;
|Resolve the debuffs before time is stopped. The &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; healer can stack with the other healer while the DPS can stack with the tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Run left or right to avoid the AoEs placed under the groups feet.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament / Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Will always be the other type of &#039;&#039;&#039;Sacrament&#039;&#039;&#039; that wasn&#039;t cast in Phase 1. Either run towards Alexander Prime or to a diagonal safe from the lasers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Holy&#039;&#039;&#039;&lt;br /&gt;
|Heal the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Use heavy mitigations for the extreme amount of incoming damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039;&lt;br /&gt;
|Two DPS will get &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; this time. The healer/tank tether should split away from the DPS tether and the &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; DPS will have to decide which group to stack with.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament / Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Will always be the &#039;&#039;opposite&#039;&#039; to what was cast previously this phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Mitigate heavily and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 4 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 4: Time Gate ===&lt;br /&gt;
----Alexander Prime creates four &#039;&#039;&#039;Time Gates&#039;&#039;&#039; and sends its minions through to change the past.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Time Gate&#039;&#039;&#039;&lt;br /&gt;
|Creates a time gate in the Northeast, Northwest, Southeast, and Southwest. Only one player can enter each gate. A Temporal Reconfiguration gauge will build up while all four enemies inside the &#039;&#039;&#039;Time Gates&#039;&#039;&#039; live, wiping the party if it reaches 100.&lt;br /&gt;
&lt;br /&gt;
* The Northeast and Northwest &#039;&#039;&#039;Time Gates&#039;&#039;&#039; have &#039;&#039;&#039;The General&#039;s Wing&#039;&#039;&#039;. This enemy casts &#039;&#039;&#039;Almost Holy&#039;&#039;&#039; repeatedly, dealing minor magical damage continuously to its platform.&lt;br /&gt;
* The Southeast &#039;&#039;&#039;Time Gate&#039;&#039;&#039; has &#039;&#039;&#039;The General&#039;s Time&#039;&#039;&#039;. This enemy casts &#039;&#039;&#039;Half Gravity&#039;&#039;&#039; every 7 seconds, which deals damage equal to 85% of the targeted player&#039;s max health.&lt;br /&gt;
* The Southwest &#039;&#039;&#039;Time Gate&#039;&#039;&#039; has &#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039;. This enemy casts &#039;&#039;&#039;Smash&#039;&#039;&#039; every 20 seconds, a powerful [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|A random player outside the &#039;&#039;&#039;Time Gate&#039;&#039;&#039; is marked with a red [[Area of Effect#Spread Circle|spread circle]] arrow. This deals high damage and places a &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039; object on the arena.&lt;br /&gt;
&lt;br /&gt;
* If Alexander Prime moves near a &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;, the crystal will begin to cast &#039;&#039;&#039;Tetrashatter&#039;&#039;&#039;, a [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inception&#039;&#039;&#039;&lt;br /&gt;
|Alexander Prime becomes completely invisible, moves to a random cardinal or inter-cardinal edge of the arena, and fires &#039;&#039;&#039;Sacrament&#039;&#039;&#039; facing towards the center of the arena.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Inception&#039;&#039;&#039; is combined with one &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039;, one &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039;, and three &#039;&#039;&#039;Tether&#039;&#039;&#039; pairs.&lt;br /&gt;
|}&lt;br /&gt;
The party will need to assign four players to enter the &#039;&#039;&#039;Time Gates&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Two DPS to the Northern gates.&lt;br /&gt;
* One healer to the Southeastern gate.&lt;br /&gt;
* The off-tank to the Southwestern gate.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Players inside &#039;&#039;&#039;Time Gates&#039;&#039;&#039; must begin attacking their respective enemies as soon as possible, as the Temporal Reconfiguration gauge builds faster while enemies are not in combat.&lt;br /&gt;
&lt;br /&gt;
Inside the &#039;&#039;&#039;Time Gates&#039;&#039;&#039;, the healer and off-tank should focus primarily on surviving while the two DPS defeat their respective enemies as quickly as possible. After defeating &#039;&#039;&#039;The General&#039;s Wing&#039;&#039;&#039;, DPS players should jump south to help out the healer or off-tank with their fight. Once all four enemies are defeated, the Temporal Reconfiguration will be aborted and players will be kicked back out into the arena with Alexander Prime.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Meanwhile the party outside facing Alexander Prime will have the job of placing &#039;&#039;&#039;Judgement Crystals&#039;&#039;&#039; in preparation for the future.&lt;br /&gt;
&lt;br /&gt;
Alexander Prime will stand still and begin casting &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039; on a random player. This player must move to one of the pre-assigned placement waymarks until the crystal drops. Alexander Prime should be tanked a short distance away from these waymarks—close enough that the main tank can run to the waymark if targeted but far enough away that Alexander Prime does not trigger &#039;&#039;&#039;Tetrashatter&#039;&#039;&#039;. If the main tank is targeted, they should immediately run back to Alexander Prime once the crystal is placed to prevent Alexander Prime from moving closer to it.&lt;br /&gt;
&lt;br /&gt;
Inbetween each cast of &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;, Alexander Prime will cast a single ability that must be handled or dodged by the outside party of four. As there will only be one healer outside, players will need to be extra cautious about damage taken.&lt;br /&gt;
[[File:A12S Inception.png|alt=Where to place Judgement Crystals and where to stand for Inception.|thumb|Judgement Crystals should be placed on the waymarks shown. The right shows the potential Inception positions if the crystal on waymark 1 explodes—and where to stand relative to it.]]&lt;br /&gt;
Once four &#039;&#039;&#039;Judgement Crystals&#039;&#039;&#039; are placed, Alexander will cast &#039;&#039;&#039;Inception&#039;&#039;&#039; and disappear. The &#039;&#039;only method&#039;&#039; to know where Alexander Prime has moved to is via &#039;&#039;&#039;Tetrashatter&#039;&#039;&#039; from one of the crystals. Players will have to look for which &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039; is exploding and move left or right and away to dodge both the &#039;&#039;&#039;Sacrament&#039;&#039;&#039; and the [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The red dots around the edge of the arena can be used as reference. There is one on each cardinal and inter-cardinal marking the potential &#039;&#039;&#039;Inception&#039;&#039;&#039; spots and thus relative safe spots.&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Judgement Crystals&#039;&#039;&#039; should be halfway between two red dots, players can move to the third red dot to the left or right of a shattering crystal to be safe from &#039;&#039;&#039;Inception&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
After re-appearing after &#039;&#039;&#039;Inception&#039;&#039;&#039;, Alexander Prime always immediately begins casting &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;, forcing all players to sprint towards the boss from the opposite side of the arena.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Alexander Prime should stay tanked on the side of the arena, as after a couple [[Tankbuster|tankbusters]], they will cast &#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039; and &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;. By having players stacked on the side of the arena, the center is always left clear of AoEs and thus a safe place to stack for &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Alexander Prime casts &#039;&#039;&#039;Inception&#039;&#039;&#039; again, but this time marking the main tank with &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039;, one healer with &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039;, and the rest of the party with random types of &#039;&#039;&#039;Tethers&#039;&#039;&#039;. The main tank will need to run to the opposite side of the arena along with one player from each &#039;&#039;&#039;{{status effect|debuff|File:Restraining_order_icon1.png|link=File:Restraining_order_icon1.png}} Restraining Order&#039;&#039;&#039; pair while the other side stacks together for &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039;. Player in &#039;&#039;&#039;{{status effect|debuff|File:Restraining_order_icon1.png|link=File:Restraining_order_icon1.png}} Restraining Order&#039;&#039;&#039; pair can jump in place to indicate who will go far and stack on the &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039; tank.&lt;br /&gt;
&lt;br /&gt;
The boss will do the same rotation of [[Tankbuster|tankbusters]], &#039;&#039;&#039;Gravitational Anomaly,&#039;&#039;&#039; and &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039; before beginning Phase 5.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;Time Gates&#039;&#039;&#039;&lt;br /&gt;
|Have two assigned DPS go into the north gates, an assigned healer in the southeast, and an off-tank in the southwest.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|Place the crystal on the first waymark.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|Always targets the healer. Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|Place the crystal on the second waymark.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament / Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|Place the crystal on the third waymark.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|Place the crystal on the fourth waymark.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inception&#039;&#039;&#039;&lt;br /&gt;
|Move to the third red dot to the left or right of the detonating &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Immediately run to Alexander Prime once they re-appear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Keep Alexander Prime tanked on the edge of the arena. Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Stack together away from the center to place the AoEs, then run towards the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the center.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inception&#039;&#039;&#039;&lt;br /&gt;
|Assign the main tank and one player from &#039;&#039;&#039;{{status effect|debuff|File:Restraining_order_icon1.png|link=File:Restraining_order_icon1.png}} Restraining Order&#039;&#039;&#039; pairs to one side, and the rest of the party stacks to the other side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Run to Alexander Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Repeat as before&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 5 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 5: Summon Alexander ===&lt;br /&gt;
----Alexander Prime re-summons a giant Alexander in the background and upgrades their repertoire of attacks.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;&lt;br /&gt;
|Two [[Tower|towers]] are created on opposite sides of the arena that each resolve three times in a row. Players inside the tower are inflicted with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 9 seconds and {{status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Potency Down&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
Each time the [[Tower|towers]] resolve, they shrink in size and increase in damage. The third and final size deals enough damage to be considered a [[Tower#Tank Tower|tank tower]].&lt;br /&gt;
&lt;br /&gt;
* Failing to have a player inside a &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; when it resolves deals high damage to the entire party and inflicts all players with {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Bleed&#039;&#039;&#039;&lt;br /&gt;
|An upgraded version of &#039;&#039;&#039;Mega Holy&#039;&#039;&#039;, dealing even more damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;&lt;br /&gt;
|A four hit [[tankbuster]] on the main tank. Despite the main tank being marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]],&#039;&#039;&#039; the off-tank using {{Action icon|Provoke}} will cause the last three hits to impact them instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;&lt;br /&gt;
|A high damage [[tankbuster]] used after &#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;. Inflicts {{status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If the targeted tank dies from &#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;, this cast is cancelled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Communion&#039;&#039;&#039;&lt;br /&gt;
|All four DPS are targeted with [[Area of Effect#Homing AoE|homing AoEs]], repeatedly dropping [[Area of Effect#Puddle|puddles]] on the ground that inflict {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short but high-damage phase, the main focus to surviving this final bout is handling &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; correctly.&lt;br /&gt;
&lt;br /&gt;
As damage increases with every resolution, healers should split to each take the first &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; hit. They should then swap with a DPS—who will take the second hit. Finally, both tanks will take the final third hit.&lt;br /&gt;
&lt;br /&gt;
During the third hit, a healer will be targeted by &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;. The two DPS that took the second hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; must &#039;&#039;stay out&#039;&#039; of the stack, as they will still be debuffed with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers must immediately heal the party to full health to survive &#039;&#039;&#039;Holy Bleed&#039;&#039;&#039;, and then focus on the main tank who will be targeted by four hits of &#039;&#039;&#039;Holy Scourge&#039;&#039;&#039; and then &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;. Tanks can either use all mitigations or an invulnerability to survive, but a tank swap must occur after due to the {{status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Alexander Prime will then use &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; again, but at the same time target all DPS with &#039;&#039;&#039;Communion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# DPS should place puddles on the outside area of the arena while healers move to take the first hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;. At the same time, the tank must point Alexander Prime&#039;s cardinals &#039;&#039;away&#039;&#039; from the &#039;&#039;&#039;Voids&#039;&#039;&#039; to aim the upcoming &#039;&#039;&#039;Sacrament&#039;&#039;&#039; away from the towers.&lt;br /&gt;
# Two DPS should move to take the second hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;, moving slowly around the edges of the tower as to leave space for the tanks afterwards.&lt;br /&gt;
# Tanks move to take the final hit of the &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; while the rest of the part (minus the DPS marked with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; stack for &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After another set of &#039;&#039;&#039;Holy Bleed&#039;&#039;&#039; and tankbusters, the phase will repeat until either the boss is defeated or enrages and uses &#039;&#039;&#039;Judgment Protocol&#039;&#039;&#039; to wipe the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 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;Void of Repentance&#039;&#039;&#039;&lt;br /&gt;
|Have healers take the first hit and DPS take the second hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|While tanks take the third hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;, the rest of the party should stack—excepting the two DPS that took tower hits and are debuffed with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Bleed&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;&lt;br /&gt;
|The tank should either use all mitigations available or an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;&lt;br /&gt;
|Tank-swap after.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Void of Repentance + Communion&#039;&#039;&#039;&lt;br /&gt;
|The DPS should place puddles around the edge of the arena while the healers take the first hit. The tank must face the boss&#039;s cardinals away from the &#039;&#039;&#039;Voids&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament&#039;&#039;&#039;&lt;br /&gt;
|If this isn&#039;t faced away from the &#039;&#039;&#039;Void of Repentances&#039;&#039;&#039;, the group will likely wipe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|Handle as before. DPS should no longer be chased by &#039;&#039;&#039;Communion&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Bleed&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Alexandrian Weapons}}&lt;br /&gt;
*{{Item icon|Alexandrian Manifesto - Page 4}}&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 Alexandrian Arms (IL 275)}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Axe}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Guillotine}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Spear}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Knuckles}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Katana}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Daggers}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Bow}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Cannon}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Rod}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Grimoire}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Rapier}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Cane}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Codex}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Meter}}&lt;br /&gt;
{{Drops table row|Alexandrian Chest Gear Coffer (IL 270)}}&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|Alexandrian Weapon Coffer (IL 275)}}&lt;br /&gt;
{{Drops table row|Toy Alexander}}&lt;br /&gt;
{{Drops table row|Arrhidaeus Master 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|Sins of the Savage Creator I}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Creator II}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Creator III}}&lt;br /&gt;
{{achievement table row|Mightier than the Prime}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 + Adds|Moebius}}&lt;br /&gt;
{{music table row|Final Phase|Rise}}&lt;br /&gt;
{{music table row|Temporal Stasis|Stasis Loop|roll=n}}&lt;br /&gt;
{{music table row|Inside time gate|Out of Time|roll=n}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Soul_of_the_Creator_(Savage)&amp;diff=1511173</id>
		<title>Alexander - The Soul of the Creator (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Soul_of_the_Creator_(Savage)&amp;diff=1511173"/>
		<updated>2026-07-23T03:07:35Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: /* Phase 2: Divine Judgement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Soul of the Creator|the third tier of [[Alexander (Savage)]] in general|Alexander: The Creator (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Soul of the Creator (Savage)&lt;br /&gt;
| description = None can deny the wandering minstrel&#039;s inimitable way with words, nor the manner in which his penchant for embellishment and exaggeration has rendered your triumph over the primal Alexander all the more triumphant─and the insurmountable odds over which you did prevail all the more insurmountable. Reach back into your memory and relive your adventure inside the steel giant as it will live on in the hearts and minds of all who hear the tale!&lt;br /&gt;
| image = Alexander_-_The_Soul_of_the_Creator_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 255&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Heavensward)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Soul of the Creator&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = Who Lives, Who Dies, Who Retells Your Story&lt;br /&gt;
| stone-sky-sea = The Soul of the Creator (Savage)&lt;br /&gt;
| patch = 3.4&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
| id-gt = 30046&lt;br /&gt;
| id-edb = def61a894af&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;A12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Alexander Prime]]===&lt;br /&gt;
&lt;br /&gt;
==== Prior to the Fight: ====&lt;br /&gt;
&lt;br /&gt;
* Two DPS, one healer, and the off-tank should be assigned to &#039;&#039;&#039;Time Gates&#039;&#039;&#039; in Phase 4.&lt;br /&gt;
* Four markers should be placed halfway between the cardinals and inter-cardinals for &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039; placement in Phase 4.&lt;br /&gt;
* Two DPS should be assigned to soak the second hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; in Phase 5.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 79% ===&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 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|An extremely high damage [[Area of Effect#Cleave|cleave]]. Damage is comparable to a [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|An unmarked casted [[Tankbuster#AoE Tankbuster|AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blazing Scourge&#039;&#039;&#039;&lt;br /&gt;
|Two DPS are marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;. Once the debuff expires, both players are hit with three high damage circle AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} targeting a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Holy&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Nine red [[Area of Effect#Static Circle AoE|Static circle AoEs]] are created in a pattern, and an additional one is placed under the off-tank, a healer, and a DPS. These AoEs grow larger before exploding, dealing high damage and inflicting {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
&lt;br /&gt;
* This attack is often combined with either &#039;&#039;&#039;Sacrament&#039;&#039;&#039; or &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Triangles of electricty appear around Alexander Prime&#039;s front, back, and sides. These fire giant [[Area of Effect#Static Line AoE|Static line AoEs]] that deal high damage and inflict {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|An unmarked [[Area of Effect#Static Donut AoE|Static donut AoE]] that deals high damage and inflicts {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
&lt;br /&gt;
* The safe zone is the same size as Alexander Prime&#039;s target ring.&lt;br /&gt;
|}&lt;br /&gt;
[[File:A12S Gravitational Anomaly Pattern.png|alt=The Gravitation Anomaly AoE pattern.|thumb|191x191px|The pattern the Gravitational Anomaly AoEs appear in, but will be rotated in a random direction.]]&lt;br /&gt;
Alexander Prime hits extremely hard with every attack. Healers will need to stay constantly active to protect their party from death.&lt;br /&gt;
&lt;br /&gt;
Of note is &#039;&#039;&#039;Divine Spear&#039;&#039;&#039; and &#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;, which will do extreme amounts of damage to the main tank in short bursts of time; &#039;&#039;&#039;Blazing Scourge&#039;&#039;&#039;, dealing high damage to two DPS; and &#039;&#039;&#039;Mega Holy&#039;&#039;&#039;, dealing high damage to the entire party.&lt;br /&gt;
&lt;br /&gt;
Lastly, &#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039; always appears in the same pattern, but in a random rotation and with three AoEs placed under the off-tank, a healer, and a DPS. Players should stack together prior to the cast and either run into the center (if &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;), or off to the side (if &#039;&#039;&#039;Sacrament&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
* In the case of &#039;&#039;&#039;Sacrament&#039;&#039;&#039; being cast, players will be given a short amount of time after the &#039;&#039;&#039;Gravitational Anomalies&#039;&#039;&#039; resolve to run to a safe area away from the lasers.&lt;br /&gt;
* For &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;, the attack snapshots quite quickly after &#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039; resolves, requiring players to find a safe spot closer to Alexander Prime to dodge the donut AoE in time.&lt;br /&gt;
&lt;br /&gt;
At the end of the rotation or once brought to 79%, Alexander Prime will disappear and begin Phase 2.&lt;br /&gt;
{{Clear}}&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;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Use a heavy mitigation, as the next several attacks will hit extremely hard.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Mitigate heavily.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Mitigate heavily.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blazing Scourge&#039;&#039;&#039;&lt;br /&gt;
|DPS marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should move a short distance away from the group to avoid hitting others with AoEs, but still must stay in healing range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|All unmarked players should stack together to share the damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Holy x2&#039;&#039;&#039;&lt;br /&gt;
|Heavy group healing is required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Players should stack together away from the center to place the three extra AoEs in a more manageable position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament / Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Either move into the center for &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039; or to any safe spot for &#039;&#039;&#039;Sacrament&#039;&#039;&#039;. In the case of the latter, players can dodge the lasers once the &#039;&#039;&#039;Gravitation Anomalies&#039;&#039;&#039; resolve.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Mitigate the incoming damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Mitigate the incoming damage.&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;
=== Phase 2: Divine Judgement ===&lt;br /&gt;
----Alexander Prime disappears and summons a series of enemies in its place. These enemies must be defeated quickly before Alexander Prime re-appears and wipes the raid. A large amount of &#039;&#039;&#039;[[Limit Break#Generation|Limit Gauge]]&#039;&#039;&#039; is built for every enemy killed, which must be saved for the final attack of the phase: &#039;&#039;&#039;Divine Judgement&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Wave 1&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;Arrhidaeus&#039;s Lanner&#039;&#039;&#039;: Two groups of four spawn at the east and west. Tanks can pick up four each and bring them together in the center to defeat with AoEs.&lt;br /&gt;
*&#039;&#039;&#039;Wave 2&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;The General&#039;s Wing&#039;&#039;&#039;: Repeatedly casts &#039;&#039;&#039;Almost Holy&#039;&#039;&#039;, dealing party-wide damage and gaining a stack {{Status effect|buff|File:Magic damage up icon.png|link=File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; each time. Players must focus on one or two at a time in order to prevent the damage output from scaling too quickly.&lt;br /&gt;
*&#039;&#039;&#039;Wave 3&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;The General&#039;s Time&#039;&#039;&#039;: A magic-damage enemy with a large green AoE around it that buffs &#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039; with {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. Additionally casts the [[tankbuster]] &#039;&#039;&#039;Half Gravity&#039;&#039;&#039; and adds a stack of {{Status effect|buff|File:Magic damage up icon.png|link=File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; to itself after each cast. Should be tanked away from the other enemy.&lt;br /&gt;
**&#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039;: A physical-damage enemy that casts the [[tankbuster]] &#039;&#039;&#039;Smash&#039;&#039;&#039;, and adds a stack &#039;&#039;&#039;{{Status effect|buff|File:Physical damage up icon1.png|link=File:Physical damage up icon1.png}} Physical Damage Up&#039;&#039;&#039; to itself after each cast.&lt;br /&gt;
***Both enemies must be tanked separately. As &#039;&#039;&#039;Smash&#039;&#039;&#039; and &#039;&#039;&#039;Half Gravity&#039;&#039;&#039; will hurt more the longer these enemies live, DPS should focus on killing one as fast as possible before moving on to the other. A tank swap can occur afterwards if the other tank has run out of mitigations.&lt;br /&gt;
***For &#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039;, the tank can watch the animation to prepare for the tankbuster: Whenever it spins both of its arms. &#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039; cycles into a tankbuster every 9-10 seconds.&lt;br /&gt;
Once all enemies are dead, Alexander will appear and begin casting &#039;&#039;&#039;Divine Judgement&#039;&#039;&#039;. A [[Limit Break#Level 3|Tank Limit Break 3]] must be used once there are four seconds or less left in the countdown to survive the attack.&lt;br /&gt;
=== Phase 3: Temporal Stasis ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Chronofoil&#039;&#039;&#039;&lt;br /&gt;
|Used at the start of Phase 3. Resets enmity.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039;&lt;br /&gt;
|Alexander begins a 10 second cast and places four types of debuffs on players. At the end of the cast, time will be stopped and all debuffs will resolve where players are standing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039; - An &#039;&#039;extremely&#039;&#039; large magic damage [[Area of Effect#Spread Circle|spread circle AoE]] that inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to those hit.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; - A magic damage {{I|Stack marker}} that inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;[[Magic Vulnerability Up|.]]&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:House arrest icon1.png|link=File:House arrest icon1.png}} House Arrest&#039;&#039;&#039; - A [[Tether (mechanic)#Paired / Close Tether|close tether]] attached to another player, dealing less damage the closer the two players are to each other. Deals [[Unique Damage|Unique damage]] instead of magical.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Restraining_order_icon1.png|link=File:Restraining_order_icon1.png}} Restraining Order&#039;&#039;&#039; - A [[Tether (mechanic)#Spread / Far Tether|far tether]] attached to another player, dealing less damage the farther the two players are to each other. Deals [[Unique damage]] instead of magical.&lt;br /&gt;
|}&lt;br /&gt;
[[File:A12S Temporal Stasis.png|alt=Placements for Temporal Stasis|thumb|Placements for Temporal Stasis: Left being the first cast, and the right being the second cast.]]&lt;br /&gt;
Alexander Prime re-appears and with the use of &#039;&#039;&#039;Chronofoil&#039;&#039;&#039;, sprouts a pair of wings.&lt;br /&gt;
&lt;br /&gt;
The focus of Phase 3 is correctly placing the debuffs given during &#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039; should be spread to the East, West, and South edge of the arena, leaving the North safe for the remaining players.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Restraining_order_icon1.png|link=File:Restraining_order_icon1.png}} Restraining Order&#039;&#039;&#039; will require one player to stand south while the other stands north. As the tethers deal [[Unique Damage|Unique damage]], they are unaffected by {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:House arrest icon1.png|link=File:House arrest icon1.png}} House Arrest&#039;&#039;&#039; can simply stack together at the north.&lt;br /&gt;
* &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; will always be on two different players. If both stack together, players inside will die due to {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Players in the north will need to split to two sides while still remaining out of range of &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The first use of &#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039; will put &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039; on 3 DPS, a random &#039;&#039;&#039;Tether&#039;&#039;&#039; type on both tanks, and &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; on the last DPS and one random healer.&lt;br /&gt;
&lt;br /&gt;
The second use of &#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039; will put &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039; on one tank and one healer, &#039;&#039;&#039;Tether&#039;&#039;&#039; together the other tank and healer as well as two DPS together, and lastly put &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; on the final two DPS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039; is always followed by &#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039; and &#039;&#039;&#039;Sacrament/Radiant Sacrament&#039;&#039;&#039;. As players can not choose where to place the AoEs, they should immediately run to the left or right to find a safe spot away from where players were standing prior.&lt;br /&gt;
&lt;br /&gt;
At the end of the rotation, Alexander will disappear again and begin Phase 4.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Chronofoil&#039;&#039;&#039;&lt;br /&gt;
|The main tank should use {{Action icon|Provoke}} to re-establish enmity.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039;&lt;br /&gt;
|Resolve the debuffs before time is stopped. The &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; healer can stack with the other healer while the DPS can stack with the tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Run left or right to avoid the AoEs placed under the groups feet.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament / Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Either run towards Alexander Prime or to a diagonal safe from the lasers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Holy&#039;&#039;&#039;&lt;br /&gt;
|Heal the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Use heavy mitigations for the extreme amount of incoming damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{status effect|debuff|File:Temporal displacement icon1.png|link=File:Temporal displacement icon1.png}} Temporal Stasis&#039;&#039;&#039;&lt;br /&gt;
|Two DPS will get &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; this time. The healer/tank tether should split away from the DPS tether and the &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039; DPS will have to decide which group to stack with.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament / Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Will always be the &#039;&#039;opposite&#039;&#039; to what was cast previously this phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
|Mitigate heavily and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 4 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 4: Time Gate ===&lt;br /&gt;
----Alexander Prime creates four &#039;&#039;&#039;Time Gates&#039;&#039;&#039; and sends its minions through to change the past.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Time Gate&#039;&#039;&#039;&lt;br /&gt;
|Creates a time gate in the Northeast, Northwest, Southeast, and Southwest. Only one player can enter each gate. A Temporal Reconfiguration gauge will build up while all four enemies inside the &#039;&#039;&#039;Time Gates&#039;&#039;&#039; live, wiping the party if it reaches 100.&lt;br /&gt;
&lt;br /&gt;
* The Northeast and Northwest &#039;&#039;&#039;Time Gates&#039;&#039;&#039; have &#039;&#039;&#039;The General&#039;s Wing&#039;&#039;&#039;. This enemy casts &#039;&#039;&#039;Almost Holy&#039;&#039;&#039; repeatedly, dealing minor magical damage continuously to its platform.&lt;br /&gt;
* The Southeast &#039;&#039;&#039;Time Gate&#039;&#039;&#039; has &#039;&#039;&#039;The General&#039;s Time&#039;&#039;&#039;. This enemy casts &#039;&#039;&#039;Half Gravity&#039;&#039;&#039; every 7 seconds, which deals damage equal to 85% of the targeted player&#039;s max health.&lt;br /&gt;
* The Southwest &#039;&#039;&#039;Time Gate&#039;&#039;&#039; has &#039;&#039;&#039;The General&#039;s Might&#039;&#039;&#039;. This enemy casts &#039;&#039;&#039;Smash&#039;&#039;&#039; every 20 seconds, a powerful [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|A random player outside the &#039;&#039;&#039;Time Gate&#039;&#039;&#039; is marked with a red [[Area of Effect#Spread Circle|spread circle]] arrow. This deals high damage and places a &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039; object on the arena.&lt;br /&gt;
&lt;br /&gt;
* If Alexander Prime moves near a &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;, the crystal will begin to cast &#039;&#039;&#039;Tetrashatter&#039;&#039;&#039;, a [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inception&#039;&#039;&#039;&lt;br /&gt;
|Alexander Prime becomes completely invisible, moves to a random cardinal or inter-cardinal edge of the arena, and fires &#039;&#039;&#039;Sacrament&#039;&#039;&#039; facing towards the center of the arena.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Inception&#039;&#039;&#039; is combined with one &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039;, one &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039;, and three &#039;&#039;&#039;Tether&#039;&#039;&#039; pairs.&lt;br /&gt;
|}&lt;br /&gt;
The party will need to assign four players to enter the &#039;&#039;&#039;Time Gates&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Two DPS to the Northern gates.&lt;br /&gt;
* One healer to the Southeastern gate.&lt;br /&gt;
* The off-tank to the Southwestern gate.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Players inside &#039;&#039;&#039;Time Gates&#039;&#039;&#039; must begin attacking their respective enemies as soon as possible, as the Temporal Reconfiguration gauge builds faster while enemies are not in combat.&lt;br /&gt;
&lt;br /&gt;
Inside the &#039;&#039;&#039;Time Gates&#039;&#039;&#039;, the healer and off-tank should focus primarily on surviving while the two DPS defeat their respective enemies as quickly as possible. After defeating &#039;&#039;&#039;The General&#039;s Wing&#039;&#039;&#039;, DPS players should jump south to help out the healer or off-tank with their fight. Once all four enemies are defeated, the Temporal Reconfiguration will be aborted and players will be kicked back out into the arena with Alexander Prime.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Meanwhile the party outside facing Alexander Prime will have the job of placing &#039;&#039;&#039;Judgement Crystals&#039;&#039;&#039; in preparation for the future.&lt;br /&gt;
&lt;br /&gt;
Alexander Prime will stand still and begin casting &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039; on a random player. This player must move to one of the pre-assigned placement waymarks until the crystal drops. Alexander Prime should be tanked a short distance away from these waymarks—close enough that the main tank can run to the waymark if targeted but far enough away that Alexander Prime does not trigger &#039;&#039;&#039;Tetrashatter&#039;&#039;&#039;. If the main tank is targeted, they should immediately run back to Alexander Prime once the crystal is placed to prevent Alexander Prime from moving closer to it.&lt;br /&gt;
&lt;br /&gt;
Inbetween each cast of &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;, Alexander Prime will cast a single ability that must be handled or dodged by the outside party of four. As there will only be one healer outside, players will need to be extra cautious about damage taken.&lt;br /&gt;
[[File:A12S Inception.png|alt=Where to place Judgement Crystals and where to stand for Inception.|thumb|Judgement Crystals should be placed on the waymarks shown. The right shows the potential Inception positions if the crystal on waymark 1 explodes—and where to stand relative to it.]]&lt;br /&gt;
Once four &#039;&#039;&#039;Judgement Crystals&#039;&#039;&#039; are placed, Alexander will cast &#039;&#039;&#039;Inception&#039;&#039;&#039; and disappear. The &#039;&#039;only method&#039;&#039; to know where Alexander Prime has moved to is via &#039;&#039;&#039;Tetrashatter&#039;&#039;&#039; from one of the crystals. Players will have to look for which &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039; is exploding and move left or right and away to dodge both the &#039;&#039;&#039;Sacrament&#039;&#039;&#039; and the [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The red dots around the edge of the arena can be used as reference. There is one on each cardinal and inter-cardinal marking the potential &#039;&#039;&#039;Inception&#039;&#039;&#039; spots and thus relative safe spots.&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Judgement Crystals&#039;&#039;&#039; should be halfway between two red dots, players can move to the third red dot to the left or right of a shattering crystal to be safe from &#039;&#039;&#039;Inception&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
After re-appearing after &#039;&#039;&#039;Inception&#039;&#039;&#039;, Alexander Prime always immediately begins casting &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;, forcing all players to sprint towards the boss from the opposite side of the arena.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Alexander Prime should stay tanked on the side of the arena, as after a couple [[Tankbuster|tankbusters]], they will cast &#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039; and &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;. By having players stacked on the side of the arena, the center is always left clear of AoEs and thus a safe place to stack for &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Alexander Prime casts &#039;&#039;&#039;Inception&#039;&#039;&#039; again, but this time marking the main tank with &#039;&#039;&#039;{{status effect|debuff|File:Defamation icon1.png|link=File:Defamation icon1.png}} Defamation&#039;&#039;&#039;, one healer with &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039;, and the rest of the party with random types of &#039;&#039;&#039;Tethers&#039;&#039;&#039;. The main tank will need to run to the opposite side of the arena along with one player from each &#039;&#039;&#039;{{status effect|debuff|File:Restraining_order_icon1.png|link=File:Restraining_order_icon1.png}} Restraining Order&#039;&#039;&#039; pair while the other side stacks together for &#039;&#039;&#039;{{status effect|debuff|File:Shared sentence icon1.png|link=File:Shared sentence icon1.png}} Shared Sentence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The boss will do the same rotation of [[Tankbuster|tankbusters]], &#039;&#039;&#039;Gravitational Anomaly,&#039;&#039;&#039; and &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039; before beginning Phase 5.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;Time Gates&#039;&#039;&#039;&lt;br /&gt;
|Have two assigned DPS go into the north gates, an assigned healer in the southeast, and an off-tank in the southwest.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|Place the crystal on the first waymark.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|Always targets the healer. Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|Place the crystal on the second waymark.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament / Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|Place the crystal on the third waymark.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;&lt;br /&gt;
|Place the crystal on the fourth waymark.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inception&#039;&#039;&#039;&lt;br /&gt;
|Move to the third red dot to the left or right of the detonating &#039;&#039;&#039;Judgement Crystal&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Immediately run to Alexander Prime once they re-appear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Keep Alexander Prime tanked on the edge of the arena. Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
|Stack together away from the center to place the AoEs, then run towards the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the center.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inception&#039;&#039;&#039;&lt;br /&gt;
|Assign the main tank and one player from &#039;&#039;&#039;{{status effect|debuff|File:Restraining_order_icon1.png|link=File:Restraining_order_icon1.png}} Restraining Order&#039;&#039;&#039; pairs to one side, and the rest of the party stacks to the other side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;&lt;br /&gt;
|Run to Alexander Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Heat&#039;&#039;&#039;&lt;br /&gt;
|Repeat as before&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitational Anomaly&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 5 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 5: Summon Alexander ===&lt;br /&gt;
----Alexander Prime re-summons a giant Alexander in the background and upgrades their repertoire of attacks.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;&lt;br /&gt;
|Two [[Tower|towers]] are created on opposite sides of the arena that each resolve three times in a row. Players inside the tower are inflicted with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 9 seconds and {{status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Potency Down&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
Each time the [[Tower|towers]] resolve, they shrink in size and increase in damage. The third and final size deals enough damage to be considered a [[Tower#Tank Tower|tank tower]].&lt;br /&gt;
&lt;br /&gt;
* Failing to have a player inside a &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; when it resolves deals high damage to the entire party and inflicts all players with {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Bleed&#039;&#039;&#039;&lt;br /&gt;
|An upgraded version of &#039;&#039;&#039;Mega Holy&#039;&#039;&#039;, dealing even more damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;&lt;br /&gt;
|A four hit [[tankbuster]] on the main tank. Despite the main tank being marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]],&#039;&#039;&#039; the off-tank using {{Action icon|Provoke}} will cause the last three hits to impact them instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;&lt;br /&gt;
|A high damage [[tankbuster]] used after &#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;. Inflicts {{status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If the targeted tank dies from &#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;, this cast is cancelled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Communion&#039;&#039;&#039;&lt;br /&gt;
|All four DPS are targeted with [[Area of Effect#Homing AoE|homing AoEs]], repeatedly dropping [[Area of Effect#Puddle|puddles]] on the ground that inflict {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short but high-damage phase, the main focus to surviving this final bout is handling &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; correctly.&lt;br /&gt;
&lt;br /&gt;
As damage increases with every resolution, healers should split to each take the first &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; hit. They should then swap with a DPS—who will take the second hit. Finally, both tanks will take the final third hit.&lt;br /&gt;
&lt;br /&gt;
During the third hit, a healer will be targeted by &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;. The two DPS that took the second hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; must &#039;&#039;stay out&#039;&#039; of the stack, as they will still be debuffed with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers must immediately heal the party to full health to survive &#039;&#039;&#039;Holy Bleed&#039;&#039;&#039;, and then focus on the main tank who will be targeted by four hits of &#039;&#039;&#039;Holy Scourge&#039;&#039;&#039; and then &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;. Tanks can either use all mitigations or an invulnerability to survive, but a tank swap must occur after due to the {{status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Alexander Prime will then use &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; again, but at the same time target all DPS with &#039;&#039;&#039;Communion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# DPS should place puddles on the outside area of the arena while healers move to take the first hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;. At the same time, the tank must point Alexander Prime&#039;s cardinals &#039;&#039;away&#039;&#039; from the &#039;&#039;&#039;Voids&#039;&#039;&#039; to aim the upcoming &#039;&#039;&#039;Sacrament&#039;&#039;&#039; away from the towers.&lt;br /&gt;
# Two DPS should move to take the second hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;, moving slowly around the edges of the tower as to leave space for the tanks afterwards.&lt;br /&gt;
# Tanks move to take the final hit of the &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039; while the rest of the part (minus the DPS marked with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; stack for &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After another set of &#039;&#039;&#039;Holy Bleed&#039;&#039;&#039; and tankbusters, the phase will repeat until either the boss is defeated or enrages and uses &#039;&#039;&#039;Judgment Protocol&#039;&#039;&#039; to wipe the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 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;Void of Repentance&#039;&#039;&#039;&lt;br /&gt;
|Have healers take the first hit and DPS take the second hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|While tanks take the third hit of &#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;, the rest of the party should stack—excepting the two DPS that took tower hits and are debuffed with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Bleed&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;&lt;br /&gt;
|The tank should either use all mitigations available or an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;&lt;br /&gt;
|Tank-swap after.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Void of Repentance + Communion&#039;&#039;&#039;&lt;br /&gt;
|The DPS should place puddles around the edge of the arena while the healers take the first hit. The tank must face the boss&#039;s cardinals away from the &#039;&#039;&#039;Voids&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacrament&#039;&#039;&#039;&lt;br /&gt;
|If this isn&#039;t faced away from the &#039;&#039;&#039;Void of Repentances&#039;&#039;&#039;, the group will likely wipe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;&lt;br /&gt;
|Handle as before. DPS should no longer be chased by &#039;&#039;&#039;Communion&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Bleed&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Scourge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Alexandrian Weapons}}&lt;br /&gt;
*{{Item icon|Alexandrian Manifesto - Page 4}}&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 Alexandrian Arms (IL 275)}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Axe}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Guillotine}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Spear}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Knuckles}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Katana}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Daggers}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Bow}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Cannon}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Rod}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Grimoire}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Rapier}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Cane}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Codex}}&lt;br /&gt;
{{Drops table row|Alexandrian Metal Meter}}&lt;br /&gt;
{{Drops table row|Alexandrian Chest Gear Coffer (IL 270)}}&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|Alexandrian Weapon Coffer (IL 275)}}&lt;br /&gt;
{{Drops table row|Toy Alexander}}&lt;br /&gt;
{{Drops table row|Arrhidaeus Master 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|Sins of the Savage Creator I}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Creator II}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Creator III}}&lt;br /&gt;
{{achievement table row|Mightier than the Prime}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 + Adds|Moebius}}&lt;br /&gt;
{{music table row|Final Phase|Rise}}&lt;br /&gt;
{{music table row|Temporal Stasis|Stasis Loop|roll=n}}&lt;br /&gt;
{{music table row|Inside time gate|Out of Time|roll=n}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Burden_of_the_Son_(Savage)&amp;diff=1507292</id>
		<title>Alexander - The Burden of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Burden_of_the_Son_(Savage)&amp;diff=1507292"/>
		<updated>2026-07-20T13:11:53Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: /* Phase 2 -  Blaster,  Brawler,  Swindler, and  Vortexer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Burden of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Burden of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Burden_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 225&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Heavensward)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Burden of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Burden of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
| id-gt = 30037&lt;br /&gt;
| id-edb = f93d68d7d3c&lt;br /&gt;
}} Also called &#039;&#039;&#039;A8S&#039;&#039;&#039;, it is the fourth and final sector of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
A long, intense gauntlet of mechanics and enemies, this fight is often described as a mini-[[Raids#Ultimate Raids|Ultimate]]. Player&#039;s ability to coordinate and survive will be brutally tested, with single missteps often leading to the death of the entire group.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
&lt;br /&gt;
* Each DPS should be assigned a square (NE, NW, SE, SW) for Phase 1&#039;s &#039;&#039;&#039;Execution&#039;&#039;&#039;.&lt;br /&gt;
* A stack spot and strategy should be chosen for Phase 1&#039;s &#039;&#039;&#039;Legislation&#039;&#039;&#039; and &#039;&#039;&#039;Discoid&#039;&#039;&#039;.&lt;br /&gt;
* Light Party groups should be decided for Phase 2.&lt;br /&gt;
* A DPS should be assigned to handle &#039;&#039;&#039;Double Drill&#039;&#039;&#039; far bait for Phase 2, and Phase 4.&lt;br /&gt;
* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; assignments may need to be given to DPS for Phase 4.&lt;br /&gt;
* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; assignments may need to be given to DPS for Phase 6.&lt;br /&gt;
* Tanks should decide whether or not to use invulnerabilities in Phase 6.&lt;br /&gt;
* A tank or ranged DPS should be assigned for Super Jump in Phase 3A and Phase 6.&lt;br /&gt;
* The group should decide whether or not to sacrifice the player with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; in Phase 6.&lt;br /&gt;
=== Phase 1 - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Onslaughter]] ===&lt;br /&gt;
----The fight starts with &#039;&#039;&#039;Onslaughter&#039;&#039;&#039;, who will test the DPS&#039;s ability to coordinate both individually and as a group.&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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed high-damage AoE on the highest enmity target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|Targets six random players with [[Area of Effect#Static Circle AoE|Static circle AoEs]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|The boss will turn towards a random player that is not the highest enmity target and begin charging a powerful [[Area of Effect#Static Line AoE|Static line AoE]].&lt;br /&gt;
&lt;br /&gt;
* There is no cast bar for this attack, so players need to keep an eye out for the charging animation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
|Four black squares will appear, one in each corner of the arena. Two will have a &#039;&#039;&#039;Steam Regulator A&#039;&#039;&#039;, and the other two a &#039;&#039;&#039;Steam Regulator B&#039;&#039;&#039;. These explode after 20 seconds if not destroyed.&lt;br /&gt;
&lt;br /&gt;
* The first player that enters each square will become [[Tether (mechanic)|tethered]] to the Regulator. If the tethered player dies or leaves their square, the Regulator explodes and wipes the party.&lt;br /&gt;
* The tethered players will be debuffed with {{Status effect|debuff|File:Final Decree Nisi A.png}} &#039;&#039;&#039;Final Decree Nisi A&#039;&#039;&#039; or {{Status effect|debuff|File:Final Decree Nisi B.png}} &#039;&#039;&#039;Final Decree Nisi B&#039;&#039;&#039;, matching their Regulator. This deals damage-over-time but allows the player to damage their Regulator.&lt;br /&gt;
* Unlike [[Alexander - The Burden of the Father (Savage)|Burden of the Father]], having both debuffs simultaneously is not fatal. The debuffs simply allow that player to damage the matching Regulator, which is {{Status effect|buff|File:invincibility icon1.png}} &#039;&#039;&#039;Invincible&#039;&#039;&#039; to damage otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;&lt;br /&gt;
|A multi-hit [[tankbuster]]. The first hit deals extremely high damage and inflicts {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039; Onslaughter then follows with three more tankbusters and ends with &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legislation&#039;&#039;&#039;&lt;br /&gt;
|All four DPS are given {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;, with each player getting a different number of stacks counting 1 to 4. One stack is removed each time the debuffed player takes damage from any source.&lt;br /&gt;
&lt;br /&gt;
* If a DPS dies while the debuff is active or the debuff is allowed to expire, the entire party is executed.&lt;br /&gt;
* If any DPS was dead before the mechanic, random support(s) that are not the main-tank will get the missing stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discoid&#039;&#039;&#039;&lt;br /&gt;
|Five &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; orbs will appear and attach a [[Tether (mechanic)#Chase Tether|chase tether]] to each DPS and one random healer.&lt;br /&gt;
&lt;br /&gt;
* When a player touches a &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039;, it creates a small [[Area of Effect#Static Circle AoE|Static circle AoE]] that explodes &amp;lt;u&amp;gt;after one second&amp;lt;/u&amp;gt;, dealing moderate damage to those inside.&lt;br /&gt;
* &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; will do &#039;&#039;lethal&#039;&#039; damage to the specific player it is tethered to, and normal damage to anyone else.&lt;br /&gt;
* &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; do &#039;&#039;increasing&#039;&#039; damage with every player inside their AoE. While an alone player will take ~1500 damage, three players sharing a &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; will each take ~9000 damage.&lt;br /&gt;
|}&lt;br /&gt;
Onslaughter has a straightforward, consistent rotation, but an extensive list of abilities that will punish players for a single misstep.&lt;br /&gt;
* Of note, while &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; by itself is simple to dodge, this will be combined with other, much more restrictive attacks throughout the entire fight. Players will need to constantly be aware of this attack and be ready to move if it&#039;s pointed at them.&lt;br /&gt;
&lt;br /&gt;
* The first major attack used in Phase 1 will be &#039;&#039;&#039;Execution&#039;&#039;&#039;, which will put a square in each of the four corners of the arena. One DPS should be assigned to each square and should attempt to destroy their &#039;&#039;&#039;Steam Regulators&#039;&#039;&#039; as fast as possible.&lt;br /&gt;
** During &#039;&#039;&#039;Execution&#039;&#039;&#039;, Onslaughter will cast &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; followed by &#039;&#039;&#039;Megabeam&#039;&#039;&#039;. As the DPS &#039;&#039;cannot&#039;&#039; leave their squares until the &#039;&#039;&#039;Regulator&#039;&#039;&#039; is destroyed, they will have to carefully maneuver to dodge the AoEs in a very limited amount of space.&lt;br /&gt;
&lt;br /&gt;
* Afterwards, Onslaughter will cast their first &#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;. The {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; will result in the death of the main tank, so both tanks should use a large mitigation and the off-tank should {{Action icon|Provoke}} during the initial cast.&lt;br /&gt;
** Healers should focus entirely on healing of off-tank, as they will be taking extreme amounts of damage while the previous tank only takes the initial hit.&lt;br /&gt;
** Alternatively, tanks can use an invulnerability to ignore the entire barrage.&lt;br /&gt;
&lt;br /&gt;
* Finally, &#039;&#039;&#039;Legislation&#039;&#039;&#039; will place {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; on all the DPS followed by &#039;&#039;&#039;Discoid&#039;&#039;&#039;— creating &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; that must be used to cleanse these debuffs.&lt;br /&gt;
** &amp;lt;u&amp;gt;The party should stop DPS at &amp;lt;10% to prevent Phase 2 from starting while {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; is active.&amp;lt;/u&amp;gt; Phase 2 begins with a DPS check which may fail if DPS are busy removing their debuff stacks.&lt;br /&gt;
** &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; must be handled carefully, as they are lethal to the one player they are [[Tether (mechanic)#Chase Tether|tethered]] to, and deal more damage with each player standing inside the AoE. While three players sharing an orb is survivable, it can kill a DPS that is not at full health.&lt;br /&gt;
** Take note that &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; &#039;&#039;do not explode instantly&#039;&#039;, and instead create a delayed [[Area of Effect#Static Circle AoE|Static circle AoE]]. Players will need to remember not to immediately run out of the circle if attempting to cleanse a stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are many strategies for clearing {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; stacks, but two will be listed below:&lt;br /&gt;
&lt;br /&gt;
* All strategies begin by having the main-tank and DPS players stack together during &#039;&#039;&#039;Legislation&#039;&#039;&#039;. Using party mitigations, players will intentionally share a hit of &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039; in order to cleanse one stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; from everyone.&lt;br /&gt;
&lt;br /&gt;
====== Method 1: ======&lt;br /&gt;
&lt;br /&gt;
* The first strategy involves marking the player with the highest {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; count as the &amp;quot;leader&amp;quot; using a [[sign]]. The leader will run to &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; with the other DPS following, individuals staying out if the Steam Gasket chosen is tethered to them.&lt;br /&gt;
* Some groups may prefer to stack south and simply rotate around the room clockwise.&lt;br /&gt;
&lt;br /&gt;
====== Method 2: ======&lt;br /&gt;
&lt;br /&gt;
* The second strategy has, after the &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;, the players with &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; share the &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; attached to the player with &amp;lt;u&amp;gt;three&amp;lt;/u&amp;gt; stacks. Meanwhile, the player with &amp;lt;u&amp;gt;three&amp;lt;/u&amp;gt; stacks will run to the &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; attached to the player with &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; stacks.&lt;br /&gt;
* This leaves three safe Steam Gaskets and a total of three stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; for the remaining players to take solo.&lt;br /&gt;
&lt;br /&gt;
Be warned that during this time, Onslaughter will cast &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;, &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;, and then &#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;, which all players need to be on the lookout for. If any DPS get hit by the former two, the raid will wipe due to failing {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once all stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; are cleared, the party can defeat Onslaughter and start Phase 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; While it&#039;s possible to push Onslaughter into Phase 2 prior to Legislation with fully optimized DPS (using [[food]] buff, tinctures, etc.), it is not recommended to attempt to do so.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Onslaughter Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;13&amp;quot; class=&amp;quot;line-right&amp;quot; |Opening&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|No players should be standing near the main tank for most of this phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This will most likely face backwards towards the DPS, all players should sidestep out of the way.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
|Each DPS should move to their assigned square and destroy their &#039;&#039;&#039;Steam Regulator&#039;&#039;&#039; as quickly as possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|DPS will need to dodge this AoE in the limited space they have available.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This has a high chance to target one of the DPS, in which case they will need to move to one of the side corners of the square to dodge the beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray + Missile&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should use a heavy mitigation while the off-tank uses {{Action icon|Provoke}}. Healers should focus completely on keeping the off-tank alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Sidestep the beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legislation&#039;&#039;&#039;&lt;br /&gt;
|All players should &amp;lt;u&amp;gt;stop attacking the boss&amp;lt;/u&amp;gt; here to prevent Phase 2 from starting early. Then, DPS should stack with the main tank and prepare to share &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discoid&#039;&#039;&#039;&lt;br /&gt;
|Prepare for whichever strategy the group prefers to remove their stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment.&#039;&#039;&#039;&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; class=&amp;quot;line-right&amp;quot;|Loop&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This will often be aimed at one of the DPS. All DPS should focus on dodging this beam to prevent wiping the group from {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray + Missile&#039;&#039;&#039;&lt;br /&gt;
|As the healers are busy with keeping the DPS alive, it is preferable to use an invulnerability here.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Blaster]], [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Brawler]], [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Swindler]], and [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Vortexer]] ===&lt;br /&gt;
----[[Blaster]] and [[Brawler]] will descend from the sky with the start of the phase. 20 seconds later, [[Swindler]] will appear on the east side of the arena. 25 seconds after that, [[Vortexer]] will appear at the south. &lt;br /&gt;
&lt;br /&gt;
These bosses have moves similar to what was used in [[Alexander - The Cuff of the Son (Savage)]]. Knowledge of prior fights will be critical in handling the four simultaneously. &lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Boss&lt;br /&gt;
!Abilities&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;|Blaster&lt;br /&gt;
|&#039;&#039;&#039;Mind Blast&#039;&#039;&#039;&lt;br /&gt;
|An [[Interrupt|interruptable]] cast that deals minor damage to the entire party if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage&#039;&#039;&#039;&lt;br /&gt;
|At 50% HP, creates a Mirage copy that takes no damage and tethers to Blaster if too close, granting both {{Status effect|buff|File:invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; and {{Status effect|buff|File:Companion attack up icon.png}} &#039;&#039;&#039;Physical Damage Up&#039;&#039;&#039; until separated.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Brawler&lt;br /&gt;
|&#039;&#039;&#039;Attachment&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to [[Alexander - The Cuff of the Son (Savage)#Brawler|The Cuff of the Son]], but Attachments are chosen completely randomly and can repeat. The Single Drill attachment will not appear until below 50% HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;&lt;br /&gt;
|Grants any other boss in a 15y range {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|File:Choco regen icon.png}} &#039;&#039;&#039;[[Rehabilitation]]&#039;&#039;&#039;. Has no effect on the &#039;&#039;&#039;Mirage&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Plasma&#039;&#039;&#039;&lt;br /&gt;
|At 50% HP, gains {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; until all Power Plasma orbs are gone. Will summon two &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Power Plasma Beta]]&#039;&#039;&#039; and two &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Power Plasma Gamma]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot;|Swindler&lt;br /&gt;
|&#039;&#039;&#039;Self-Buffs&#039;&#039;&#039;&lt;br /&gt;
|Swindler gains stacks of {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and {{Status effect|buff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; depending on how many other bosses are alive— having 1 stack of each with one other boss, and four stacks with two others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Height&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its previous incarnation in [[Alexander - The Cuff of the Son (Savage)#Swindler|Alexander - The Cuff of the Son (Savage)]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-arithmeticks&#039;&#039;&#039;&lt;br /&gt;
|Cast at 50% HP. Deals high unavoidable damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration&#039;&#039;&#039;&lt;br /&gt;
|Combined with &#039;&#039;&#039;Height&#039;&#039;&#039; after 50% HP. A [[Stack marker#Multi-Player Marker|multi-player stack marker]]. Unlike in [[Alexander - The Cuff of the Son (Savage)|The Cuff of the Son]], here, one random tank will be the sole target of &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. Cast every 20 seconds after &#039;&#039;&#039;Bio-arithmeticks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;&lt;br /&gt;
|Only used after 50% HP. Functions exactly the same as &#039;&#039;&#039;Brawler&#039;s&#039;&#039;&#039;.&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;|Vortexer&lt;br /&gt;
|&#039;&#039;&#039;Elemental Jammer&#039;&#039;&#039;&lt;br /&gt;
|Cast at 50% HP. Deals high unavoidable damage to the party and [[knockback]]. Inflicts one random DPS with {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Lightning]]&#039;&#039;&#039; for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Missile&#039;&#039;&#039;&lt;br /&gt;
|Cast after 50% HP. Fires a [[Area of Effect#Static circle AoE|Static circle AoE]] at four random players which create lava [[Area of Effect#Puddle|puddles]] on the ground. Stepping into these [[Area of Effect#Puddle|puddles]] inflicts {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; and {{Status effect|debuff|sludge}} &#039;&#039;&#039;[[Sludge]]&#039;&#039;&#039;, a deadly damage-over-time debuff that must be cleansed with {{Action icon|Esuna}}.&lt;br /&gt;
|}&lt;br /&gt;
Phase 2 is a difficult gauntlet of enemies, each attacking with separate rotations and gaining a new ability at 50%. Bosses must be defeated or brought to 50% health in a specific order to prevent dangerous mechanics from lining up or happening too early. If all four &#039;&#039;&#039;Blaster, Brawler, Swindler and Vortexer&#039;&#039;&#039; are spawn and existing on the arena at the same time, they will go untargetable, glow and cast &#039;&#039;&#039;Final Judgement&#039;&#039;&#039;, immediatly wiping the raid.&lt;br /&gt;
&lt;br /&gt;
One tank should focus on holding enmity on [[Blaster]], [[Swindler]], and [[Vortexer]] at the edges of the arena while the other tank handles [[Brawler]] in the center. The Brawler tank will need to handle &#039;&#039;&#039;Attachments&#039;&#039;&#039; with one DPS helping with &#039;&#039;&#039;Double Drills&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As Brawler never moves from the center of the arena, all other bosses must be kept to the edges to avoid buffing them with &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Step 1: Defeating Blaster ======&lt;br /&gt;
The phase starts with an immediate DPS check—if [[Blaster]] is not defeated by the time [[Vortexer]] appears, they will enrage and forcefully reset the encounter (regardless of whether players survive the enrage or not).&lt;br /&gt;
&lt;br /&gt;
When Blaster reaches 50% HP, they will summon a &#039;&#039;&#039;Mirage&#039;&#039;&#039; copy that must be immediately separated from them. As the &#039;&#039;&#039;Mirage&#039;&#039;&#039; is unaffected by &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;, it is safe for the other tank to bring it to the center with Brawler&lt;br /&gt;
&lt;br /&gt;
* After defeating Blaster, players will have time to breathe as there are no major DPS checks or difficult mechanics until after Brawler is defeated.&lt;br /&gt;
&lt;br /&gt;
====== Step 2: Defeating Brawler ======&lt;br /&gt;
DPS should focus on bringing Brawler to 50% while the non-Brawler tank continues on holding enmity on [[Swindler]] and [[Vortexer]]. Be wary of &#039;&#039;&#039;Height&#039;&#039;&#039; being cast intermittently throughout the phase.&lt;br /&gt;
&lt;br /&gt;
When Brawler reaches 50% HP, they will become functionally immune to damage until their &#039;&#039;&#039;Power Plasma&#039;&#039;&#039; orbs are dealt with. The entire party should stack together on a cardinal edge except for the Brawler tank.&lt;br /&gt;
The Brawler tank should stun one &#039;&#039;&#039;Power Plasma Beta&#039;&#039;&#039; and pop the two &#039;&#039;&#039;Power Plasma Gamma&#039;&#039;&#039;. Brawler will still be casting &#039;&#039;&#039;Attachment&#039;&#039;&#039; intermittently during this phase.&lt;br /&gt;
&lt;br /&gt;
During this time, DPS can lower the health of Swindler and Vortexer. &amp;lt;u&amp;gt;Do not bring Swindler or Vortexer below 60% HP&amp;lt;/u&amp;gt;. If either reach 50% HP and begin using their special ability prior to Brawler being defeated, it will likely result in a wipe.&lt;br /&gt;
&lt;br /&gt;
After all the &#039;&#039;&#039;Power Plasma&#039;&#039;&#039; orbs are dealt with, Brawler will lose their {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039;. All DPS should switch targets to Brawler and defeat them.&lt;br /&gt;
&lt;br /&gt;
====== Step 3: Defeating Swindler and Vortexer ======&lt;br /&gt;
The group should split into two light-parties: one on Swindler and one on Vortexer. The Brawler tank should {{Action icon|Provoke}} Swindler and separate them to prevent Vortexer from being in &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039; range later.&lt;br /&gt;
* The last two bosses &amp;lt;u&amp;gt;must be defeated at the same time&amp;lt;/u&amp;gt;. Whichever boss is left alone will begin a 5 second &#039;&#039;&#039;Self-Detonate&#039;&#039;&#039; cast that will forcefully reset the fight if successful.&lt;br /&gt;
While the order does not matter, only one of Swindler or Vortexer should be brought to 50% HP first. The other light party should hold DPS for a few seconds after the 50% HP attack to give healers time to fill everyone&#039;s health back up—then bringing their own boss to 50% HP as well.&lt;br /&gt;
* Whichever boss hits 50% HP first will also have their mechanic occur first—Swindler using &#039;&#039;&#039;Enumeration&#039;&#039;&#039; every 20 seconds and Vortexer&#039;s {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039; repeating every 20 seconds. As they are on the same timer, they will alternate consistently.&lt;br /&gt;
* One useful method to handing &#039;&#039;&#039;Enumeration&#039;&#039;&#039; is assigning numbers to roles: If Enumeration is 2 - only the tanks and healers stack together. If 3, only the tanks and DPS stack together. If 4, the entire light party stacks together.&lt;br /&gt;
** Additionally, this can be made easier by having DPS hug the boss&#039;s left, the healer hug the boss&#039;s right, and having the tank move to the left, right, or center depending on the &#039;&#039;&#039;Enumeration&#039;&#039;&#039; count.&lt;br /&gt;
* For {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039;, the afflicted DPS player should stand in the center with one of the healers. &#039;&#039;No other players&#039;&#039; should stand in the center, as it would increase the lightning&#039;s damage&amp;lt;nowiki/&amp;gt; to potentially lethal levels.&lt;br /&gt;
After both Swindler and Vortexer are defeated simultaneously, all bosses will jump away and begin Phase 3.&lt;br /&gt;
=== Phase 3A - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Brute Justice]] ===&lt;br /&gt;
----The five bosses will combine into [[Brute Justice]], dealing high damage to all players and knocking them back to the edges of the arena.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|A fire element [[Area of Effect#Cleave|cleave]] with an extremely long frontal length.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. If a player dies to this attack, the boss gains a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Two non-tanks are marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, one player has a {{I|Stack marker}}, and &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; is cast twice before the stack resolves. Always ends with &#039;&#039;&#039;Megabeam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The players with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; will be hit by high damage AoEs that are likely to kill anyone else caught in the radius.&lt;br /&gt;
&lt;br /&gt;
* Low party-wide damage is dealt twice with &#039;&#039;&#039;Short Needle&#039;&#039;&#039; at the beginning and end, and a &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is cast after the first &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|Brute Justice targets and jumps on the farthest player, dealing high damage and {{status effect|debuff|stun}} [[Stun|stunning]] any others nearby.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;&lt;br /&gt;
|A long-lasting unmarked [[Area of Effect#Static Cone AoE|Static cone AoE]] aimed at a random player, dealing repeated damage to anyone in front of Brute Justice. Hits fives times, adding a {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; with each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable damage to the entire party.&lt;br /&gt;
|}&lt;br /&gt;
While this phase is very straightforward, the large amount of mechanics thrown at the players simultaneously can catch them off guard if unprepared.&lt;br /&gt;
&lt;br /&gt;
For consistent positioning, the main tank should face Brute Justice towards the north at all times while the rest of the party stacks together on the east— to the boss&#039;s right. One player should be the assigned as the target for &#039;&#039;&#039;Super Jump&#039;&#039;&#039;—preferably the off-tank.&lt;br /&gt;
&lt;br /&gt;
The key to surviving Phase 3A is handling &#039;&#039;&#039;Missile Command&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* All players (excepting the main tank) start stacked together to ensure the first &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; is grouped on the same spot.&lt;br /&gt;
&lt;br /&gt;
*The two players marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should separate from the group while all others rotate clockwise around the back of the boss—first stopping just outside the radius of the first AoE circles. The main tank should rotate slightly to the right preparing to stack.&lt;br /&gt;
*Once the second &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; drops, the stack should continue to rotate just outside the radius of the AoEs, meeting up with the main tank on the left side of the boss.&lt;br /&gt;
*After the {{I|Stack marker}} resolves, the group should rotate clockwise again (to the north side) to dodge &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;. Meanwhile the assigned &#039;&#039;&#039;Super Jump&#039;&#039;&#039; target should start running away to one of the corners of the arena.&lt;br /&gt;
Once &#039;&#039;&#039;Super Jump&#039;&#039;&#039; happens, Brute Justice will aim at a random player and prepare &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. Simply avoid where Brute Justice is facing, then stack together to the boss&#039;s east side while the main tank stands north once again.&lt;br /&gt;
&lt;br /&gt;
Brute Justice will repeat this rotation once again, and after the second &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, will cast &#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039; and transition to phase 3B.&lt;br /&gt;
&lt;br /&gt;
Once Phase 3B finishes, Brute Justice will reform and loop their 3A rotation until brought to 0%, starting Phase 4.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3A 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;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|The main tank should stay north while the rest of the party is stacked east.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should use mitigations while the off-tank moves to stack with the main tank, then moves back to the DPS/Healer stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|While players with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; move away, the stack rotates around the back of the boss together, meeting with the main tank on the west side. Off-tank should run away after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|All players should begin moving towards the off-tank in preparation for &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;&lt;br /&gt;
|Move behind Brute Justice.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Healers should help mitigate and prepare to refill everyone&#039;s health as quickly as possible.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Transitions to Phase 3B on first loop, afterwards loops back to start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 3B - [[Acronyms, abbreviations, and common terms#T|Trio]] 1===&lt;br /&gt;
After Brute Justice&#039;s first &#039;&#039;&#039;{{action icon|J Kick}},&#039;&#039;&#039; they will separate back into their individual parts and begin a deadly series of attacks that must be avoided. Every death during this phase gives Brute Justice a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Trio 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Proximity AoE|proximity AoE]] from the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Supercharge)&#039;&#039;&#039;&lt;br /&gt;
|Four players are marked with [[Area of Effect#Spread Circle|spread circle]] arrows. A &#039;&#039;&#039;Mirage&#039;&#039;&#039; will drop on each player, then after a short delay, begin casting a &#039;&#039;&#039;Supercharge&#039;&#039;&#039; at that player&#039;s current location.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supercharge&#039;&#039;&#039; is a [[Area of Effect#Static Line AoE|Line AoE]] charge that deals high damage and [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eye of the Chakram&#039;&#039;&#039;&lt;br /&gt;
|A total of four red Chakrams appear on two random adjacent edges of the arena. After a long delay, these will charge straight across the arena in a [[Area of Effect#Static Line AoE|Line AoE]] and deal lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth &amp;amp; Ice Missiles&#039;&#039;&#039;&lt;br /&gt;
|Four players are targeted by &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; and four players &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039;. Earth Missiles leave a lava [[Area of Effect#Puddle|puddle]] on the ground, and Ice Missiles an ice [[Area of Effect#Puddle|puddle]] that grows in size after a few seconds.&lt;br /&gt;
&lt;br /&gt;
* Both puddles inflict {{status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; and a lethally powerful damage-over-time debuff if stepped into. The damage-over-time debuff can be cleansed with {{Action icon|Esuna}}.&lt;br /&gt;
* The &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; land first, with the &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039; landing later— at the same time &#039;&#039;&#039;Height&#039;&#039;&#039; finishes casting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Players should start by stacking together on one of the walls to get healed from the &#039;&#039;&#039;{{action icon|J Kick}}.&#039;&#039;&#039;&lt;br /&gt;
# Everyone then spreads out along the wall to avoid hitting each other with the &#039;&#039;&#039;Mirage&#039;&#039;&#039; drops.&lt;br /&gt;
# Once the &#039;&#039;&#039;Mirages&#039;&#039;&#039; land, those hit should move up or down the wall in order to &amp;lt;u&amp;gt;aim the &#039;&#039;&#039;Mirage Supercharge&#039;&#039;&#039; harmlessly along the wall&amp;lt;/u&amp;gt; rather than towards the center of the arena.&lt;br /&gt;
# After the &#039;&#039;&#039;Supercharges&#039;&#039;&#039; are aimed in a safe direction, players must immediately stack together near the center for Brawler&#039;s &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Double Buster]]&#039;&#039;&#039; laser.&lt;br /&gt;
#* &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will appear on two walls at this point. Take note of their positions now and look for a safe spot to avoid them.&lt;br /&gt;
# Once the &#039;&#039;&#039;Double Buster&#039;&#039;&#039; is fired, Onslaughter will aim a &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; at the group and the &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will begin to glow. All players should move to a spot that is both away from the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and not in-line with a &#039;&#039;&#039;Chakram&#039;&#039;&#039; to survive.&lt;br /&gt;
# Finally, &#039;&#039;&#039;Height&#039;&#039;&#039; will begin casting, &#039;&#039;&#039;Earth &amp;amp; Ice Missiles&#039;&#039;&#039; will go out, the main tank will be targeted by a &#039;&#039;&#039;Single Buster&#039;&#039;&#039; from Brawler in the south, and afterwards one final &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; will be cast.&lt;br /&gt;
#* The main tank should run all the way south. After &#039;&#039;&#039;Height&#039;&#039;&#039;, they should attempt to aim the &#039;&#039;&#039;Single Buster&#039;&#039;&#039; towards the wall if possible, or otherwise away from any other players. Be extra wary of &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;, as unlike before, it can target the main tank now.&lt;br /&gt;
#** If the main tank has full health, they will not need to use a mitigation to survive the &#039;&#039;&#039;Single Buster&#039;&#039;&#039;, and instead should save it for the next &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;.&lt;br /&gt;
#* All other players should attempt to spread out around the edges away from the South where the main tank is.&lt;br /&gt;
#** &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; are dropped halfway through &#039;&#039;&#039;Height&#039;&#039;&#039; and can be placed in one of the corners of player&#039;s &#039;&#039;&#039;Height&#039;&#039;&#039; squares, leaving the other corner free.&lt;br /&gt;
#** Players targeted by &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039; should be prepared to run the instant it drops, as &#039;&#039;&#039;Height&#039;&#039;&#039; will resolve at the same time.&lt;br /&gt;
&lt;br /&gt;
After surviving Trio 1, Brute Justice will reform and loop their &#039;&#039;&#039;Phase 3A&#039;&#039;&#039; rotation until brought to 0% health.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3B 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;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|All players should run to a wall to minimize damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Supercharge)&#039;&#039;&#039;&lt;br /&gt;
|Spread out along the wall to avoid sharing AoEs. After the &#039;&#039;&#039;Mirages&#039;&#039;&#039; drop, aim them harmlessly along the wall by moving slightly up or down the wall.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Buster&#039;&#039;&#039;&lt;br /&gt;
|Stack near the center. Take note of &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions during this attack as players must run to a safe position immediately after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam &amp;amp; Eye of the Chakram&#039;&#039;&#039;&lt;br /&gt;
|Run from the current position to a spot not in-line with a &#039;&#039;&#039;Chakram&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Height, Earth &amp;amp; Ice Missiles&#039;&#039;&#039;&lt;br /&gt;
|While the main tank runs south, all other players should move to the edges to drop their &#039;&#039;&#039;Missiles&#039;&#039;&#039;. Remember to match &#039;&#039;&#039;Height&#039;&#039;&#039; with the correct squares.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam &amp;amp; Single Buster&#039;&#039;&#039;&lt;br /&gt;
|Move away from the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and avoid standing where the main tank is aiming the &#039;&#039;&#039;Single Buster&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Return to Phase 3A&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 4 - [[Acronyms, abbreviations, and common terms#T|Trio]] 2 ===&lt;br /&gt;
----Once again, Brute Justice will separate and begin another deadly assault of attacks that the players must dodge and survive through. As before, every death adds a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; to Brute Justice.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Landmine|Landmines]] and two &#039;&#039;&#039;Hidden Landmines&#039;&#039;&#039; are dropped. These function identically to [[Alexander - The Cuff of the Son (Savage)#Blaster|The Cuff of the Son]].&lt;br /&gt;
&lt;br /&gt;
* These landmines, including the Hidden Landmines, deal high AoE damage on landing which should be avoided.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Tethers)&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to [[Alexander - The Cuff of the Son (Savage)#Blaster|The Cuff of the Son]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration&#039;&#039;&#039;&lt;br /&gt;
|Now targets one tank and one healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultra Flash&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]]. Line of sight can only be blocked using the legs of Onslaughter in the center.&lt;br /&gt;
&lt;br /&gt;
* Each leg is an individual structure. Players will have to hide &#039;&#039;specifically&#039;&#039; behind the legs, not just the hitbox of Onslaughter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# With another unforgiving series of deadly assaults, all players should start by stacking on the South wall, grouping together for healing after &#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;.&lt;br /&gt;
# One DPS should run to a corner to bait the the far &#039;&#039;&#039;Double Drill&#039;&#039;&#039; while both tanks move North (but spread apart) to take the close &#039;&#039;&#039;Double Drill&#039;&#039;&#039; and position for &#039;&#039;&#039;Hidden Landmines&#039;&#039;&#039;, bursting them a short time after landing.&lt;br /&gt;
# Dodge the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and take note of the &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions around the arena.&lt;br /&gt;
# Players will have to spread out to place &#039;&#039;&#039;Mirages&#039;&#039;&#039;. These can intentionally be dropped in the path of a &#039;&#039;&#039;Chakram&#039;&#039;&#039; to give others more room to spread out. Avoid moving north as Brawler will be casting &#039;&#039;&#039;Single Drill&#039;&#039;&#039;.&lt;br /&gt;
# All players should focus on dodging &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and &#039;&#039;&#039;Chakrams&#039;&#039;&#039; first, then resolve their &#039;&#039;&#039;Mirage Tethers&#039;&#039;&#039;. If arms are up, look away— otherwise face the Mirage.&lt;br /&gt;
# Lastly, all players must make their way to the east side of the arena to hide behind Onslaughters legs to avoid &#039;&#039;&#039;Ultra Flash&#039;&#039;&#039; cast by Vortexer in the west. During this, &#039;&#039;&#039;Enumeration&#039;&#039;&#039; will be on a random tank and healer.&lt;br /&gt;
#* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; can be handled by deploying tactics fro&amp;lt;nowiki/&amp;gt;m [[Alexander - The Cuff of the Son (Savage)#Swindler|Alexander - The Cuff of the Son (Savage)]], having Enum 2 be Tanks + Tanks or Healers + Healers. DPS may want to be assigned groups and Enum numbers prior to the fight to help with organization for Enum 3 and 4.&lt;br /&gt;
#* Players should clarify which role will go behind which leg (northern or southern) to avoid confusion and overlapping.&lt;br /&gt;
#* Any player(s) that aren&#039;t needed for &#039;&#039;&#039;Enumeration&#039;&#039;&#039; can stack behind the circle AoE while still avoiding Vortexer&#039;s line of sight.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Stack on the south wall for healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|Stay against the wall to minimize damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Minefields&#039;&#039;&#039;&lt;br /&gt;
|One DPS should run to the corner to bait the upcoming &#039;&#039;&#039;Double Drill&#039;&#039;&#039; while the two tanks run northeast and northwest. Tanks must take note of where the &#039;&#039;&#039;Hidden Mines&#039;&#039;&#039; dropped.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Drill&#039;&#039;&#039;&lt;br /&gt;
|Each tank should now explode one &#039;&#039;&#039;Hidden Mine&#039;&#039;&#039; each. {{Action icon|Arm&#039;s Length}} can be used to resist the knockback of the landmine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Dodge as normal. Take note of &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Single Drill &amp;amp; Mirage (Drop)&#039;&#039;&#039;&lt;br /&gt;
|Stay away from the north side. Place &#039;&#039;&#039;Mirages&#039;&#039;&#039; where &#039;&#039;&#039;Chakrams&#039;&#039;&#039; are to leave space for allies to spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Tethers), Chakrams, &amp;amp; Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Focus on moving to a safe spot away from &#039;&#039;&#039;Chakrams&#039;&#039;&#039; and &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; first, then resolve the &#039;&#039;&#039;Mirage Tethers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration &amp;amp; Ultra Flash&#039;&#039;&#039;&lt;br /&gt;
|Hide behind Onslaughter&#039;s legs on the east side of the arena, matching the correct number of players inside the &#039;&#039;&#039;Enumeration&#039;&#039;&#039; circles.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 5 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Phase 5 - Winged Justice: Verdict===&lt;br /&gt;
----&#039;&#039;&#039;Brute Justice&#039;&#039;&#039; reforms again, sprouting wings and restoring to full health. With a cast of &#039;&#039;&#039;Verdict&#039;&#039;&#039;, each player is given a unique debuff:&lt;br /&gt;
&lt;br /&gt;
* One tank will be given {{Status effect|debuff|File:Final Judgment Max HP.png}} &#039;&#039;&#039;Final Judgment: Max HP&#039;&#039;&#039;, requiring that player to have the most HP of the entire party. They will also be given 4 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* The other tank will be given {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Final Judgment: Min HP&#039;&#039;&#039;, requiring that player to have the &#039;&#039;least&#039;&#039; HP of the entire party. They will also be given 4 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One healer will be given {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Final Judgment: Penalty I&#039;&#039;&#039;, requiring that healer to have &#039;&#039;no other&#039;&#039; enfeeblements. They will also be given 3 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* The other healer will be given {{Status effect|debuff|File:Final Judgment Penalty ii.png}} &#039;&#039;&#039;Final Judgment: Penalty II&#039;&#039;&#039;, requiring exactly two active enfeeblements (including itself). They will also be given 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* Two DPS players will be given {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Final Judgment: Penalty III&#039;&#039;&#039;, requiring exactly three active enfeeblements (including itself). They will also gain 2 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One DPS player will be given {{Status effect|debuff|File:Final Judgment Nisi Decree A.png}} &#039;&#039;&#039;Final Judgment: Nisi Decree A&#039;&#039;&#039;, requiring that player to be debuffed with {{Status effect|debuff|File:Final Decree Nisi A.png}} &#039;&#039;&#039;Final Decree Nisi A&#039;&#039;&#039;. They will also gain 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One DPS player will be given {{Status effect|debuff|File:Final Judgment Nisi Decree B.png}} &#039;&#039;&#039;Final Judgment: Nisi Decree B&#039;&#039;&#039;, requiring that player to be debuffed with {{Status effect|debuff|File:Final Decree Nisi B.png}} &#039;&#039;&#039;Final Decree Nisi B&#039;&#039;&#039;. They will also gain 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
As the &#039;&#039;&#039;Penalty&#039;&#039;&#039; debuffs count themselves as one debuff, &#039;&#039;&#039;Penalty I&#039;&#039;&#039; must be the only active debuff, with &#039;&#039;&#039;Penalty II&#039;&#039;&#039; requiring one additional debuff and &#039;&#039;&#039;Penalty III&#039;&#039;&#039; requiring two.&lt;br /&gt;
&lt;br /&gt;
====== Arena Mechanics: ======&lt;br /&gt;
&lt;br /&gt;
* Four &#039;&#039;&#039;J Storms&#039;&#039;&#039; will appear, one in each corner of the room. Stepping into a &#039;&#039;&#039;J Storm&#039;&#039;&#039; will destroy it, set the player&#039;s HP to 1, and inflict them with {{Status effect|debuff|File:Final Flight.png}} &#039;&#039;&#039;Final Flight&#039;&#039;&#039;, preventing that player from surviving a second storm. If any &#039;&#039;&#039;J Storm&#039;&#039;&#039; is still active after thirty seconds, it will detonate and wipe the party.&lt;br /&gt;
* Four &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; appear, two on the north wall and two on the south wall.&lt;br /&gt;
* A &#039;&#039;&#039;Steam Regulator A &amp;amp; B&#039;&#039;&#039; will appear on the east and west walls. These function identically to Phase 1, but it is &#039;&#039;completely random&#039;&#039; which side will have which Regulator.&lt;br /&gt;
&lt;br /&gt;
Thirty seconds after these debuffs are given out, Brute Justice will begin the cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039;. If &#039;&#039;any&#039;&#039; player does not meet the requirement of their Final Judgement debuffs by the end of the cast, the entire party will wipe.&lt;br /&gt;
&lt;br /&gt;
{{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; has a 40 second timer, allowing players 10 seconds after the cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039; to clear remaining stacks before it expires.&lt;br /&gt;
&lt;br /&gt;
For the duration of this phase, Brute Justice will only auto-attack.&lt;br /&gt;
&lt;br /&gt;
====== Tank Strategy: ======&lt;br /&gt;
The tank with {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; should {{Action icon|Provoke}} the boss, letting Brute Justice&#039;s auto-attacks bring them to &#039;&#039;one stack&#039;&#039; of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; tank reaches one stack, the {{Status effect|debuff|File:Final Judgment Max HP.png}} &#039;&#039;&#039;Max HP&#039;&#039;&#039; should {{Action icon|Provoke}} the boss and hold enmity for the rest of the phase.&lt;br /&gt;
&lt;br /&gt;
Finally, when Brute Justice begins casting &#039;&#039;&#039;Gavel&#039;&#039;&#039;, the {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; tank should immediately run into the last available &#039;&#039;&#039;J Storm&#039;&#039;&#039; to have their health set to 1 before the cast can complete.[[File:A8S Verdict Plan.png|alt=A map of A8S&#039;s Verdict.|thumb|A map showcasing mechanic locations and which players should handle them.]]&lt;br /&gt;
&lt;br /&gt;
====== Healer Strategy: ======&lt;br /&gt;
The healer with {{Status effect|debuff|File:Final Judgment Penalty ii.png}} &#039;&#039;&#039;Penalty II&#039;&#039;&#039; should take the northwest &#039;&#039;&#039;J Storm&#039;&#039;&#039;, instantly satisfying their debuff conditions with {{Status effect|debuff|File:Final Flight.png}} &#039;&#039;&#039;Final Flight&#039;&#039;&#039;. They can then focus entirely on healing the party.&lt;br /&gt;
&lt;br /&gt;
The healer with {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Penalty I&#039;&#039;&#039; should take one of the southern &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; alone, then move to the north and wait for the Nisi DPS to defeat their Steam Regulators. The healer will share the northeast Steam Gasket with the east Nisi DPS and the northwest Steam Gasket with the west Nisi DPS.&lt;br /&gt;
&lt;br /&gt;
====== DPS Strategy: ======&lt;br /&gt;
The DPS with {{Status effect|debuff|File:Final Judgment Nisi Decree A.png}} &#039;&#039;&#039;Nisi Decree A&#039;&#039;&#039; and {{Status effect|debuff|File:Final Judgment Nisi Decree B.png}} &#039;&#039;&#039;Nisi Decree B&#039;&#039;&#039; must run to and destroy the Steam Regulator matching their debuff. Afterwards, they must run towards the closest &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; in the north and wait for the healer with {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Penalty I&#039;&#039;&#039;, sharing the damage to remove all stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The two DPS with {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Penalty III&#039;&#039;&#039; can simply take the &#039;&#039;&#039;J Storms&#039;&#039;&#039; in the south and then focus on damaging Brute Justice. &amp;lt;u&amp;gt;After&amp;lt;/u&amp;gt; &#039;&#039;&#039;Gavel&#039;&#039;&#039; finishes casting, they will want to share the last &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; in the south to clear their last stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;. This debuff should not be cleansed prior as it is needed to satisfy the conditions of {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Penalty III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Should players remain alive after &#039;&#039;&#039;Gavel&#039;&#039;&#039;, Brute Justice will begin their final phase.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
=== Phase 6 - The Finale ===&lt;br /&gt;
----Brute Justice begins their final assault, and holds nothing back. This final phase will function similarly to Phase 3, but with additional attacks thrown together to increase the difficulty of dodging.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 6 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Link-up&#039;&#039;&#039;&lt;br /&gt;
|One random DPS player is debuffed with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; for 40 seconds. This version hits extremely hard, expecting all eight players to share the damage.&lt;br /&gt;
&lt;br /&gt;
* Unlike its previous iteration, {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; will not pass to another player, disappearing once it resolves.&lt;br /&gt;
* If a player dies with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;, it will simply disappear— no Punishing Wave will be cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch&#039;&#039;&#039;&lt;br /&gt;
|An extremely hard hitting [[tankbuster]] that deals [[knockback]] and inflicts {{Status effect|debuff|bind}} &#039;&#039;&#039;[[Bind]]&#039;&#039;&#039; for 8 seconds. Always followed by &#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|Functions indentically to &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039; but is instead aimed at the highest enmity player. Always followed by &#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
|A [[Stack marker#Line stack|line stack]] with [[knockback]] aimed at the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Instead of dropping two sets of &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;, now creates a &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; near Brute Justice followed by a single set of &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;J Wave&#039;&#039;&#039;&lt;br /&gt;
|An endless attack that deals repeated, slowly increasing damage.&lt;br /&gt;
|}&lt;br /&gt;
The three key attacks to look out for with this final phase are the &#039;&#039;&#039;Final Combo&#039;&#039;&#039;, &#039;&#039;&#039;Missile Command&#039;&#039;&#039;, and {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Final Combo&#039;&#039;&#039; can be handled either with a well-timed invulnerability before the end of &#039;&#039;&#039;Final Punch&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast, or by two large mitigations by the main tank and a {{Action icon|Provoke}} by the off-tank— facing the boss away from the rest of the party for &#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;. Once that attack starts firing, the off-tank can stack with the rest of the party for &#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Command&#039;&#039;&#039; now drops a &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; which must be avoided. It is recommended to have the group stack behind Brute Justice and rotate whatever direction is away from the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039;. As the {{I|Stack marker}} resolves at the same time &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is cast, the main tank can not join the stack during this final phase.&lt;br /&gt;
&lt;br /&gt;
* After the stack marker is resolved, the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; should either be burst by the off-tank or by the DPS inflicted with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;. In the latter case the DPS will die, but the debuff will also disappear.&lt;br /&gt;
After Missile Command, several &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will appear, and one of the two tanks will be marked with &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. If Compressed Water was not sacrificed prior, it will detonate around the same time as Enumeration.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Enumeration&#039;&#039;&#039; will target a random tank, and can be resolved with only the tanks and healers: Enum 2 being handled by both tanks, Enum 3 by both healers, and Enum 4 being all tanks and healers.&lt;br /&gt;
#* Ideally, the Enumeration is placed in front of Brute Justice if possible.&lt;br /&gt;
# If not sacrificed prior, all remaining players not needed for Enumeration must stack together for {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; at Brute Justice&#039;s side. Heavy party mitigates and AoE healing should be readied.&lt;br /&gt;
#* Enumeration has a 5y radius, while Compressed Water has a 10y radius—enough to reach the players inside the Enumeration circle even while outside of it.&lt;br /&gt;
# A &#039;&#039;&#039;Waterspout&#039;&#039;&#039; will spawn immediately in the location {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; expired, forcing all players to run away.&lt;br /&gt;
# The assigned Super Jump player should run to the center of the arena while the main tank stays between Brute Justice and the &#039;&#039;&#039;Waterspout&#039;&#039;&#039;, intending to destroy it with a &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;. The range of &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is extremely long, so distance is not an issue.&lt;br /&gt;
&lt;br /&gt;
Should players survive through these attacks, Brute Justice will attempt to end the fight by repeatedly spinning and casting &#039;&#039;&#039;J Wave&#039;&#039;&#039;. The damage of this attack increases over time, forcing the party to defeat Brute Justice before the damage becomes unsurviveable.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 6 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;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal through the damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Link-up&#039;&#039;&#039;&lt;br /&gt;
|A random DPS will be given &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; with a 40 second timer. Decide whether to sacrifice this player later or survive the mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch&#039;&#039;&#039;&lt;br /&gt;
|The main tank can either use an invulnerability shortly before this cast finishes, or use two large mitigations while the off-tank {{Action icon|Provoke|provokes}} the boss away from the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|If not using an invulnerability, the off-tank should face the boss away from the party prior, then move to stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam&#039;&#039;&#039;&lt;br /&gt;
|If not using an invulnerability, stack together with the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command + Hidden Minefield&#039;&#039;&#039;&lt;br /&gt;
|The party should stack behind Brute Justice and rotate in the direction opposite of the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039;. Either the off-tank or the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; DPS should burst the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chakrams + Enumeration&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;( + {{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water )&#039;&#039;&#039;&lt;br /&gt;
|Move Brute Justice to a safe spot away from Chakrams and stack for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. If &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; is still active, all players should be close enough together to share damage between all eight, then run from the &#039;&#039;&#039;Waterspout&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should begin running away to bait the upcoming &#039;&#039;&#039;Super Jump&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|If there is a &#039;&#039;&#039;Waterspout&#039;&#039;&#039;, the main tank should stay between Brute Justice and the &#039;&#039;&#039;Waterspout&#039;&#039;&#039; for the next attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|Must be used to destroy the &#039;&#039;&#039;Waterspout&#039;&#039;&#039; if the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; player was not sacrificed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch + Short Needle&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but healers must use AoE healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse + Short Needle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam + Short Needle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate, heal, and prepare for the final push.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;J Wave&#039;&#039;&#039;&lt;br /&gt;
|Healers must keep everyone alive as long as possible to defeat Brute Justice before the party is defeated themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Midan Weapons}}&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 4}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Faust Armor Plating}} (Drops directly from boss, must be synced)&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 Midan Arms (IL 245)}}&lt;br /&gt;
{{Drops table row|Midan Metal Axe}}&lt;br /&gt;
{{Drops table row|Midan Metal Greatsword}}&lt;br /&gt;
{{Drops table row|Midan Metal Spear}}&lt;br /&gt;
{{Drops table row|Midan Metal Knuckles}}&lt;br /&gt;
{{Drops table row|Midan Metal Katana}}&lt;br /&gt;
{{Drops table row|Midan Metal Daggers}}&lt;br /&gt;
{{Drops table row|Midan Metal Bow}}&lt;br /&gt;
{{Drops table row|Midan Metal Musketoon}}&lt;br /&gt;
{{Drops table row|Midan Metal Rod}}&lt;br /&gt;
{{Drops table row|Midan Metal Grimoire}}&lt;br /&gt;
{{Drops table row|Midan Metal Rapier}}&lt;br /&gt;
{{Drops table row|Midan Metal Cane}}&lt;br /&gt;
{{Drops table row|Midan Metal Codex}}&lt;br /&gt;
{{Drops table row|Midan Metal Astrometer}}&lt;br /&gt;
{{Drops table row|Midan Chest Gear Coffer (IL 240)}}&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|Midan Weapon Coffer (IL 245)}}&lt;br /&gt;
{{Drops table row|Faustlet}}&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|Sins of the Savage Son I}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Son II}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Son III}}&lt;br /&gt;
{{achievement table row|Mightier than Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Onslaughter / Robots|Metal}}&lt;br /&gt;
{{music table row|Brute Justice|Metal - Brute Justice Mode}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Tsukuyomi%27s_Pain&amp;diff=1507288</id>
		<title>The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Tsukuyomi%27s_Pain&amp;diff=1507288"/>
		<updated>2026-07-20T10:07:35Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: /* Second Phase: (80% - 35%) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EX notice}}&lt;br /&gt;
{{otheruses|the level 70 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|Castrum Fluminis}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain&lt;br /&gt;
| image = The Minstrel&#039;s Ballad Tsukuyomi&#039;s Pain Image.png&lt;br /&gt;
| description = Upon hearing of your final encounter with [[Yotsuyu]] -- and the [[primal]] to whom she surrendered her will -- the wandering minstrel composes a tanka tinged with sorrow. Had Yotsuyu been born in a different time, a different place, would she have lived a simple life unsullied by acts of violence and cruelty? Or were the seeds of villainy always there, their growth merely hastened by circumstance? These questions bring to mind [[Tsukuyomi]]&#039;s overwhelming malice, your memories now suffused by the tragedy of the minstrel&#039;s verse...&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 350&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 20 Poetics&lt;br /&gt;
| location = Castrum Fluminis&lt;br /&gt;
| region = Othard&lt;br /&gt;
| req-quest = Songs in the Key of Kugane&lt;br /&gt;
| patch = 4.3&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain&lt;br /&gt;
| id-gt = 20056&lt;br /&gt;
| id-edb = 0919d2674e0&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
To unlock this you need to have completed the normal version [[Castrum Fluminis]] which requires the Main Scenario Quest [[The Primary Agreement]]&lt;br /&gt;
==Strategy==&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;{{evt|service=youtube|id=6jXScwlL9fM|dimensions=285|align=right|description=The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] The Lady of the Moon: [[Tsukuyomi]]===&lt;br /&gt;
===First Phase: (100% - 80%)===&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 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Reprimand&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
|Tsukuyomi summons one of two weapons at random, each having a unique corresponding attack:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lead of the Underworld&#039;&#039;&#039; is an unmarked [[Stack marker#Line stack|line stack]]. Indicated by Tsukuyomi equipping a gun with a cracking sound and shouting &amp;quot;&#039;&#039;Beg for Mercy!&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Steel of the Underworld&#039;&#039;&#039; is three [[Area of Effect#Cleave|cleave]] attacks pointed at a tank, healer, and DPS. Indicated by a spear, the sound of a blade unsheathing, and shouting &amp;quot;&#039;&#039;Your end is near!&#039;&#039;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
An introductory phase, the only attack to keep an eye out for is &#039;&#039;&#039;Nightfall&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If Tsukuyomi pulls out a gun, stack together to mitigate the outgoing damage.&lt;br /&gt;
&lt;br /&gt;
*If Tsukuyomi pulls out a spear, players should spread out into three separate stacks around the boss: one stack being both tanks, one being both healers, and the last being all four DPS. This ensures that each cleave hits a different group of players and that no one takes a second cleave.&lt;br /&gt;
While &#039;&#039;&#039;Nightfall&#039;&#039;&#039; chooses a random weapon to start, the second cast will always use the weapon opposite to the first.&lt;br /&gt;
&lt;br /&gt;
At 80% or after the second Reprimand, &#039;&#039;&#039;{{action icon|Nightbloom}}&#039;&#039;&#039; marks the start of the next phase—dealing high damage to all players and inflicting {{Status effect|debuff|Down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; for 15 seconds. &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;Reprimand&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
|Will be either spear or gun at random. Split or stack depending on the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
|Will always be the opposite weapon to the prior cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reprimand&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Nightbloom}}&#039;&#039;&#039;&lt;br /&gt;
|Heal and mitigate.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Suffering Phase Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Suffering Phase===&lt;br /&gt;
----Tsukuyomi reverts back to Yotsuyu and becomes untargetable. A &#039;&#039;&#039;Suffering Gauge&#039;&#039;&#039; appears that will begin filling over time and as enemies damage Yotsuyu. If this gauge reaches 100, the party will wipe.&lt;br /&gt;
&lt;br /&gt;
There will be three sets of adds to deal with in this phase that must be killed as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wave 1&#039;&#039;&#039;: Six &#039;&#039;&#039;Specters of the Homeland&#039;&#039;&#039; and the &#039;&#039;&#039;Specter of the Matriarch and Patriarch&#039;&#039;&#039; appear, the latter attaching [[Tether (mechanic)#Chase Tether|chase tethers]] to Yotsuyu. Tanks should pick up the untethered enemies and group them together to defeat with AoEs. If the &#039;&#039;&#039;Suffering Gauge&#039;&#039;&#039; is a concern, DPS can focus on the tethered enemies first to minimize how much the gauge fills.&lt;br /&gt;
* &#039;&#039;&#039;Wave 2&#039;&#039;&#039;: Six &#039;&#039;&#039;Specters of the Empire&#039;&#039;&#039; and a &#039;&#039;&#039;Specter of Asahi&#039;&#039;&#039;, the latter of which attaches a [[Tether (mechanic)#Chase Tether|chase tether]] to Yotsuyu. This phase can be handled identically to the previous one.&lt;br /&gt;
* &#039;&#039;&#039;Wave 3&#039;&#039;&#039;: The &#039;&#039;&#039;Specter of Zenos&#039;&#039;&#039; appears and inflicts the group with {{Status effect|debuff|Down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; for ~12 seconds. All players must defeat it as quickly as possible; it will repeatedly cast &#039;&#039;&#039;Dispersivity&#039;&#039;&#039; dealing high damage to the entire party and rapidly filling up the &#039;&#039;&#039;Suffering Gauge&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the Specter of Zenos is defeat, &#039;&#039;&#039;{{action icon|Nightbloom}}&#039;&#039;&#039; will be cast once more and the next phase will begin.&lt;br /&gt;
===Second Phase: (80% - 35%)===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Supreme Selenomancy&#039;&#039;&#039;&lt;br /&gt;
|The arena is split into a white and a black half. Standing in the white half inflicts a stack of {{status effect|debuff|File:Moonlit icon1.png|link=File:Moonlit icon1.png}} &#039;&#039;&#039;Moonlit&#039;&#039;&#039; every 5 seconds, while the black half inflicts {{status effect|debuff|File:Moonshadowed icon1.png|link=File:Moonshadowed icon1.png}} &#039;&#039;&#039;Moonshadowed&#039;&#039;&#039;. At 5 stacks, the player becomes {{status effect|debuff|Doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039;.&lt;br /&gt;
Standing in the opposite color swaps the debuff and resets its stack count to 1.&lt;br /&gt;
&lt;br /&gt;
* All players will be initially inflicted with an immediate four stacks of either {{status effect|debuff|File:Moonlit icon1.png|link=File:Moonlit icon1.png}} &#039;&#039;&#039;Moonlit&#039;&#039;&#039; or {{status effect|debuff|File:Moonshadowed icon1.png|link=File:Moonshadowed icon1.png}} &#039;&#039;&#039;Moonshadowed&#039;&#039;&#039; at random.&lt;br /&gt;
* One color will fill a majority of the arena, then 35 seconds later, covers it entirely via a cast of &#039;&#039;&#039;Midnight Rain&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunar Halo&#039;&#039;&#039;&lt;br /&gt;
|White orbs that create [[Area of Effect#Static Donut AoE|Static donut AoEs]]. Deals high damage and inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Moonfall&#039;&#039;&#039;&lt;br /&gt;
|One tank, one healer, and one DPS are marked by a reticle. Six seconds later, &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|Static circle AoEs]] are placed under these players. Meteors land at these locations, dealing high damage to those inside the AoE.&lt;br /&gt;
&lt;br /&gt;
* If there&#039;s more than one tank role player in the party, assuming all are still standing, &#039;&#039;&#039;Moonfall&#039;&#039;&#039; will never target the main tank.&lt;br /&gt;
&lt;br /&gt;
* Meteors will take on a color matching the floor of the arena they land on, and retain this color even after the floor changes.&lt;br /&gt;
* All meteors detonate a second time 15 seconds later in equally large [[Area of Effect#Static Circle AoE|Static circle AoEs]], then create small [[Area of Effect#Puddle|puddles]] that inflict either {{status effect|debuff|File:Moonlit icon1.png|link=File:Moonlit icon1.png}} &#039;&#039;&#039;Moonlit&#039;&#039;&#039; or {{status effect|debuff|File:Moonshadowed icon1.png|link=File:Moonshadowed icon1.png}} &#039;&#039;&#039;Moonshadowed&#039;&#039;&#039; depending on the meteor&#039;s color.&lt;br /&gt;
* If two meteors are placed in close proximity of each other, they will both detonate, dealing damage and inflicting {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Antitwilight / Perilune&#039;&#039;&#039;&lt;br /&gt;
|Which cast is used depends on whether the floor is completely white or completely black. Deals lethal damage to players with a debuff matching the floor&#039;s primary color.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zashiki-asob&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in two sets of [[Area of Effect#Static Circle AoE|Static circle AoEs]] that detonate at different times. Deals moderate damage and inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Torment Unto Death&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|conal tankbuster AoE]] that inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 21 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Phase 2 requires delicate handling of {{status effect|debuff|File:Moonlit icon1.png|link=File:Moonlit icon1.png}} &#039;&#039;&#039;Moonlit&#039;&#039;&#039; and {{status effect|debuff|File:Moonshadowed icon1.png|link=File:Moonshadowed icon1.png}} &#039;&#039;&#039;Moonshadowed&#039;&#039;&#039; throughout the majority of the phase to avoid {{status effect|debuff|Doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; and &#039;&#039;&#039;Antitwilight / Perilune&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When Tsukuyomi casts &#039;&#039;&#039;Supreme Selenomancy&#039;&#039;&#039;, all players will be given four stacks of one of the two debuffs. Everyone must immediately run to the opposite color to clear their stacks and avoid a quick death. One half will be covered by two &#039;&#039;&#039;Lunar Halos&#039;&#039;&#039;, requiring players of one debuff type to stand inside the donut AoEs and players of the other debuff to be outside.&lt;br /&gt;
&lt;br /&gt;
One common strategy, is when the three &#039;&#039;&#039;Moonfall&#039;&#039;&#039; markers appear, the marked players should split to place a meteor on the north and south corner of &#039;&#039;whatever color is shrinking&#039;&#039; while the third meteor is placed on the opposite edge away from the shrinking side. During this, all other players should stand on the larger color to reset their debuff stack count, then run to the safe spot in the shrinking color.&lt;br /&gt;
&lt;br /&gt;
* Alternatively, the marked players can split to place a meteor on the north and east corner of the arena, with the third meteor place at either north or south. With this, there&#039;s always a small safe spot at either south or north side of the arena, allowing players to reset their stack of color debuff.&lt;br /&gt;
&lt;br /&gt;
After a cast of &#039;&#039;&#039;Midnight Rain&#039;&#039;&#039; and two &#039;&#039;&#039;Lunar Halos&#039;&#039;&#039;, a third single &#039;&#039;&#039;Lunar Halo&#039;&#039;&#039; should appear that will match the safe zone needed to avoid the second explosion of meteors.&lt;br /&gt;
&lt;br /&gt;
Once the meteors explode and the [[Area of Effect#Puddle|puddles]] appear, all players should immediately run inside a puddle that is the opposite color to the floor to survive the upcoming &#039;&#039;&#039;Antitwilight / Perilune&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember to tank swap when &#039;&#039;&#039;Torment Unto Death&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
Tsukuyomi will rotate this attack pattern until either brought to 35% or after the second cast of &#039;&#039;&#039;Antitwilight / Perilune&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Supreme Selenomancy + Lunar Halo x2&#039;&#039;&#039;&lt;br /&gt;
|Run to the half of the arena opposite to the debuff given to clear all stacks. Players will need to stand inside or outside the donut AoEs to reach the required side of the arena.&lt;br /&gt;
Afterwards, all players should group together on the shrinking side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
|Will be a gun on the first rotation, and a spear on the second rotation.&lt;br /&gt;
Once the cast starts, all players should move to the larger side of the arena to clear debuff stacks for the upcoming &#039;&#039;&#039;Moonfall&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Moonfall&#039;&#039;&#039;&lt;br /&gt;
|Have a marked player run to the north, one to the south, and the last two the edge of whichever color is larger, leaving the smaller side safe from the AoEs.&lt;br /&gt;
If any player has 3 stacks of the smaller side&#039;s debuff when the markers go out, they must reset their stacks in the larger zone before moving to the safe spot.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Midnight Rain&#039;&#039;&#039;&lt;br /&gt;
|Will cover the entire arena in one color. If any player has a debuff matching the larger color when this cast finishes, they will die before getting the chance to reset it later.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunar Halo x2&#039;&#039;&#039;&lt;br /&gt;
|Stand inside the Donut AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunar Halo x1&#039;&#039;&#039;&lt;br /&gt;
|If the meteors were placed correctly, this Donut AoE should match the safe zone to avoid the second detonation of the meteors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Antitwilight / Perilune&#039;&#039;&#039;&lt;br /&gt;
|Immediately run to a puddle of the opposite color to survive both the attack and the debuff stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reprimand&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zashiki-asob&#039;&#039;&#039;&lt;br /&gt;
|Move to the safe area, then run to the other side once the first set of AoEs resolve.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
|Will be Gun or Spear at random. Immediately run into position after dodging the &#039;&#039;&#039;Zashiki-asob&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Torment Unto Death&#039;&#039;&#039;&lt;br /&gt;
|Face this away from the party and tank swap after.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat Until Second Antitwilight / Perilune&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Third Phase: (35% - 0%)===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{status effect|debuff|File:Full Moon icon1.png|link=File:Full Moon icon1.png}} Full Moon&#039;&#039;&#039;&lt;br /&gt;
|Tsukuyomi turns white and is buffed with &#039;&#039;&#039;{{status effect|debuff|File:Full Moon icon1.png|link=File:Full Moon icon1.png}} Full Moon&#039;&#039;&#039;, adding a [[Area of Effect#Static Circle AoE|Static circle AoE]] underneath herself when using &#039;&#039;&#039;Bright Blade&#039;&#039;&#039; or &#039;&#039;&#039;Dark Blade&#039;&#039;&#039;. Inflicts {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{status effect|debuff|File:New Moon icon1.png|link=File:New Moon icon1.png}} New Moon&#039;&#039;&#039;&lt;br /&gt;
|Tsukuyomi turns black and is buffed with &#039;&#039;&#039;{{status effect|debuff|File:New Moon icon1.png|link=File:New Moon icon1.png}} New Moon&#039;&#039;&#039;, adding a [[Area of Effect#Static Donut AoE|Static donut AoE]] underneath herself when using &#039;&#039;&#039;Bright Blade&#039;&#039;&#039; or &#039;&#039;&#039;Dark Blade&#039;&#039;&#039;. Inflicts {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Blade&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Cone AoE|210 degree cone AoE]] to Tsukuyomi&#039;s left and front. Inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Blade&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Cone AoE|210 degree cone AoE]] to Tsukuyomi&#039;s right and front. Inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunacy&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Multi-hit stack|multi-hit stack marker]] that hits four times in succession. An additional hit is added each time this ability is used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hagetsu&#039;&#039;&#039;&lt;br /&gt;
|One tank, one healer, and one DPS are marked with red [[Area of Effect#Spread Circle|spread circle]] arrows, then shot one at a time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tsuki-no-Kakera&#039;&#039;&#039;&lt;br /&gt;
|Places one [[Area of Effect#Static Circle AoE|Static circle AoE]] in the center, then a series of eight AoEs circling around the edge of the arena in sequence.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Torment Unto Death&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to phase 2, but instead inflicts {{status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Phase 3 starts with &#039;&#039;&#039;Dance of the Dead&#039;&#039;&#039;, which deals heavy unavoidable party-wide damage.&lt;br /&gt;
&lt;br /&gt;
Players will not only have to remember to run to Tsukuyomi&#039;s right for &#039;&#039;&#039;Bright Blade&#039;&#039;&#039; and left for &#039;&#039;&#039;Dark Blade&#039;&#039;&#039;, but also to stay close if Tsukuyomi is buffed with &#039;&#039;&#039;{{status effect|debuff|File:New Moon icon1.png|link=File:New Moon icon1.png}} New Moon&#039;&#039;&#039; or stay far away if buffed with &#039;&#039;&#039;{{status effect|debuff|File:Full Moon icon1.png|link=File:Full Moon icon1.png}} Full Moon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* An easier way to remember the directions is to &amp;quot;&#039;&#039;Run right when &#039;&#039;&#039;B(right)&#039;&#039;&#039;&#039;&#039;&amp;quot; and both &amp;quot;Left&amp;quot; and &#039;&#039;&#039;Dark&#039;&#039;&#039; have four letters.&lt;br /&gt;
&lt;br /&gt;
The rest of the phase will be handling the combination of &#039;&#039;&#039;Lunacy + Tsuki-no-Kakera&#039;&#039;&#039; or &#039;&#039;&#039;Hagetsu + Zashiki-asobi&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For the former, players should group up on the last AoE to appear, then run as a stack in the center once it clears.&lt;br /&gt;
* For the latter, the marked players will want to spread out in the small safe area before running to the other side once the first set of AoEs resolve.&lt;br /&gt;
&lt;br /&gt;
After too much time passes, Tsukuyomi will gain &#039;&#039;&#039;{{status effect|debuff|File:Blood Moon icon1.png|link=File:Blood Moon icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Blood Moon&#039;&#039;&#039; and cast a &#039;&#039;&#039;Lunacy&#039;&#039;&#039; that strikes players endlessly until all are defeated.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&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;|Opening&lt;br /&gt;
|&#039;&#039;&#039;Full Moon / New Moon&#039;&#039;&#039;&lt;br /&gt;
|Will start with either &#039;&#039;&#039;{{status effect|debuff|File:Full Moon icon1.png|link=File:Full Moon icon1.png}} Full Moon&#039;&#039;&#039; or &#039;&#039;&#039;{{status effect|debuff|File:New Moon icon1.png|link=File:New Moon icon1.png}} New Moon&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright / Dark Blade&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side and move in or out depending on Tsukuyomi&#039;s buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full Moon / New Moon&#039;&#039;&#039;&lt;br /&gt;
|Tsukuyomi will swap their buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright / Dark Blade&#039;&#039;&#039;&lt;br /&gt;
|Will be the opposite side and the opposite buff as before.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;10&amp;quot; class=&amp;quot;line-right|Loop&lt;br /&gt;
|&#039;&#039;&#039;Reprimand&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full Moon / New Moon&#039;&#039;&#039;&lt;br /&gt;
|Tsukuyomi swaps her buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunacy + Tsuki-no-Kakera&#039;&#039;&#039;&lt;br /&gt;
|Run to the last AoE to appear as a stack, then move towards the center together once the center AoE resolves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright / Dark Blade&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side and distance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Torment Unto Death&#039;&#039;&#039;&lt;br /&gt;
|Face Tsukuyomi away from the party and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full Moon / New Moon&#039;&#039;&#039;&lt;br /&gt;
|Tsukuyomi swaps her buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hagetsu + Zashiki-asobi&#039;&#039;&#039;&lt;br /&gt;
|Have the three marked players spread out in the safe zone to minimize outgoing damage. Run to the opposite side once the first set of AoEs resolve.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright / Dark Blade&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reprimand&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Tsukuyomi&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Lunar Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Lunar Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] {{coords|13.8, 11.8}}.&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Drops item|Tsukuyomi Card|fixed=y}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Paladin Arms (IL 365)}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Greataxe}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Odachi}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Lance}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Crescents}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Chokuto}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Kunai}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Greatbow}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Celestial Kimono Remnant}}&lt;br /&gt;
{{Drops table row|Moonlit Tank Trimmings}}&lt;br /&gt;
{{Drops table row|Blue Moon Phasmascape}}&lt;br /&gt;
{{Drops table row|Tsukuyomi Weapon Coffer (IL 365)}}&lt;br /&gt;
{{Drops table row|Lunar Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of Under the Moonlight}}&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|Happy Death Day To Who}}&lt;br /&gt;
{{achievement table row|Mightier than the Moon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Nightbloom}}&lt;br /&gt;
{{music table row|Phase 2 (Adds)|Lunacy|roll=n}}&lt;br /&gt;
{{music table row|Phase 3|Wayward Daughter}}&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;
File:FFXIV PUB Patch4 3 39 png jpgcopy.jpg&lt;br /&gt;
File:FFXIV PUB Patch4 3 40 png jpgcopy.jpg&lt;br /&gt;
File:FFXIV Tsukuyomi.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Shinryu%27s_Domain&amp;diff=1507287</id>
		<title>The Minstrel&#039;s Ballad: Shinryu&#039;s Domain</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Shinryu%27s_Domain&amp;diff=1507287"/>
		<updated>2026-07-20T09:38:31Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: /* Phase 2: 44% - 24% */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EX notice}}&lt;br /&gt;
{{otheruses|the level 70 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|The Royal Menagerie}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Minstrel&#039;s Ballad: Shinryu&#039;s Domain&lt;br /&gt;
| image = The Minstrel&#039;s Ballad Shinryu&#039;s Domain Image.png&lt;br /&gt;
| description = A god born of sorrow and despair. A man who lives only for death. As one they fought the Warrior of Light, and as one they fell. No words could do this titanic encounter justice... unless they come from the wandering minstrel, to whom no event is beyond improvement. As his nimble fingers pluck out the chords, his rich voice carries you to a place above the world, one that is at once familiar and foreign: [[Shinryu]]&#039;s domain.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 320&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| location = Transparency&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-quest = Songs in the Key of Kugane&lt;br /&gt;
| patch = 4.1&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Minstrel&#039;s Ballad: Shinryu&#039;s Domain&lt;br /&gt;
| id-gt = 20050&lt;br /&gt;
| id-edb = 8c829b8dd8c&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Primal]]: [[Shinryu]]===&lt;br /&gt;
Much like [[The Royal Menagerie|normal mode]], your battle against Shinryu will involve the presence of a &#039;&#039;&#039;Corrupted Aether Gauge&#039;&#039;&#039;. Once the gauge reaches 100, Shinryu will execute a special attack.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, your battle against Shinryu will immediately begin on the chequered platform previously seen in Phase 2. Furthermore, the middle tile can now be destroyed, and should that happen, the raid will suffer an unavoidable wipe.&lt;br /&gt;
&lt;br /&gt;
Lastly, both the main enmity target and the off-tank will suffer continuous auto-attacks from Shinryu, keeping healers on their toes throughout the battle.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
Players will want to know and memorize their {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; partner, and potentially come to agreement on which player runs in which direction.&lt;br /&gt;
&lt;br /&gt;
Each tank and healer may want to be assigned a DPS partner for &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;, but will need to take into account {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; pairs.{{evt|service=youtube|id=Pnqopy0Q4dI|dimensions=350|align=center|description=The Minstrel&#039;s Ballad: Shinryu&#039;s Domain - Primal Guide}}{{Clear}}&lt;br /&gt;
=== Phase 1: 100% - 44% ===&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 Abilities&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|Attack Type&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|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;|Body Part&lt;br /&gt;
|&#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039;&lt;br /&gt;
|An attackable piece of Shinryu that regenerates every 70 seconds. When &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; is destroyed, Shinryu takes a significant burst of damage.&lt;br /&gt;
&lt;br /&gt;
* If Shinryu completes a &#039;&#039;&#039;Corrupted Aether&#039;&#039;&#039; attack while &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; is still active, the damage of the attack will wipe the party.&lt;br /&gt;
* Each time &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; regenerates, it will gain a stack of {{Status effect|buff|File:hp boost icon1.png|link=File:hp boost icon1.png}} &#039;&#039;&#039;HP Boost&#039;&#039;&#039; and {{Status effect|buff|File:RegenBuff.png|link=File:RegenBuff.png}} &#039;&#039;&#039;[[Rehabilitation]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail Slap&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with a spiky green tail marker. After about 9 seconds, the marker disappears and Shinryu will slam its tail on the side closest to where the marker was.&lt;br /&gt;
&lt;br /&gt;
* The tail will always appear from the east or west side (whichever is closest), hitting the closest two tiles in front of it and [[Knockback|knocking]] nearby players away.&lt;br /&gt;
** If the marker was dropped in the center-north or center-south platforms, the tail will attack from the east or west at random.&lt;br /&gt;
* Uncracked tiles hit by the tail become cracked while cracked tiles are destroyed.&lt;br /&gt;
* If at least one platform remains unbroken under the tail, it will remain for a short period of time and can be attacked by players, dealing high damage to Shinryu if successfully destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; class=&amp;quot;line-right&amp;quot;|Corrupted Aether&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|Only used at the start of the fight. Deals high unavoidable party-wide damage and destroys the east and west platforms. Three other platforms become cracked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Wave&#039;&#039;&#039;&lt;br /&gt;
|A spout appears on a random edge of the platform that inflicts high damage and major [[Knockback#Directional Knockback|directional knockback]] away from the spout to all players. Knockback strength is just short of two tile lengths.&lt;br /&gt;
Creates five [[Area of Effect#Puddle|water puddles]] on random platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hellfire&#039;&#039;&#039;&lt;br /&gt;
|Deals extreme &#039;&#039;&#039;Fire Damage&#039;&#039;&#039; to all players, and inflicts {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; for 20 seconds. Clears all &#039;&#039;&#039;Water Puddles&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039;&lt;br /&gt;
|Deals high &#039;&#039;&#039;Lightning Damage&#039;&#039;&#039; to all players and inflicts 1-4 players with {{Status effect|debuff|Paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039; that can be cleansed with {{Action icon|Esuna}}. Clears all &#039;&#039;&#039;Water Puddles&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Dust&#039;&#039;&#039;&lt;br /&gt;
|Deals high damage to all players, converts the arena into an [[Other Mechanics#Ice Floor|ice floor]], and attaches {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; to both healers.&lt;br /&gt;
Creates five [[Area of Effect#Puddle|water puddles]] on random platforms.&lt;br /&gt;
&lt;br /&gt;
* Movement slides players slightly farther than the full length of a tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aerial Blast&#039;&#039;&#039;&lt;br /&gt;
|Deals three minor [[Knockback#Radial Knockback|radial knockbacks]] from the center of the arena, then a fourth one that deals higher damage, stronger knockback.&lt;br /&gt;
DPS players are tethered with {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; prior to the final knockback.&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;|Left Wing&lt;br /&gt;
|&#039;&#039;&#039;Summon Icicle&#039;&#039;&#039;&lt;br /&gt;
|Creates three icicles in random spots along the south edge of the arena, which then shoot straight across in a [[Area of Effect#Static Line AoE|line AoE]], dealing high damage, [[knockback]], and {{Status effect|debuff|slow}} &#039;&#039;&#039;[[Slow]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ice Storm&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage.&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;|Right Wing&lt;br /&gt;
|&#039;&#039;&#039;Levinbolt&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with unmarked &#039;&#039;&#039;Lightning Damage&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]] and inflicts {{Status effect|debuff|electrocution}} &#039;&#039;&#039;[[Electrocution]]&#039;&#039;&#039; for 9 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypernova&#039;&#039;&#039;&lt;br /&gt;
|An unmarked {{I|Stack marker}} that deals high &#039;&#039;&#039;Fire Damage&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;8&amp;quot; class=&amp;quot;line-right&amp;quot;|Standard&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
|All players are marked with chains, then attached to another player of a matching role via a [[Tether (mechanic)#Spread / Far Tether|breakable spread tether]]. Tethers inflict fire damage and stacks {{Status effect|debuff|File:Suppuration icon2.png|link=File:Suppuration icon2.png}} &#039;&#039;&#039;Suppuration&#039;&#039;&#039; repeatedly until broken.&lt;br /&gt;
&lt;br /&gt;
* Tethers to DPS players will prioritize matching DPS types. Melee DPS be tethered to another Melee DPS if there are two in the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Water Puddle&#039;&#039;&#039;&lt;br /&gt;
|A non-damaging puddle that grants players {{Status effect|buff|Fire resistance up}} &#039;&#039;&#039;[[Fire Resistance Up]]&#039;&#039;&#039; and {{Status effect|debuff|Lightning resistance down}} &#039;&#039;&#039;[[Lightning Resistance Down]]&#039;&#039;&#039; when stood inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dragonfist&#039;&#039;&#039;&lt;br /&gt;
|A black [[Area of Effect#Static Circle AoE|Static circle AoE]] appears in the center of the arena. Those inside the AoE are inflicted with {{Status effect|debuff|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; and a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|A multi-hit [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Is always combined with &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-bottom&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&lt;br /&gt;
|Random DPS players have unmoving pillars of flame AoEs placed underneath them that deal repeated bursts of damage while inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Breath&#039;&#039;&#039;&lt;br /&gt;
|One healer and one DPS are marked with brown [[Area of Effect#Spread Line or Cone|spread cone]] arrows. Shinryu hits both targets with large cones of damage that inflict {{Status effect|debuff|sludge}} &#039;&#039;&#039;[[Sludge]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reiryu&#039;&#039;&#039;&lt;br /&gt;
|Four purple dragon heads that tether to all DPS and inflicts {{Status effect|debuff|File:The worms curse icon1.png|link=File:The worms curse icon1.png}} &#039;&#039;&#039;The Worm&#039;s Curse&#039;&#039;&#039;—dealing damage over time and preventing healing, but granting the player a small amount of lifesteal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reiryu&#039;&#039;&#039; start at 0% health and will disappear once directly healed to 100%. AoE healing has no effect on &#039;&#039;&#039;Reiryu&#039;&#039;&#039; or their targets.&lt;br /&gt;
* If a tethered player dies or too much time passes, &#039;&#039;&#039;Reiryu&#039;&#039;&#039; fly away and attack the party, inflicting damage and a stack of {{Status effect|debuff|Damage Down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to all players for 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gyre Charge&#039;&#039;&#039;&lt;br /&gt;
|Shinryu leaves the arena and re-appears at a random corner in the distance, then dives across dealing high [[knockback]] in a massive [[Area of Effect#Static Line AoE|line AoE]]. Shinryu then re-appears on the east or west side of the arena.&lt;br /&gt;
|}&lt;br /&gt;
[[File:Shinryu Enmity List.png|alt=Shinryu&#039;s Left Wing casting Summon Icicle in the enmity list.|thumb|Upcoming attacks from Shinryu&#039;s Wings can be easily seen in the enmity list.]]&lt;br /&gt;
[[File:Shinryu Extreme Crack Patterns.png|alt=Cracked floor patterns.|thumb|The two potential cracked platform patterns that occur after Earthen Fury.]]&lt;br /&gt;
Much of Phase 1 is about dodging AoEs, responding quickly to casts and markers, and attacking Shinryu&#039;s body parts whenever possible. &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; must be destroyed immediately whenever it appears to prevent the party from wiping.&lt;br /&gt;
&lt;br /&gt;
Throughout the fight, Shinryu&#039;s Left and Right wing will cast random spells. Players can anticipate which attack is upcoming by the color of the ring the wing has when charging, or by keeping an eye on the enmity list.&lt;br /&gt;
&lt;br /&gt;
There are two potential platform crack patterns: One with a cracked center and one with an intact center.&lt;br /&gt;
&lt;br /&gt;
Of note, players should aim to place the first &#039;&#039;&#039;Tail Slap&#039;&#039;&#039; on the southeast platform first to leave the northern platforms unbroken for other attacks such as {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; and &#039;&#039;&#039;Earth Breath&#039;&#039;&#039;. If the center is not cracked, the second &#039;&#039;&#039;Tail Slap&#039;&#039;&#039; can be aimed on the center platform, otherwise it should be aimed to the northwest. The third and final &#039;&#039;&#039;Tail Slap&#039;&#039;&#039; can be aimed southwest.&lt;br /&gt;
&lt;br /&gt;
Be wary that players &#039;&#039;can not&#039;&#039; walk across diagonals if a northern or southern platform is destroyed. Jumping is required to prevent falling into the void.&lt;br /&gt;
&lt;br /&gt;
Lastly, each &#039;&#039;&#039;Corrupted Aether&#039;&#039;&#039; attack must be handled in a specific way to survive:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tidal Wave&#039;&#039;&#039; requires players to run to the side closest to the spout, or simply use {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} before the end of the cast.&lt;br /&gt;
* &#039;&#039;&#039;Hellfire&#039;&#039;&#039; and &#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039; are both paired with &#039;&#039;&#039;Summon Icicle&#039;&#039;&#039;. While in both scenarios players will need to dodge the Spikesicles, &#039;&#039;&#039;Hellfire&#039;&#039;&#039; requires players to stand inside a &#039;&#039;&#039;Water Puddle&#039;&#039;&#039; while &#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039; instead requires avoidance of them.&lt;br /&gt;
* &#039;&#039;&#039;Diamond Dust&#039;&#039;&#039; will always attach a {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chain&#039;&#039;&#039; to both healers. Healers should stand next to each other at the northern half of the center platform and immediately slide to opposite corners of the northeast and northwest platforms.&lt;br /&gt;
* &#039;&#039;&#039;Aerial Blast&#039;&#039;&#039; requires all players to run near the center and aim themselves to be knocked towards a corner. DPS will need to ensure they are knocked to a corner opposite to their {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chain&#039;&#039;&#039; partner. {{Action icon|Arm&#039;s Length}} and {{Action icon|Surecast}} can resist the knockback entirely.&lt;br /&gt;
&lt;br /&gt;
As &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; is on a separate 70 second timer untied to rotation, it is not listed in the Rotation table.&lt;br /&gt;
&lt;br /&gt;
Once Shinryu completes their attack rotation or reaches 44% health, they will start an &#039;&#039;Active Time Maneuver&#039;&#039; and begin Phase 2.&lt;br /&gt;
{{Clear}}&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;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|Players have 10 seconds to destroy &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; before the &#039;&#039;&#039;Corrupted Aether&#039;&#039;&#039; gauge reaches maximum. Do not stand on the east or west platforms.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
|Targets all players. Separate to opposite corners of the platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Wave&#039;&#039;&#039;&lt;br /&gt;
|Either run towards the spout or use a knockback resist skill.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail Slap&#039;&#039;&#039;&lt;br /&gt;
|Marks a random healer, who should run and place it on the southeast platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Wing Attack&#039;&#039;&#039;&lt;br /&gt;
|Will either be &#039;&#039;&#039;Summon Icicle&#039;&#039;&#039; or &#039;&#039;&#039;Ice Storm&#039;&#039;&#039; at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Wing Attack&#039;&#039;&#039;&lt;br /&gt;
|Will either be &#039;&#039;&#039;Levinbolt&#039;&#039;&#039; or &#039;&#039;&#039;Hypernova&#039;&#039;&#039; at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dragonfist&#039;&#039;&#039;&lt;br /&gt;
|Move out of the AoE in the center. &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; will regenerate around this point.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Wing Attack&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-bottom&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn + Akh Rhai&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stack together and mitigate. DPS must spread out away from the party and be prepared to move if the &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; appears underneath them.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Summon Icicle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Hellfire / Judgement Bolt&#039;&#039;&#039;&lt;br /&gt;
|Position to dodge the Spikesicles while either inside a puddle for &#039;&#039;&#039;Hellfire&#039;&#039;&#039;, or outside a puddle for &#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail Slap&#039;&#039;&#039;&lt;br /&gt;
|Marks a random DPS, who should either place it in the center (if not cracked) or the northwest platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinbolt&#039;&#039;&#039;&lt;br /&gt;
|All players should spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Wing Attack&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; will regenerate around this time.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
|Targets only tanks and healers, who should run to opposite corners of the platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Breath&#039;&#039;&#039;&lt;br /&gt;
|After breaking {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;, run back to the center for safety while the marked move to northwest and northeast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn + Akh Rhai&#039;&#039;&#039;&lt;br /&gt;
|Handle as before. Two DPS players will be targeted by &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; this time.&lt;br /&gt;
|- class=&amp;quot;line-bottom&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Left Wing Attack&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Dust&#039;&#039;&#039;&lt;br /&gt;
|Both healers should stand on the north half of the center platform. The instant the ground freezes, both slide to opposite corners of the north platforms to break the {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reiryu&#039;&#039;&#039;&lt;br /&gt;
|Tethers to all four DPS. Quickly heal the dragon heads while DPS continue attacking to stay alive through lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail Slap&#039;&#039;&#039;&lt;br /&gt;
|Marks the off-tank, who should place this on the southwest platform. &#039;&#039;&#039;The Worms Heart&#039;&#039;&#039; will likely regenerate sometime after this attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Wing Attack&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-bottom&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn + Akh Rhai&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aerial Blast&#039;&#039;&#039;&lt;br /&gt;
|Run towards the center in preparation for the knockbacks. DPS players should attempt to be knocked to the opposite corner of their tether partner. Knockback Resistance can be used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Breath&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|- class=&amp;quot;line-bottom&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Left Wing Attack&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gyre Charge&#039;&#039;&#039;&lt;br /&gt;
|Look for which corner Shinryu moves to and run far into the corner of a platform to the left or right of Shinryu&#039;s charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Wing Attack&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; will likely regenerate around this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn + Akh Rhai&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Wing Attack&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Wave&#039;&#039;&#039;&lt;br /&gt;
|Be aware that most platforms are broken at this point. A knockback resistance ability is strongly recommended.&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;
===Transition===&lt;br /&gt;
----Just like normal mode, all players will be bound before an &#039;&#039;&#039;Active Time Maneuver&#039;&#039;&#039; takes place. All successful players will be launched to a new platform while players that failed are killed and sent to the second platform.&lt;br /&gt;
&lt;br /&gt;
A [[Other Mechanics#Proximity AoE|proximity AoE]] is placed in the center of the platform that will then [[Knockback#Uppercut|uppercut]] players away from its epicenter. Players must position themselves to be flung onto the blue platform to the north (where any dead allies will be waiting).&lt;br /&gt;
&lt;br /&gt;
Three waves of two types of enemies will spawn:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ginryu&#039;&#039;&#039;, a small dragon that casts a large [[Area of Effect#Static Line AoE|Static line AoE]] called &#039;&#039;&#039;Blazing Trail&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Hakkinryu&#039;&#039;&#039;, a larger dragon that casts a [[tankbuster]] called &#039;&#039;&#039;Death Sentence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Meanwhile Shinryu will begin charging &#039;&#039;&#039;Protostar&#039;&#039;&#039;, giving players 100 seconds to deal with the waves of enemies before the cast completes and wipes the party.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Wave 1&#039;&#039;&#039; creates five [[Other Mechanics#Proximity AoE|proximity AoEs]] which become four &#039;&#039;&#039;Ginryu&#039;&#039;&#039; and one &#039;&#039;&#039;Hakkinryu&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Wave 2&#039;&#039;&#039; begins 10 seconds later, dropping another five [[Other Mechanics#Proximity AoE|proximity AoEs]] that become three &#039;&#039;&#039;Ginryu&#039;&#039;&#039; and two &#039;&#039;&#039;Hakkinryu&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Wave 3&#039;&#039;&#039; begins 15 seconds later, marking five random players with large [[Area of Effect#Spread Circle|spread circles]] that become [[Other Mechanics#Proximity AoE|proximity AoEs]], then hatch into five &#039;&#039;&#039;Ginryu&#039;&#039;&#039;.&lt;br /&gt;
#* If two [[Other Mechanics#Proximity AoE|proximity AoEs]] are placed too close to each other (indicated by the size of the [[Area of Effect#Spread Circle|spread circles]]), they will explode and wipe the party.&lt;br /&gt;
&lt;br /&gt;
Once all enemies are killed, Shinryu will stop charging and fire their incomplete &#039;&#039;&#039;Protostar&#039;&#039;&#039; at the party, dealing high damage to all players.&lt;br /&gt;
&lt;br /&gt;
Finally, Shinryu uses &#039;&#039;&#039;Tail Spit&#039;&#039;&#039;, creating an [[Knockback#Epicentral Knockback|epicentral knockback]] marker in the center of the platform.&lt;br /&gt;
&lt;br /&gt;
After the tail lands on the platform, players have roughly 20 seconds to run across Shinryu&#039;s tail while dodging &#039;&#039;&#039;Aetherial Ray&#039;&#039;&#039; [[Area of Effect#Static Line AoE|line AoEs]], which will {{Status effect|debuff|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; players for 2 seconds if hit.&lt;br /&gt;
&lt;br /&gt;
Once players are above the southern platform, it is safe to jump off Shinryu&#039;s tail and begin Phase 2.&lt;br /&gt;
===Phase 2: 44% - 24%===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doom Puddle&#039;&#039;&#039;&lt;br /&gt;
|A permanent [[Area of Effect#Puddle|puddle]] underneath Shinryu that inflicts a 10 second {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; while inside. The debuff is cleansed upon exiting the puddle.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tera Slash&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts {{Status effect|debuff|Physical Vulnerability Up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 25 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Targets every single DPS with a {{I|Stack marker}} that inflicts {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Always combined with {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Players that survive a stack solo are inflicted with {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ice Storm&#039;&#039;&#039;&lt;br /&gt;
|Now a [[Other Mechanics#Green Light|green light]] attack that inflicts unmoving players with {{Status effect|debuff|deep freeze}} &#039;&#039;&#039;[[Deep Freeze]]&#039;&#039;&#039; for 12 seconds. Always paired with either &#039;&#039;&#039;Hypernova&#039;&#039;&#039; or &#039;&#039;&#039;Levinbolt&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinbolt&#039;&#039;&#039;&lt;br /&gt;
|Now deals higher damage and inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]],&#039;&#039;&#039; but targets where all players were standing at the end of the cast rather than their current position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypernova&#039;&#039;&#039;&lt;br /&gt;
|Deals extreme damage to players not afflicted with {{Status effect|debuff|deep freeze}} &#039;&#039;&#039;[[Deep Freeze]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Benighting Breath&#039;&#039;&#039;&lt;br /&gt;
|A massive [[Area of Effect#Static Cone AoE|Static cone AoE]] that deals high damage and inflicts {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wormwail&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|donut AoE]] with its safe-zone being underneath Shinryu, and is slightly smaller than the &#039;&#039;&#039;Doom Puddle&#039;&#039;&#039;. Deals high damage and inflicts {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shinryu&#039;s list of attacks shorten considerably, but become more dangerous.&lt;br /&gt;
&lt;br /&gt;
The first attack to look out for is &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;. Each tanks are tethered with {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; to a random healers, then all DPS are marked with stack markers. Two stack markers can &#039;&#039;not&#039;&#039; be brought together due to the {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; they inflict. Because of this, spreading direction for each players should be determined before engage. Players should group together prior to shorten the {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;, then split and divide into stack marker pairs afterwards.&lt;br /&gt;
&lt;br /&gt;
Lastly, &#039;&#039;&#039;Ice Storm&#039;&#039;&#039; will always be paired with &#039;&#039;&#039;Hypernova&#039;&#039;&#039; or &#039;&#039;&#039;Levinbolt&#039;&#039;&#039; and requires different handling depending on which is being cast.&lt;br /&gt;
&lt;br /&gt;
* With &#039;&#039;&#039;Hypernova&#039;&#039;&#039;, all players should stack and hold still to &#039;&#039;intentionally&#039;&#039; be frozen. The ice will counter the damage of &#039;&#039;&#039;Hypernova&#039;&#039;&#039; and at the same time be cleansed by the fire.&lt;br /&gt;
* With &#039;&#039;&#039;Levinbolt&#039;&#039;&#039;, players will need to not only keep moving to avoid {{Status effect|debuff|deep freeze}} &#039;&#039;&#039;[[Deep Freeze]]&#039;&#039;&#039;, but to ensure that the &#039;&#039;&#039;Levinbolt&#039;&#039;&#039; strike does not hit them. Players should also stay away from each other to avoid potentially striking others with their delayed bolts of lightning.&lt;br /&gt;
&lt;br /&gt;
At 24% or after two full rotations, Shinryu will begin their final attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tera Slash&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray + {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} Burning Chains&#039;&#039;&#039;&lt;br /&gt;
|Pair up tether partners, then break the tethers and pair up for each stack marker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ice Storm + Hypernova / Levinbolt&#039;&#039;&#039;&lt;br /&gt;
|Keep moving if &#039;&#039;&#039;Levinbolt&#039;&#039;&#039; is being cast, or stack together and stay still if &#039;&#039;&#039;Hypernova&#039;&#039;&#039; is being cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Benighting Breath / Wormwail&#039;&#039;&#039;&lt;br /&gt;
|Dodge the related AoE. If &#039;&#039;&#039;Wormwail&#039;&#039;&#039;, wait a few seconds before entering the &#039;&#039;&#039;Doom Puddle&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tera Slash&#039;&#039;&#039;&lt;br /&gt;
|Tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reiryu&#039;&#039;&#039;&lt;br /&gt;
|Heal the dragon heads before players are killed or they fly away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Enrage Phase: ===&lt;br /&gt;
----Shinryu will start a 70 second cast of &#039;&#039;&#039;Tidal Wave&#039;&#039;&#039; that will knock all players off the platform if Shinryu is not defeated in time. At the same time, Shinryu&#039;s Left Wing and Right Wing will be casting &#039;&#039;&#039;Hellfire&#039;&#039;&#039; and &#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039; with a 35 second cast time.&lt;br /&gt;
&lt;br /&gt;
On the left and right of Shinryu are two jump pads that will boost players onto Shinryu&#039;s back, enabling Shinryu&#039;s Left Wing and Right Wing to be attacked directly. Destroying the wings will not only stop their respective cast, but remove ~9% of Shinryu&#039;s health per wing.&lt;br /&gt;
&lt;br /&gt;
Once both wings are destroyed, players will have jump off Shinryu&#039;s back and take out whatever remains of their health bar manually.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Shinryu&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Shinryu Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Legendary Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] {{coords|13.8, 11.8}}.&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Drops item|Shinryu Card|fixed=y}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Paladin Arms (IL 335)}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s War Axe}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Greatsword}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Gunblade}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Lance}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Claws}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Katana}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Daggers}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Greatbow}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Chakrams}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Scale}}&lt;br /&gt;
{{Drops table row|Shinryu Weapon Coffer (IL 335)}}&lt;br /&gt;
{{Drops table row|Legendary Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of The Worm&#039;s Tail}}&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|How to Slay Your Dragon 2}}&lt;br /&gt;
{{achievement table row|Mightier than the Worm}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|The Worm&#039;s Head}}&lt;br /&gt;
{{music table row|Phase 2|The Worm&#039;s Tail}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
shinryus domain intro.jpg&lt;br /&gt;
shinryus domain1.jpg&lt;br /&gt;
shinryus domain2.jpg&lt;br /&gt;
shinryus domain3.jpg&lt;br /&gt;
File:Shinryu.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506474</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=1506474"/>
		<updated>2026-07-18T12:48:30Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &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 Cone AoE|static cone 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;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&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;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&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;|-|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;
Each healer should run to a different cardinal edge, splitting into two 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.&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 towards or opposite to 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;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue/squares markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple/triangles markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
**Alternatively, the light party assigned with handling of Omega initially at west/east side of &amp;quot;&amp;quot;Optical Unit&amp;quot;&amp;quot; can stand on the cardinal [[waymarks]] instead, with the other light party stand a short distance off to the side.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&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>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506425</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=1506425"/>
		<updated>2026-07-18T07:22:51Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: /* Phase 2 - Fundamental Synergy */&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 Cone AoE|static cone 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;5&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;Synthesis Shields&#039;&#039;&#039;&lt;br /&gt;
|Indication of the barrage of mechanics Omega-M will preform next.&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;5&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;Synthesis Blades&#039;&#039;&#039;&lt;br /&gt;
|Indication of the barrage of mechanic Omega-F will preform next.&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;|-|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;
Each healer should run to a different cardinal edge, splitting into two 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.&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 opposite of 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;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing. Always follows with &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; right after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Shortly after the &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; tankbusters, either Omega-M or Omega-F will cast &#039;&#039;&#039;Synthesis Shields&#039;&#039;&#039; or &#039;&#039;&#039;Synthesis Blades&#039;&#039;&#039; respectively, indicating the next round of mechanic: &#039;&#039;&#039;Operational Synergy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If &#039;&#039;&#039;Synthesis Blades&#039;&#039;&#039; was cast, &#039;&#039;&#039;Operational Synergy (Blade)&#039;&#039;&#039; will be executed.&lt;br /&gt;
* If &#039;&#039;&#039;Synthesis Shields&#039;&#039;&#039; was cast, &#039;&#039;&#039;Operational Synergy (Shield)&#039;&#039;&#039; will be executed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
**Alternatively, the light party assigned with handling of Omega initially at west/east side of &amp;quot;&amp;quot;Optical Unit&amp;quot;&amp;quot; can stand on the cardinal [[waymarks]] instead, with the other light party stand a short distance off to the side.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigates and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
In a more organized party, however, tends to employ the use of tank {{Action icon|Limit Break}} on &#039;&#039;&#039;Optimized Sagittarius&#039;&#039;&#039; instead, allowing full up-time for the whole party. Note that it will resulting in party having to mitigate Cosmo Memory, which will quickly recharge {{Action icon|Limit Break}}.&lt;br /&gt;
&lt;br /&gt;
During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then using their invincibility cooldown ability to survive the double Optimized Bladedance.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&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>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506424</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=1506424"/>
		<updated>2026-07-18T06:57:52Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &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 Cone AoE|static cone 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;5&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;Synthesis Shields&#039;&#039;&#039;&lt;br /&gt;
|Indication of the barrage of mechanics Omega-M will preform next.&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;5&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;Synthesis Blades&#039;&#039;&#039;&lt;br /&gt;
|Indication of the barrage of mechanic Omega-F will preform next.&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;|-|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;
Each healer should run to a different cardinal edge, splitting into two 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.&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 opposite of 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;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing. Always follows with &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; right after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Shortly after the &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; tankbusters, either Omega-M or Omega-F will cast &#039;&#039;&#039;Synthesis Shields&#039;&#039;&#039; or &#039;&#039;&#039;Synthesis Blades&#039;&#039;&#039; respectively, indicating the next round of mechanic: &#039;&#039;&#039;Operational Synergy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If &#039;&#039;&#039;Synthesis Blades&#039;&#039;&#039; was cast, &#039;&#039;&#039;Operational Synergy (Blade)&#039;&#039;&#039; will be executed.&lt;br /&gt;
* If &#039;&#039;&#039;Synthesis Shields&#039;&#039;&#039; was cast, &#039;&#039;&#039;Operational Synergy (Shield)&#039;&#039;&#039; will be executed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigates and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&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>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506414</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=1506414"/>
		<updated>2026-07-18T06:52:39Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &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 Cone AoE|static cone 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;5&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;Synthesis Shields&#039;&#039;&#039;&lt;br /&gt;
|Indication of the barrage of mechanics Omega-M will preform next.&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;5&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;Synthesis Blades&#039;&#039;&#039;&lt;br /&gt;
|Indication of the barrage of mechanic Omega-F will preform next.&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;|-|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;
Each healer should run to a different cardinal edge, splitting into two 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.&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 opposite of 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;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing. Always follows with &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; right after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Shortly after the &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; tankbusters, either Omega-M or Omega-F will cast &#039;&#039;&#039;Synthesis Shields&#039;&#039;&#039; or &#039;&#039;&#039;Synthesis Blades&#039;&#039;&#039; respectively, indicating the next round of mechanic: &#039;&#039;&#039;Operational Synergy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If Synthesis Blades was cast, Operational Synergy (Blade) will be executed.&lt;br /&gt;
* If Synthesis Shields was cast, Operational Synergy (Shield) will be executed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigates and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&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>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506402</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=1506402"/>
		<updated>2026-07-18T06:28:14Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: /* Phase 2 - Fundamental Synergy */&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 Cone AoE|static cone 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;
Each healer should run to a different cardinal edge, splitting into two 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;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigates and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&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>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hells%27_Kier_(Extreme)&amp;diff=1506401</id>
		<title>Hells&#039; Kier (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hells%27_Kier_(Extreme)&amp;diff=1506401"/>
		<updated>2026-07-18T06:12:55Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Expand on Phoenix Down and Incandescent Interludea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EX notice}}&lt;br /&gt;
{{otheruses|the level 70 challenge-mode [[trial]]|the optional story-mode level 70 [[trial]]|Hells&#039; Kier}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Hells&#039; Kier (Extreme)&lt;br /&gt;
| description = Ever eager to put his lyrical skills to the proof, the wandering minstrel has crafted yet another tanka, this time deriving inspiration from your pitched battle against the auspice Suzaku deep beneath Hells&#039; Lid. Knowing full well the suggestive power of his words, you once more close your eyes and set your mind adrift in the memories of that day, augmented by his dramatic flair...&lt;br /&gt;
| image = Hells&#039;_Kier_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 370&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 25 Poetics&lt;br /&gt;
| entrance = Reisen Temple&lt;br /&gt;
| entrance-coordinates = 6.3, 6.8&lt;br /&gt;
| location = Hells&#039; Kier&lt;br /&gt;
| region = Othard&lt;br /&gt;
| req-quest = Songs in the Key of Kugane&lt;br /&gt;
| patch = 4.4&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Hells&#039; Kier (Extreme)&lt;br /&gt;
| id-gt = 20058&lt;br /&gt;
| id-edb = 628e9a05d34&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Auspice]]: [[Suzaku]]===&lt;br /&gt;
On entering the Hell&#039;s Kier (Extreme) arena, participants will notice four Pheonix corpses (&#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;) scattered around its centre. Bear in mind that these will respawn if specific fire-based abilities hit them during the encounter. Also, healers should be mindful of [[Suzaku]]&#039;s auto-attacks throughout the battle whenever she is not actively casting abilities seeing as the main tank will be taking continuous damage.&lt;br /&gt;
&lt;br /&gt;
Prior to the fight: &lt;br /&gt;
&lt;br /&gt;
* Clock spot should be assigned to everyone within party.&lt;br /&gt;
* Each tank and healer should be assigned a different DPS partner to create four pairs.&lt;br /&gt;
{{evt|service=youtube|id=isBGjJ60a-M|dimensions=285|align=right|description=Hell&#039;s Kier (Extreme)}}&lt;br /&gt;
===Phase 1===&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 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Screams of the Damned&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cremate&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleeting Summer&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|Static cone AoE]] aimed at a random player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rout&#039;&#039;&#039;&lt;br /&gt;
|All players are marked with &#039;&#039;&#039;Rekindle&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]] and Suzaku re-appears on a random edge of the arena, charging across in a [[Area of Effect#Static Line AoE|Static line AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rekindle&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Spread Circle|spread circle]] that deals minor damage, but revives any &#039;&#039;&#039;Scarlet Lady&#039;&#039;&#039; corpses inside its AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phoenix Down&#039;&#039;&#039;&lt;br /&gt;
|Five large &#039;&#039;&#039;&#039;&#039;Scarlet Tail Feathers&#039;&#039;&#039;&#039;&#039; and four small &#039;&#039;&#039;&#039;&#039;Scarlet Plumes&#039;&#039;&#039;&#039;&#039; spawn. Each begins casting a [[Area of Effect#Static Circle AoE|Static circle AoE]].&lt;br /&gt;
One large Scarlet Tail Feather will cover the center of the arena, while the other four large Scarlet Tail Feathers and Scarlet Plumes can over the arena in 2 patterns: &lt;br /&gt;
&lt;br /&gt;
# Four large Scarlet Tail Feather will cover the cardinal, while four small Scarlet Plumes cover the intercardinal.&lt;br /&gt;
# Four large Scarlet Tail Feather will cover the intercardinal, while four small Scarlet Plumes cover the cardinal.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Scarlet Tail Feathers&#039;&#039;&#039;&#039;&#039; have an extremely large amount of health while the &#039;&#039;&#039;&#039;&#039;Scarlet Plumes&#039;&#039;&#039;&#039;&#039; have significantly less.&lt;br /&gt;
* If a &#039;&#039;&#039;Scarlet Lady&#039;&#039;&#039; is hit by any of the &#039;&#039;&#039;Phoenix Down&#039;&#039;&#039; AoEs, it will be revived and/or buffed with a powerful {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scarlet Lady&#039;&#039;&#039;&lt;br /&gt;
|Four small phoenix corpses in the center of the arena that are revived when hit by either &#039;&#039;&#039;Rekindle&#039;&#039;&#039; or a &#039;&#039;&#039;Phoenix Down&#039;&#039;&#039; AoE.&lt;br /&gt;
Will attach a [[Tether (mechanic)#Chase Tether|chase tether]] and inflict {{Status effect|debuff|Burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; to the player that revived it. If not killed within 15 seconds, casts &#039;&#039;&#039;Ashes to Ashes&#039;&#039;&#039;—wiping the party (and inflicting {{Status effect|debuff|File:Suppuration icon2.png|link=File:Suppuration icon2.png}} &#039;&#039;&#039;Suppuration&#039;&#039;&#039; on any survivors).&lt;br /&gt;
|}&lt;br /&gt;
A short introductory phase, the only major requirement is handling &#039;&#039;&#039;Phoenix Down&#039;&#039;&#039; and the &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Each DPS should be assigned one of the four &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039; in the center and a cardinal/intercardinal direction to bring it to.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Phoenix Down&#039;&#039;&#039; is cast, each DPS should destroy the &#039;&#039;&#039;&#039;&#039;Scarlet Plume&#039;&#039;&#039;&#039;&#039; in their assigned spot, then revive &#039;&#039;only&#039;&#039; their assigned &#039;&#039;&#039;Scarlet Lady&#039;&#039;&#039;. DPS must drag their &#039;&#039;&#039;Scarlet Lady&#039;&#039;&#039; out of the AoEs, into their assigned safe spot and kill it with their assigned support partner.&lt;br /&gt;
&lt;br /&gt;
After this is completed, Suzaku will begin the next phase.&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;Screams of the Damned&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rout&#039;&#039;&#039;&lt;br /&gt;
|Spread out to the edges of the arena away from where Suzaku is charging.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleeting Summer&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cremate&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phoenix Down&#039;&#039;&#039;&lt;br /&gt;
|Kill the four small &#039;&#039;&#039;&#039;&#039;Scarlet Plumes&#039;&#039;&#039;&#039;&#039; in the cardinals, ignoring the larger feathers in the center and inter-cardinals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rekindle&#039;&#039;&#039;&lt;br /&gt;
|Targets all four DPS, who should each revive a &#039;&#039;&#039;Scarlet Lady&#039;&#039;&#039;, bring it to a different safe zone to kill outside of the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cremate&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Screams of the Damned&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Dance Phase Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===Dance Phase===&lt;br /&gt;
----Suzaku will cast &#039;&#039;&#039;Eternal Flame&#039;&#039;&#039;, flying out of the arena and creating a lotus-like pattern with eight circles. The party will want to put one player in each circle.&lt;br /&gt;
&lt;br /&gt;
A random arrow will appear in the circle and a ball of light will move towards it from the edge of the arena. If the player inside the circle is facing the same direction as the arrow when the ball of light collides with it, the player is given a stack of {{Status effect|buff|Damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A total of 10 arrows will appear for a maximum of 10 stacks of {{Status effect|buff|Damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; if done perfectly, however, the &#039;&#039;&#039;&#039;&#039;Scarlet Melody&#039;&#039;&#039;&#039;&#039; meter will fill by four units for every arrow missed by a player.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Suzaku will cast &#039;&#039;&#039;Scarlet Fever&#039;&#039;&#039;, dealing party-wide damage based on how full the &#039;&#039;&#039;&#039;&#039;Scarlet Melody&#039;&#039;&#039;&#039;&#039; meter is.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Southron Star&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039;&lt;br /&gt;
|An unmarked [[Knockback#Radial Knockback|radial knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback|draw-in]] attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Well of Flame&#039;&#039;&#039;&lt;br /&gt;
|Suzaku aims a giant [[Area of Effect#Static Line AoE|Static line AoE]] at a random player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rekindle&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] that target four to six players, dealing fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scathing Net&#039;&#039;&#039;&lt;br /&gt;
|A {{I|stack marker}} targeting a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039;&lt;br /&gt;
|A multi-hit [[tankbuster]] that inflicts the main tank with {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;, then ends with a [[Area of Effect#Static Cone AoE|180 degree frontal AoE]] aimed at where the cast started.&lt;br /&gt;
&lt;br /&gt;
* Unusually, the damage of this attack is not significantly increased by the {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scarlet Hymn&#039;&#039;&#039;&lt;br /&gt;
|The four quadrants of the arena will each adopt a unique color and rune pattern. A phoenix outside the arena will fly clockwise towards icons matching the quadrants.&lt;br /&gt;
When the phoenix touches an icon, the corresponding quadrant will erupt. This deals high damage, a [[Knockback#Knock-up|knock-up]], and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to players on the erupting quadrant.&lt;br /&gt;
&lt;br /&gt;
* There are three potential patterns quadrants will erupt in:&lt;br /&gt;
*# A clockwise rotation&lt;br /&gt;
*# A counter-clockwise rotation&lt;br /&gt;
*# An opposites rotation (The second eruption will be opposite to the first and fourth opposite to the third.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Close-Quarter Crescendo&#039;&#039;&#039;&lt;br /&gt;
|All players are tethered to an orb with an arrow underneath. After a few seconds, players will be inflicted with a 4-second {{Status effect|debuff|forced march}} &#039;&#039;&#039;[[Forced March]]&#039;&#039;&#039; in the direction of that arrow.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incandescent Interlude&#039;&#039;&#039;&lt;br /&gt;
|Four towers are placed on the cardinals of the arena. Inflicts {{Status effect|debuff|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down|Fire Resistance Down II]]&#039;&#039;&#039; to players inside and {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to all players if empty.&lt;br /&gt;
&lt;br /&gt;
* Always combined with &#039;&#039;&#039;Rekindle&#039;&#039;&#039; on four players and &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039;.&lt;br /&gt;
* There will always be 4 people getting Rekindle [[Area of Effect#Spread Circle|AoEs]].&lt;br /&gt;
|}&lt;br /&gt;
The arena transforms. Not only does a hole appear in the center, but the walls disappear on the outer edges; creating a fall hazard from both sides.&lt;br /&gt;
&lt;br /&gt;
Players will need to watch out for both &#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039; and &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039; to avoid being knocked off the far edge or pulled through the hole in the center.&lt;br /&gt;
&lt;br /&gt;
The main obstacle for this phase will be &#039;&#039;&#039;Scarlet Hymn&#039;&#039;&#039;. There will be a total of three casts in the fight, and players will want to look towards the upcoming group of icons to know which order the quadrants will erupt in.&lt;br /&gt;
&lt;br /&gt;
* A general safe method to handle all patterns is to stand adjacent to the first erupting tile, then move into it immediately after it erupts.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Scarlet Hymn 1&#039;&#039;&#039; will have two eight-length patterns: A clockwise rotation starting from the yellow quadrant, and an opposites rotation starting from blue, ending with purple, and then reversing. Which pattern happens first is random.&lt;br /&gt;
#* To dodge the opposites rotation, stand on the purple quadrant to start. Once the blue quadrant erupts, move into it. Stay inside the blue quadrant until the purple one erupts twice, moving onto purple after.&lt;br /&gt;
# &#039;&#039;&#039;Scarlet Hymn 2&#039;&#039;&#039; will have two eight-length patterns of random rotation types. Suzaku will randomly cast either &#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039; or &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039;, attempting to knock inattentive players off the platform.&lt;br /&gt;
# &#039;&#039;&#039;Scarlet Hymn 3&#039;&#039;&#039; will be four four-length patterns that are all opposite rotations. The second pattern will be combined with &#039;&#039;&#039;Close-Quarter Crescendo&#039;&#039;&#039;.&lt;br /&gt;
#* Players will want to aim {{Status effect|debuff|forced march}} &#039;&#039;&#039;[[Forced March]]&#039;&#039;&#039; to run into either the first or second erupting quadrant (depending on arrow direction), as the first eruption will happen as debuffs are given with the second eruption a few seconds after.&lt;br /&gt;
&lt;br /&gt;
The final attack to look out for is &#039;&#039;&#039;Incandescent Interlude&#039;&#039;&#039;. A tower will appear on each cardinal and either all tanks/healers or all DPS will be marked by &#039;&#039;&#039;Rekindle&#039;&#039;&#039;. Due to towers inflicting {{Status effect|debuff|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down|Fire Resistance Down II]],&#039;&#039;&#039; marked players can not survive the towers. Suzaku will be casting &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039; during this time, so players should stand close to the center, with players unmarked by &#039;&#039;&#039;Rekindle&#039;&#039;&#039; wait to be knocked back into the towers.&lt;br /&gt;
&lt;br /&gt;
Should Suzaku live long enough, she will replace the entire arena with a single color quadrant and begin a long cast of &#039;&#039;&#039;Southron Star&#039;&#039;&#039; that will wipe the group.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Southron Star&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039;&lt;br /&gt;
|Move to the far edge of the arena to avoid being drawn into the hole in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Well of Flame + Rekindle&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoE and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scathing Net&#039;&#039;&#039;&lt;br /&gt;
|Stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. A tank swap can occur before or afterwards. All players should run behind Suzaku to avoid the ending AoE.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Scarlet Hymn&#039;&#039;&#039;&lt;br /&gt;
|Will always be a clockwise rotation and an opposites rotation. Dodge the opposites by starting on purple, moving to blue, then back to purple after it erupts twice.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Mesmerizing Melody / Ruthless Refrain&#039;&#039;&#039;&lt;br /&gt;
|Either stand close or far from the center depending on the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Close-Quarter Crescendo&#039;&#039;&#039;&lt;br /&gt;
|Identify which orb is tethered and what direction the player will be forced to run in, and ensure the {{Status effect|debuff|forced march}} &#039;&#039;&#039;[[Forced March]]&#039;&#039;&#039; will not run the player off the edge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Well of Flame + Rekindle&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scathing Net&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Scarlet Hymn&#039;&#039;&#039;&lt;br /&gt;
|Will be two eight-length patterns of two random rotation types.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mesmerizing Melody / Ruthless Refrain&#039;&#039;&#039;&lt;br /&gt;
|Either stand close or far from the center depending on the attack.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Southron Star&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Southron Star&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incandescent Interlude&#039;&#039;&#039;&lt;br /&gt;
|Separate into pairs with one Tank/Healer and One DPS on each cardinal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruthless Refrain + Rekindle&#039;&#039;&#039;&lt;br /&gt;
|Have those marked by &#039;&#039;&#039;Rekindle&#039;&#039;&#039; move to inter-cardinals while those unmarked get knocked back into the towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Well of Flame&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Scarlet Hymn&#039;&#039;&#039;&lt;br /&gt;
|Will be four four-length opposite rotations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Well of Flame + Rekindle&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rekindle&#039;&#039;&#039; targets six players now.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Close-Quarter Crescendo&#039;&#039;&#039;&lt;br /&gt;
|Aim to run into the first or second erupting quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mesmerizing Melody / Ruthless Refrain&#039;&#039;&#039;&lt;br /&gt;
|Either stand close or far from the center depending on the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Southron Star&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mesmerizing Melody / Ruthless Refrain&#039;&#039;&#039;&lt;br /&gt;
|Either stand close or far from the center depending on the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Well of Flame + Rekindle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scathing Net&#039;&#039;&#039;&lt;br /&gt;
|Stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Southron Star&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mesmerizing Melody / Ruthless Refrain&#039;&#039;&#039;&lt;br /&gt;
|Either stand close or far from the center depending on the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Southron Star&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Scarlet Hymn + Southron Star (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Suzaku&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Suzaku Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Euphonious Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] {{coords|13.8, 11.8}}.&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Drops item|Suzaku Card|fixed=y}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Paladin Arms (IL 385)}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Greataxe}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Odachi}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Lance}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Pinions}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Chokuto}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Kunai}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Greatbow}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Scarlet Tailfeather}}&lt;br /&gt;
{{Drops table row|Suzaku Weapon Coffer (IL 385)}}&lt;br /&gt;
{{Drops table row|Euphonious Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of Sunrise}}&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|The Scarlet Bloodletter (Achievement)}}&lt;br /&gt;
{{achievement table row|Mightier than the Vermilion}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Answer on High}}&lt;br /&gt;
{{music table row|Intermission|Sunset}}&lt;br /&gt;
{{music table row|Phase 2|Sunrise}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
File:Hells&#039; Kier Image.jpg&lt;br /&gt;
File:Hells&#039; Kier (Extreme) Image.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;diff=1506398</id>
		<title>Sigmascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;diff=1506398"/>
		<updated>2026-07-18T05:42:56Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Sigmascape V4.0|the second tier of [[Omega (Savage)]] in general|Omega: Sigmascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Sigmascape V4.0 (Savage)&lt;br /&gt;
| description = The urge to flip switches is almost irresistible...even when you know full well the consequences for doing so. Once more your finger moves as if of its own accord, and activates the second phase of the Savage Initiative. As the gentle arrangement drifts from the terminal, you are transported to a remembered vista of the Sigmascape, each lapping wave of the song swelling the boundary of your memories...&lt;br /&gt;
| image = Sigmascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 350&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 = 15 Poetics&lt;br /&gt;
| location = Upper Tower of Ruin, Sigmascape V4.0&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|Test World of Ruin}}&lt;br /&gt;
| patch = 4.2&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Sigmascape V4.0 (Savage)&lt;br /&gt;
| id-gt = 30066&lt;br /&gt;
| id-edb = 28d9a03c886&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O8S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Weapon&#039;s Refrain (Ultimate)}}. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Kefka]]===&lt;br /&gt;
Players will find themselves suspended over an endless drop into inter-dimensional space atop a circular platform. Should any player fall over the edge for any reason, they will suffer an immediate KO, though they can be raised after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
After some playful boasting, Kefka gives his signature laugh from &#039;&#039;Final Fantasy VI&#039;&#039;. Once engaged in battle, Kefka will employ deceitful abilities and eventually summon the infamous &#039;&#039;&#039;Statue of the Gods&#039;&#039;&#039; to a glorious rendition of &#039;&#039;&#039;Dancing Mad&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like [[Sigmascape V4.0|normal mode]], Kefka will employ trickery and deceit to confuse players throughout the encounter. As a rule of thumb - whenever you see question marks within a telegraph or notice question-marked orbs floating around Kefka during upcoming mechanics, all players should do the opposite of what is expected from those mechanics.&lt;br /&gt;
&lt;br /&gt;
* For example, a [[Area of Effect#static Circle AoE|static circle AoE]] with question marks should be stood inside, as the attack will instead hit the areas outside the AoE markings.&lt;br /&gt;
Similar to [[Deltascape V4.0 (Savage)|Deltascape V4.0 Savage]], this fight contains a checkpoint and a time limit of 120 minutes. Should players reach Phase 2, any party wipes will restart from the beginning of Phase 2 until the party leaves the instance or the duty timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to the Fight: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions should be assigned.&lt;br /&gt;
&lt;br /&gt;
Each tank and healer should be assigned a different DPS partner to create four pairs.&lt;br /&gt;
&lt;br /&gt;
Each pair should have an assigned stack spot for &#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each pair should have an assigned stack spot for &#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;. Color coded [[Waymark|waymarks]] corresponding to each pair on cardinal or inter-cardinal edges of the arena is also recommended.&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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|A self-buff that causes Kefka to store an exact copy of any {{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039;, {{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} &#039;&#039;&#039;Thunder&#039;&#039;&#039;, or {{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells cast afterwards into his buff list.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Will either mark all players with [[Area of Effect#Spread Circle|spread circle]] arrows, or one player with a {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; causes the attack to be the opposite of the marker shown (i.e. &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]] will instead be an invisible {{I|Stack marker}} on one player).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Creates four criss-crossing [[Area of Effect#static Line AoE|static line AoE]] markers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; shifts the positions of the lines diagonally, causing only the cross-sections of the [[Area of Effect#static Line AoE|static line AoE]] markers to be safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Creates either a [[Area of Effect#static Circle AoE|static circle AoE]] or a [[Area of Effect#static Donut AoE|static donut AoE]] centered on Kefka.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; swaps the attack, causing the marked areas to be safe instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Kefka casts all spells stored by {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; simultaneously, removing all his buffs.&lt;br /&gt;
&lt;br /&gt;
* If the copied spell was under the effect of &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, the resulting spell will also be—but no question marks will appear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|A black circle appears under Kefka and at a random edge of the arena. Kefka teleports to the second black circle in a flash of light and casts &#039;&#039;&#039;&#039;&#039;Revolting Ruin&#039;&#039;&#039;&#039;&#039; towards the center of the arena—a [[Area of Effect#static Cone AoE|120-degree static cone AoE]] with powerful [[knockback]].&lt;br /&gt;
&lt;br /&gt;
* The black circle and the teleport itself do not deal any damage.&lt;br /&gt;
* The direction in which Kefka will teleport is typically random, however if pulled to an edge, Kefka will always teleport to the opposite side of the arena. (i.e. if pulled to the north, Kefka will teleport south)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero Assault&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Knockback#Radial Knockback|radial knockback]] from Kefka with a push distance equal to a majority of the arena&#039;s length. Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image&#039;&#039;&#039;&lt;br /&gt;
|Prompts the massive statue north of the arena to initiate an attack sequence.&lt;br /&gt;
|}&lt;br /&gt;
While similar to the [[Sigmascape V4.0|normal version]] of the fight, Kefka&#039;s first phase is not only significantly longer, but &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; will no longer place question marks on the ground AoEs. Players will either have to pay attention to the orbs floating around Kefka, or to his debuffs.&lt;br /&gt;
&lt;br /&gt;
* If Kefka is being truthful about his attack, he will be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s truths icon1.png|link=File:Jester&#039;s truths icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Truths&#039;&#039;&#039; and the orbs around him will be a pale blue.&lt;br /&gt;
* If Kefka is trying to fake the players out, he will be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; and two question marks in red orbs will circle around him.&lt;br /&gt;
&lt;br /&gt;
With the addition of {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; and &#039;&#039;&#039;Mana Release&#039;&#039;&#039;, players will have to memorize which spells Kefka casts, as they will be combined together or cast in quick succession.&lt;br /&gt;
&lt;br /&gt;
Remember that {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; stores an &#039;&#039;exact copy&#039;&#039; of the spell cast. If the original spell was under the effect of &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, then the copy will also be, despite no question marks appearing.&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;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember what the next spell cast is.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Will either be a stack or a spread attack. Watch out for &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; swapping its effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be the same &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039; that was cast earlier.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Correctly identify the safe zone while handling &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #1 and #2 ===&lt;br /&gt;
-----&lt;br /&gt;
Having displayed most of his basic abilities, the &#039;&#039;&#039;Statue of the Gods&#039;&#039;&#039; will violently erupt in the background and loom over the entire raid. From this point onward, Kefka will occasionally cast &#039;&#039;&#039;Graven Image&#039;&#039;&#039;, prompting the statue to unleash its own mechanics that will overlap with abilities from Kefka himself. Certain &#039;&#039;&#039;Graven Image&#039;&#039;&#039; casts will cause Kefka to become temporarily untargetable.&lt;br /&gt;
&lt;br /&gt;
====The First Graven Image====&lt;br /&gt;
*The first set of [[Area of Effect#static Circle AoE|static circle AoEs]] are placed under four random players once the cast bar ends.&lt;br /&gt;
*Two DPS are hit by unmarked, moderate damage, [[Area of Effect#Spread Line or Cone|spread line]] &#039;&#039;&#039;&#039;&#039;Wave Cannons&#039;&#039;&#039;&#039;&#039;, a second set of circle AoEs appear, then then the other two DPS are hit by Wave Cannons.&lt;br /&gt;
*Four random players are marked with [[Tether (mechanic)|tethers]] that deal [[Knockback#Directional Knockback|directional knockback]] away from the statue while the other four players are targeted by {{I|Stack marker|stack markers}} that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. The third set of circle AoEs will appear shortly after.&lt;br /&gt;
&lt;br /&gt;
Players should stack in the center initially to consolidate the [[Area of Effect#static Circle AoE|static circle AoEs]] before having the DPS spread equally across the center to prevent overlap on the [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
While avoiding the last set of [[Area of Effect#static Circle AoE|static circle AoEs]], players with tethers should move towards the statue to avoid being pushed off the platform. Tethered players must position themselves to be knocked back to their assigned partner. Those without tethers should stand away from the statue preparing to catch their partner after the knockback.&lt;br /&gt;
&lt;br /&gt;
Knockback can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}, though it is not recommended to do so.&lt;br /&gt;
&lt;br /&gt;
This onslaught will be immediately be followed by &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;, requiring players to quickly run towards the teleport destination.&lt;br /&gt;
&lt;br /&gt;
Soon after, Kefka will cast the &#039;&#039;&#039;Second&#039;&#039;&#039; &#039;&#039;&#039;Graven Image&#039;&#039;&#039;. This cast will simply creates a large orb on the west side of the arena that deals a powerful [[Knockback#Directional Knockback|directional knockback]] away from it. This orb has a &amp;lt;u&amp;gt;random chance&amp;lt;/u&amp;gt; to teleport to the east side of the arena after 1 second—the party must be ready to adjust should this happen.&lt;br /&gt;
&lt;br /&gt;
This knockback will also resolve during the cast of &#039;&#039;&#039;Mana Release&#039;&#039;&#039;, so the party will need to immediately adjust to the correct position to dodge Kefka&#039;s AoEs afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #1 and #2 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;Graven Image #1&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center, then DPS must spread out in a line. Tethered players should run towards the statue preparing to be knocked back towards their stack partner in their assigned spot.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|Run to and behind the teleport destination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember the next two spells cast by Kefka.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Dodge and remember which area is safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Dodge and remember which area is safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #2&#039;&#039;&#039;&lt;br /&gt;
|Wait a second to check if the orb switches sides before running towards it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Find a safe zone that overlaps between the two previously casted &#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Thunder&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Kefka should be moved to the north edge of the arena in preparation for the next attack sequence.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #3 and #4 ===&lt;br /&gt;
-----[[File:Screenshot 2026-07-16 165436.png|thumb|Box spots for Graven Image #3, this formation allows for more melee uptime]][[File:Screenshot 2026-07-16 153635.png|thumb|Vertical line formation for Graven Image #3. This variation leaves a small safe spot at the middle for players to pass through.]]&lt;br /&gt;
=====Third Graven Image=====&lt;br /&gt;
*All tanks and healers will be [[Tether (mechanic)|tethered]] to one half of the statue and all DPS tethered to the other half. Which half targets which role is random.&lt;br /&gt;
**The western tethers resolve first with &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;, a [[Stack marker#Multi-Player Marker|2-player enumeration]] that leaves a {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; gravity [[Area of Effect#Puddle|puddle]] on the ground.&lt;br /&gt;
***Any &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; that does not hit 2 players will explode for party-wide damage and inflict a 30 second {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**The eastern tethers resolve two seconds after with &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;,&#039;&#039;&#039; a [[Area of Effect#Spread Circle|spread circle]] that inflicts extreme [[knockback]] to any other players hit—but does not knockback its target.&lt;br /&gt;
**The statue will create either a giant purple orb on its west side, or a giant golden orb on its east side. The western of eastern half of the arena will erupt in a damaging AoE matching the side of the orb.&lt;br /&gt;
**All players will be tethered once again, being hit by &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; in the same manner as before.&lt;br /&gt;
**Kefka will quickly follow up with &#039;&#039;&#039;Aero Assault&#039;&#039;&#039;.&lt;br /&gt;
Players will want to create four pairs, grouping a DPS with a tank or healer. Each pair should have a designated area to stand, and a designated direction to spread out to after &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two common methods for positioning: &lt;br /&gt;
&lt;br /&gt;
# The most common method is to assign four pairs into a box, pairing a DPS with a tank or healer. While any DPS - Support pairing is viable, some groups may prefer to pair melee DPS with tanks and ranged DPS with healers.&lt;br /&gt;
# A less common strategy is to form a line stack vertically at the middle of the arena, leaving center slightly open for half of the party to go through during the half arena cleave.&lt;br /&gt;
&lt;br /&gt;
Each pair will want to stack in their designated spot for &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;, then spread out to ensure &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; does not hit anyone else but its intended targets. &lt;br /&gt;
&lt;br /&gt;
* Typically, support players spread to the east / west and DPS to the north / south if using box formation. If using Line formation, DPS will spread to the east while support runs west.&lt;br /&gt;
&lt;br /&gt;
The statue will create an orb on either its east or west side which players must avoid.&lt;br /&gt;
&lt;br /&gt;
A second round of &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; occurs that can be handled in the same way, finalized by Kefka casting &#039;&#039;&#039;Aero Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should run towards Kefka to avoid being pushed off the platform. If Kefka was not positioned to the edge of the arena prior, {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} may be required to survive.&lt;br /&gt;
&lt;br /&gt;
Kefka will go through another standard rotation of attacks with the &#039;&#039;&#039;Fourth Graven Image&#039;&#039;&#039; simply being another purple/golden orb attack. Avoid the half of the arena the orb is towards and continue the fight as normal.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #3 and #4 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;Graven Image #3&#039;&#039;&#039;&lt;br /&gt;
|Stack in pairs, then spreading out in different directions after &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; hits. Avoid the half-arena orb AoE, then repeat the paired stack-and-spread again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero Assault&#039;&#039;&#039;&lt;br /&gt;
|Run to Kefka or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember the next spell Kefka casts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Remember whether this is a spread or a stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena the orb will hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be an exact copy of the previous &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Correctly dodge the AoE while handling the &#039;&#039;&#039;Fire&#039;&#039;&#039; spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and Heal.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #5 and #6 ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=====Fifth Graven Image=====&lt;br /&gt;
*The statue &#039;&#039;Ave Maria&#039;&#039; will emit a [[gaze]] attack and a [[Area of Effect#static Circle AoE|static circle AoE]] placed under every player.&lt;br /&gt;
**The statue&#039;s [[gaze]] may be randomly be afflicted by &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, turning the eye yellow with a question mark. A &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; [[gaze]] must instead be looked at, rather than avoided.&lt;br /&gt;
**The main tank can stack with the party prior to ensure all circle AoEs are consolidated, making the gaze attack easier to resolve.&lt;br /&gt;
*All players will be [[Tether (mechanic)|tethered]] again, with tanks/healers receiving one type of tether and DPS receiving a different type of tether. Which role receives which type of tether is random.&lt;br /&gt;
**The first tether type will be from a purple eye on the lower right statue&#039;s hand. All targeted players will be inflicted with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
**The second tether type will be from a yellow eye on the upper left statue&#039;s face. Targeted players are inflicted with &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039;, &#039;&#039;&#039;{{Status effect|buff|damage up}} [[Damage Up]]&#039;&#039;&#039;, and &#039;&#039;&#039;{{Status effect|debuff|heavy}}&#039;&#039;&#039; &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; for 5 seconds. Confused players will uncontrollably move towards the nearest player until the confused status expires. If they reach their target, they will instantly defeat them with an auto-attack.&lt;br /&gt;
***&#039;&#039;It is imperative that players with the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; tether should not, under any circumstance, using {{Action icon|Sprint}}. The buff will be active during the entirety of the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039;, killing any player the afflicted reaches.&#039;&#039;&lt;br /&gt;
****Should players accidentally sprint, they can right-click the buff icon to remove it (PC), or use the command &amp;quot;/statusoff [[Sprint]]&amp;quot;.&lt;br /&gt;
Finally once tethers resolve, the statue will immediately emit another [[gaze]] attack while Kefka casts &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together to consolidate the AoEs, then resolve the statue&#039;s [[gaze]]—looking out for potential &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once [[Tether (mechanic)|tethers]] attach to players, those with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers should stack in the center while the other spread out equally to cardinal or inter-cardinal positions on the outer edge of the arena. Due to the &#039;&#039;&#039;{{Status effect|debuff|heavy}}&#039;&#039;&#039; &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; debuff, the players on the edges of the arena should not be able to reach the center before the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; expires.&lt;br /&gt;
&lt;br /&gt;
A second [[gaze]] attack occurs from the statue again, which players should resolve before running towards Kefka&#039;s &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Kefka will once again attack as normal, with the final &#039;&#039;&#039;Sixth Graven Image&#039;&#039;&#039; being another [[gaze]] attack from the statue.&lt;br /&gt;
&lt;br /&gt;
If Kefka is not brought to &amp;lt;u&amp;gt;60% HP&amp;lt;/u&amp;gt; before 6 minutes and 50 seconds, he will become untargetable and enrage with a lethal attack of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #5 and #6 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;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|Dodge the [[gaze]], then players tethered to the lower purple eye should stack center while the rest run to [[clock spots]] on the outer edge. Afterwards, dodge the [[gaze]] again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|Run towards the teleport location while dodging the [[gaze]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Memorize the next two spell casts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Dodge and memorize.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Dodge and memorize.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #6&#039;&#039;&#039;&lt;br /&gt;
|Avoid the [[gaze]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be the same &#039;&#039;&#039;Thunder&#039;&#039;&#039; and &#039;&#039;&#039;Blizzard&#039;&#039;&#039; as was cast prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge x3&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Kefka&#039;s first phase.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Light of Judgment (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2: God Kefka===&lt;br /&gt;
-----&lt;br /&gt;
Reaching this stage of the encounter activates a checkpoint; meaning that if you wipe for any reason, the battle will reset back to the God Kefka phase (instead of the very beginning). Despite the arena containing a very obvious shift to luminous yellow, there are no actual terrain differences. Players will remain atop a circular platform and can still fall over the edge to their immediate doom.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
&lt;br /&gt;
* Players will want to decide whether to tank Kefka in the center or at the edge for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.&lt;br /&gt;
* Tanks and healers should decide which role takes the eastern and western towers for &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039; and &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;.&lt;br /&gt;
* Each tank and healer will want an assigned waymark for &#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039; in &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Angel&#039;&#039;&#039;&lt;br /&gt;
|Sets all player&#039;s HP to 1. [[Barrier|Barriers]], however, will still remain.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Kefka casts a [[Area of Effect#static Circle AoE|static circle AoE]] underneath himself, a cross of [[Area of Effect#static Line AoE|static line AoEs]] from the arena&#039;s center, and places a {{I|Stack marker}} on a healer.&lt;br /&gt;
This is immediately followed by a [[Area of Effect#static Donut AoE|static donut AoE]] underneath himself and hitting all DPS with unmarked [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small)&#039;&#039;&#039;&lt;br /&gt;
|A total of seven yellow triangles will descend from the sky in 3 separate sets. The 3 endpoints of each triangle will burst into [[Area of Effect#static Circle AoE|static circle AoEs]] in the same order they fell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;&lt;br /&gt;
|Three small triangles and one massive triangle descend from the sky in one of two random patterns, with each endpoint detonating into [[Area of Effect#static Circle AoE|static circle AoEs]]. The AoEs created by the massive triangle are, similarly, much larger than usual.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Kefka&#039;s wings will glow white, though which of the two wings glow is random. Kefka will fire a massive [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] from his glowing side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|The closest and farthest players are hit by large [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker|Stack attack}} followed by &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; two seconds later—a [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] from Kefka&#039;s front or back.&lt;br /&gt;
&lt;br /&gt;
* If Kefka cast &#039;&#039;&#039;Futures Numbered&#039;&#039;&#039;, then &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; will be a frontal cone AoE. If &#039;&#039;&#039;Pasts Forgotten&#039;&#039;&#039; was cast, it will be a rear cone AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forsaken&#039;&#039;&#039;&lt;br /&gt;
|Deals extreme party-wide damage and begins a new sequence of attacks—indicating the start of a mini-phase.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O8S Celestriad Positioning.png|alt=Positioning for Celestriad by moving Kefka north.|thumb|215x215px|A common strategy for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.]]&lt;br /&gt;
Phase 2 will require precise positioning and constant awareness from each role. Tanks will need repeatedly need to move and face Kefka in preparation for certain attacks while DPS handle various types of AoEs.&lt;br /&gt;
&lt;br /&gt;
The first obstacle players will encounter is &#039;&#039;&#039;Celestriad&#039;&#039;&#039;, which is all of Kefka&#039;s &#039;&#039;&#039;Fire&#039;&#039;&#039;, &#039;&#039;&#039;Thunder&#039;&#039;&#039;, and &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells cast in quick succession. Healers and Tanks will need to stack together while DPS will need to spread out, all while avoiding the [[Area of Effect#Static Circle AoE|static circle]] and [[Area of Effect#Static Donut AoE|static donut AoEs]].&lt;br /&gt;
&lt;br /&gt;
The two primary methods to handling &#039;&#039;&#039;Celestriad&#039;&#039;&#039; is either positioning Kefka in the center of the arena, or at the far northern edge.&lt;br /&gt;
&lt;br /&gt;
* If tanking Kefka at the north edge, Tanks and healers typically stack together in one of the northern corners of the safezone. One DPS will be south of the stack while the other three DPS are spread out on the opposite side of the circle AoE.&lt;br /&gt;
** Once the [[Area of Effect#Static Circle AoE|static circle AoE]] disappears, the DPS players will move into the safe zone, staying at its outer edge to maximize the distance between each other until the [[Area of Effect#Spread Circle|spread circles]] detonate.&lt;br /&gt;
* If tanking Kefka in the center, players will need to be assigned different intercardinal safe zones. Tanks and healers will occupy one, and two DPS will have to share another. Once the [[Area of Effect#static Line AoE|static line AoEs]] disappear, the DPS sharing a corner will have to quickly separate before the [[Area of Effect#Spread Circle|spread circles]] detonate 1 second later.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Opening 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;Heartless Angel&#039;&#039;&#039;&lt;br /&gt;
|Heal all the players quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|If planning to use the northern &#039;&#039;&#039;Celestriad&#039;&#039;&#039; strat, start moving Kefka to the north.&lt;br /&gt;
&#039;&#039;This &#039;&#039;&#039;Ultima,&#039;&#039;&#039; and only this, can be taken with no mitigation, although healing to full is still needed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Healers and tanks must stack together while DPS spread apart, all while avoiding the circle, line, and donut AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| During or after this cast, the main tank can preposition Kefka slightly off-center on the arena in preparation for &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #1 ===&lt;br /&gt;
----[[File:CrossTethers o8s f1.png|thumb|DPS cross skull tethers for Forsaken #1]]&lt;br /&gt;
[[File:Screenshot 2026-07-16 162929.png|thumb|Each DPS takes the tower nearest to their skull]]&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Sets all player&#039;s HP to 1. Players &#039;&#039;not&#039;&#039; at full health will receive a 12 second {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; debuff, preventing any and all healing. Players at full HP will only be debuffed for 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring exactly 2 or 4 players inside, matching the number of small glowing orange orbs circling its ring. Deals no damage.&lt;br /&gt;
If an incorrect number of players are inside the tower, all players are debuffed with a stack of {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mad Heads&#039;&#039;&#039;&lt;br /&gt;
|Floating heads that attach a [[Tether (mechanic)#Chase Tether|chase tether]] to each DPS player. Explodes on contact with &#039;&#039;any&#039;&#039; player for moderate magic damage and inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
If its target dies or 15 seconds pass, &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; will self-destruct, dealing no damage but inflicting a stack of {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on all players for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
A deceptive phase in that while players will be repeatedly set to 1 HP, most attacks do not deal any damage. Failed mechanics will often result in {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; stacks rather than death, but the loss of damage output can easily result in a failure to defeat Kefka before they enrage.&lt;br /&gt;
&lt;br /&gt;
Kefka can be tanked in the center of the arena for the duration of this phase.&lt;br /&gt;
&lt;br /&gt;
Healers must start this phase by ensuring all players are healed to 100% HP immediately. Any players not at full HP will have their {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; debuff timer tripled, likely resulting in their death.&lt;br /&gt;
&lt;br /&gt;
Kefka will cast &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;; a 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; tower appears in the &amp;lt;u&amp;gt;east&amp;lt;/u&amp;gt;, &amp;lt;u&amp;gt;west&amp;lt;/u&amp;gt;, and &amp;lt;u&amp;gt;center&amp;lt;/u&amp;gt; of the arena; two &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; appear in the east; and two &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; appear in the west.&lt;br /&gt;
&lt;br /&gt;
DPS players must fill the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers on the east and west. There are two common deciders to which player takes which tower: cross-tethers and near-tethers&lt;br /&gt;
&lt;br /&gt;
* Cross-tethers / cross skulls: DPS players take the tower furthest away from their Mad Head. If doing this, players should take care to avoid crossing their tether through the center tower.&lt;br /&gt;
* Far-tethers / skulls: DPS players take the tower nearest to their Mad Head, but standing on the edge of the tower to maximize distance.&lt;br /&gt;
Both healers should take the center tower and prepare to use heavy AoE healing the instant {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; expires.&lt;br /&gt;
&lt;br /&gt;
Once the towers resolve, DPS should avoid their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; until they have been sufficiently healed enough to intentionally collide with their &#039;&#039;&#039;Mad Head&#039;&#039;&#039; and detonate it.&lt;br /&gt;
&lt;br /&gt;
This will be followed up by &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;, requiring DPS and healers to &#039;&#039;avoid&#039;&#039; being the closest and farthest players, and additionally avoiding standing near the tanks.&lt;br /&gt;
&lt;br /&gt;
Kefka will then repeat the process a second time with a cast of &#039;&#039;&#039;Ultima&#039;&#039;&#039; into &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Handle the sequence the same way as before and the onslaught will end with a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #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;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|Heal all players to full immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|DPS should take the towers closest to their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; while healers take the center towers. Heal all DPS once the debuff expires, then DPS can detonate their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal all players to full immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Repeat as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Move to where the third set of &#039;&#039;&#039;Trines&#039;&#039;&#039; fell that is also opposite to Kefka&#039;s glowing wing, then move into where the first set of &#039;&#039;&#039;Trines&#039;&#039;&#039; appeared after they exploded.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Afterwards, if &#039;&#039;&#039;Future&#039;&#039;&#039; was cast, avoid Kefka&#039;s front. If &#039;&#039;&#039;Past&#039;&#039;&#039;, avoid Kefka&#039;s rear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should move away while healers focus on healing the main tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank can now preposition Kefka to center of the arena to prepare for &#039;&#039;&#039;Forsaken #2.&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #2 ===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&lt;br /&gt;
|The two farthest DPS players are marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, dropping 4 consecutive lava [[Area of Effect#Puddle|puddles]] over time. Two other DPS will be chased by 5 [[Area of Effect#Homing AoE|Homing AoEs]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;&lt;br /&gt;
|Kefka splits into four, jumping onto each tank and healer&#039;s position and dealing AoE damage.&lt;br /&gt;
Three seconds after, each Kefka will face his target&#039;s current location and cast &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, being either a frontal (future) or rear (past) [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] depending on the prior cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Proximity AoE|proximity AoE]] is placed underneath a DPS player, who is simultaneously targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O8S Forsaken 2.gif|alt=A strategy for Forsaken 2.|thumb|If &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; is cast instead, Tanks and Healers will want to face the Kefka clones towards the edges until &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; begins casting.]]&lt;br /&gt;
Kefka will utilize an extremely restrictive combination of AoE attacks, forcing all players to move in very specific directions while simultaneously resolving towers.&lt;br /&gt;
&lt;br /&gt;
* A 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; tower appears on the east and west side of the arena.&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&#039;&#039;, followed immediately by either &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; or &#039;&#039;&#039;Past&#039;s End&#039;&#039;&#039;.&lt;br /&gt;
* A 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; appears on the north edge of the arena.&lt;br /&gt;
* Kefka begins casting &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, and a 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; appears on the east and west edges of the arena.&lt;br /&gt;
* A second set of 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers appears on the east and west sides of the arena while a DPS player is targeted by &#039;&#039;&#039;Meteor&#039;&#039;&#039;.&lt;br /&gt;
* The mini-phase is ended with a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To start, both tanks and healers will want to assign positions: One role should take the west towers and the other the east towers.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will need a unique position on the south edge of the arena to spread to for &#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks and Healers will first resolve their assigned towers, then spread to their assigned position in the south. After Kefka splits into four, tanks and healers will either need to hold still (if &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; was cast) or run through Kefka towards the center (if &#039;&#039;&#039;Past&#039;s End&#039;&#039;&#039;) to avoid &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; from hitting the entire party. Once Kefka begins casting &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, tanks and healers can simply focus on taking their assigned towers again.&lt;br /&gt;
&lt;br /&gt;
The ranged DPS marked by {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; will want to split to the east and west cardinal edges to start placing [[Area of Effect#Puddle|puddles]], slowly inching towards the north where the 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is—waiting until the 4th [[Area of Effect#Puddle|puddle]] drops before entering the tower.&lt;br /&gt;
&lt;br /&gt;
The unmarked melee DPS will want to stack in the south and run together, slowly dropping their AoEs closer to the north until the 5th and final one appears—after-which they can enter the tower as well.&lt;br /&gt;
&lt;br /&gt;
* If players want to increase DPS uptime, the melee DPS can stack together and rotate clockwise or counter-clockwise together around Kefka. Healers and Tanks will have to dodge their AoEs inside the towers, however.&lt;br /&gt;
&lt;br /&gt;
Once the DPS resolves their 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039;, they should run next to (but not into) the tank&#039;s 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; to include the tanks in the stack marker.&lt;br /&gt;
[[File:O8S Trine Big.png|alt=The two potential patterns for Trine (Big).|thumb|The two potential patterns for Trine (Big).]]&lt;br /&gt;
The mini-phase will end with &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Kefka will follow up with another &#039;&#039;&#039;Celestriad&#039;&#039;&#039; that can be handled the same as before.&lt;br /&gt;
&lt;br /&gt;
The final attack of note is a cast of &#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This ability has two potential patterns, resulting in a safe zone on an empty edge of the arena, or directly in the center.&lt;br /&gt;
&lt;br /&gt;
* For Trine (big), the main-tank should pull God Kefka to slightly off center of the arena. This is to ensure clearer view of his next cast &#039;&#039;&#039;Futures Numbered/Pasts Forgotten&#039;&#039;&#039;, as well as ease for moving into the safe zone for either of Trine (big) potential patterns. &lt;br /&gt;
&lt;br /&gt;
Position and dodge accordingly until Kefka&#039;s third &#039;&#039;&#039;Forsaken&#039;&#039;&#039; cast.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #2 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;Forsaken #2&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party. Tanks and Healers should split to opposite east / west sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&lt;br /&gt;
|The two DPS responsible for {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should split to opposite east/west edges, while the other two move south. DPS must dodge AoEs while slowly moving north towards the [[Tower#Multi-Player Tower|tower]]. &lt;br /&gt;
If the inner DPS chooses to rotate clockwise or counter-clockwise, it&#039;s recommended to start from the north side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;&lt;br /&gt;
|Healers and Tanks should spread along the south edge, then face Kefka outwards (future) or inwards (past) relative to the arena center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;All Things Ending + Meteor&#039;&#039;&#039;&lt;br /&gt;
|Resolve towers while DPS bring the {{I|Stack marker}} towards the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
|Tanks should bring move Kefka towards either a cardinal edge or to the center in preparation for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Avoid the side of Kefka the glowing wing is on.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| Kefka can be positioned towards the center of the arena to prepare for &#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the safe zone, then dodge Kefka&#039;s &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Ensure tanks are the closest and farthest players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together and use heavy mitigations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Tanks must spread apart again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank may move Kefka to the center of the arena in preparation of &#039;&#039;&#039;Forsaken #3.&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #3 ===&lt;br /&gt;
----While no new attacks will be used here, Kefka will combine several attacks from both Phase 1 and 2 in a final onslaught of terror.&lt;br /&gt;
&lt;br /&gt;
* A 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is created on the east and west side of the arena, and a 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; on the south side. Four random players are also targeted by [[knockback]] [[Tether (mechanic)|tethers]].&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;Ultima&#039;&#039;&#039; followed quickly by &#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039; shortly after the towers resolve.&lt;br /&gt;
* &#039;&#039;&#039;Graven Image #5&#039;&#039;&#039; (Sleep and Confusion tethers) is cast, with another set of 2-player &#039;&#039;&#039;Paths of Light&#039;&#039;&#039; appearing in the east and west.&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;Ultima&#039;&#039;&#039; then begins his &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039; attack rotation with &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;, &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;, and three &#039;&#039;&#039;Paths of Light&#039;&#039;&#039;.&lt;br /&gt;
* Shortly after, a 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is created in the south while Kefka casts &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;.&lt;br /&gt;
* After another cast of &#039;&#039;&#039;Ultima&#039;&#039;&#039;, Kefka combines &#039;&#039;&#039;Graven Image #4&#039;&#039;&#039; (yellow/purple half-arena orb) with a cast of &#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;.&lt;br /&gt;
* The onslaught ends, as usual, with &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To start, similar to &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;, healers and tanks will want to split to two different sides of the arena to take the two 2-player towers. DPS should take the 4-player tower in the south.&lt;br /&gt;
&lt;br /&gt;
Knockback tethers can be handled either by standing a short distance to the north of the tower, or by simply using {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
&lt;br /&gt;
Tanks must be in the same tower for &#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;, which happens shortly after towers resolve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sigmascape V4.0 (Savage)#Graven Image #5 and #6|Graven Image #5]]&#039;&#039;&#039; is repeated, but with two 2-player Path of Light towers near the center of the arena.&lt;br /&gt;
&lt;br /&gt;
* Players with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread out to the edges of the arena.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; is removed by the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers, allowing players to run closer to the center and away from their confused comrades.&lt;br /&gt;
** The party can re-use their pair positions on [https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;amp;veaction=edit#Graven_Image_#3_and_#4 Graven Image #3]: Players assigned to the west can handle western towers, while the others handle the east.&lt;br /&gt;
&lt;br /&gt;
Healers will need to quickly heal the party to full after the &#039;&#039;&#039;Ultima&#039;&#039;&#039; in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;, which can be handled in the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DPS will need to quickly resolve their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;, as a 4-player tower appears in the south that tanks &#039;&#039;can not&#039;&#039; occupy due to Kefka&#039;s &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;. Healers can account for two of the four players required.&lt;br /&gt;
&lt;br /&gt;
Lastly, &amp;lt;u&amp;gt;tanks will need to face Kefka either east or west&amp;lt;/u&amp;gt; to prevent the combination of &#039;&#039;&#039;Graven Image #4&#039;&#039;&#039; and &#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039; from potentially covering both halves of the arena. With the former hitting east/west and the latter hitting north/south, there will always be one safe quadrant to stand in.&lt;br /&gt;
&lt;br /&gt;
With a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;, Forsaken will end.&lt;br /&gt;
&lt;br /&gt;
Kefka will rotate through his usual series of attacks before repeating &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039; a second time.&lt;br /&gt;
&lt;br /&gt;
At the end of the repeat &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;, Kefka will cast &#039;&#039;&#039;Ultima&#039;&#039;&#039; four times, gaining a stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}}&#039;&#039;&#039; &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; with each. Should players survive, Kefka will enrage with a final cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039; that wipes the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #3 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;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the two towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread to the edge. Those inside the towers can run further into the center after being woken up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party immediately in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Face Kefka to the east or west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Dodge towards the third set of triangles while avoiding Kefka&#039;s glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should split and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack back together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack in the safe zone, then dodge &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the two towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread to the edge. Those inside the towers can run further into the center after being woken up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party immediately in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Face Kefka to the east or west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima x4&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, this is the last chance to defeat Kefka.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Light of Judgment (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Diamond Weapons}}&lt;br /&gt;
*{{Item icon|Sigmascape Datalog v4.0}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Alpha&#039;s Feather}} (Drops directly from boss, must be synced)&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 Diamond Arms (IL 375)}}&lt;br /&gt;
{{Drops table row|Diamond Axe}}&lt;br /&gt;
{{Drops table row|Diamond Greatsword}}&lt;br /&gt;
{{Drops table row|Diamond Bayonet}}&lt;br /&gt;
{{Drops table row|Diamond Halberd}}&lt;br /&gt;
{{Drops table row|Diamond War Scythe}}&lt;br /&gt;
{{Drops table row|Diamond Knuckles}}&lt;br /&gt;
{{Drops table row|Diamond Katana}}&lt;br /&gt;
{{Drops table row|Diamond Daggers}}&lt;br /&gt;
{{Drops table row|Diamond Saberfangs}}&lt;br /&gt;
{{Drops table row|Diamond Bow}}&lt;br /&gt;
{{Drops table row|Diamond Musketoon}}&lt;br /&gt;
{{Drops table row|Diamond Chakrams}}&lt;br /&gt;
{{Drops table row|Diamond Rod}}&lt;br /&gt;
{{Drops table row|Diamond Grimoire}}&lt;br /&gt;
{{Drops table row|Diamond Tuck}}&lt;br /&gt;
{{Drops table row|Diamond Fan Brush}}&lt;br /&gt;
{{Drops table row|Diamond Cane}}&lt;br /&gt;
{{Drops table row|Diamond Codex}}&lt;br /&gt;
{{Drops table row|Diamond Sextant}}&lt;br /&gt;
{{Drops table row|Diamond Wings}}&lt;br /&gt;
{{Drops table row|Diamond Chest Gear Coffer (IL 370)}}&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|Diamond Weapon Coffer (IL 375)}}&lt;br /&gt;
{{Drops table row|Wind-up Kefka}}&lt;br /&gt;
{{Drops table row|Air Force 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 Sigma, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Sigma, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Sigma, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Sigma}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 Part 1|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 1 Part 2|Dancing Mad - Movement I}}&lt;br /&gt;
{{music table row|Phase 1 Part 3|Dancing Mad - Movement II}}&lt;br /&gt;
{{music table row|Phase 1 Part 4|Dancing Mad - Movement III}}&lt;br /&gt;
{{music table row|Phase 2|Dancing Mad - Movement IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1506390</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1506390"/>
		<updated>2026-07-18T04:24:53Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, 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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&lt;br /&gt;
Omega should be tanked in the center of the arena for a majority of the fight to ensure safety and consistent mechanic functionality.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&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;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
A tether attack attached to a random healer and often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;. The healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random, however, targets are determined by the instance. Which players are tethered first and second will be consistent across attempts until the duty is abandoned or timed out.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to deal with the fists, but most involve spreading out first.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
There are two types of pairings: Role-based and Rotation-based.&lt;br /&gt;
* Role-based pairing, as the name implies, pairs matching roles together. Healers stack with healers, tanks with tanks, melee DPS with other Melee, and ranged with ranged.&lt;br /&gt;
* Rotation-based pairing instead uses a clock spot spread and has positions rotate (either clockwise or counter-clockwise) to their neighbor in an assigned order (i.e. north to northeast, then east to southeast, south to southwest, and finally west to northwest).&lt;br /&gt;
&lt;br /&gt;
Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS are often paired by melee or ranged typing, but collision order is by group preference.&lt;br /&gt;
* Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out, then have assigned pairs stack together one-at-a-time for each slam, healing constantly inbetween.&lt;br /&gt;
Alternatively, the party can stack and use a tank {{Action icon|Limit Break|Limit Break 3}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena.&lt;br /&gt;
#* An alternate method is to have the entire group instead stack at the north / in front of Omega, with the Guided Missile at the arena&#039;s edge on the opposite side. The group would rotate either clockwise or counter-clockwise, but the Guided Missile player should maintain their position as the farthest away from Omega.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile.&lt;br /&gt;
#* Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through Omega to the opposite side afterwards.&lt;br /&gt;
# Both tanks will need to take position at the northeast and northwest, at max melee range, then mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;. This ensures that their AoEs will not cleave each other, nor the rest of the party. Non-tanks must spread out in the south, with three non-tank players standing closest to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
#* Alternatively, tanks can spread to east and west, allowing safe spots at both north and south side of Omega. The north and south safe zones can be occupied by three players each for easy &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; assignments.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 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;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&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|Omega Leg 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 Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&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|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;diff=1506361</id>
		<title>Sigmascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;diff=1506361"/>
		<updated>2026-07-18T04:04:20Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Sigmascape V4.0|the second tier of [[Omega (Savage)]] in general|Omega: Sigmascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Sigmascape V4.0 (Savage)&lt;br /&gt;
| description = The urge to flip switches is almost irresistible...even when you know full well the consequences for doing so. Once more your finger moves as if of its own accord, and activates the second phase of the Savage Initiative. As the gentle arrangement drifts from the terminal, you are transported to a remembered vista of the Sigmascape, each lapping wave of the song swelling the boundary of your memories...&lt;br /&gt;
| image = Sigmascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 350&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 = 15 Poetics&lt;br /&gt;
| location = Upper Tower of Ruin, Sigmascape V4.0&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|Test World of Ruin}}&lt;br /&gt;
| patch = 4.2&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Sigmascape V4.0 (Savage)&lt;br /&gt;
| id-gt = 30066&lt;br /&gt;
| id-edb = 28d9a03c886&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O8S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Weapon&#039;s Refrain (Ultimate)}}. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Kefka]]===&lt;br /&gt;
Players will find themselves suspended over an endless drop into inter-dimensional space atop a circular platform. Should any player fall over the edge for any reason, they will suffer an immediate KO, though they can be raised after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
After some playful boasting, Kefka gives his signature laugh from &#039;&#039;Final Fantasy VI&#039;&#039;. Once engaged in battle, Kefka will employ deceitful abilities and eventually summon the infamous &#039;&#039;&#039;Statue of the Gods&#039;&#039;&#039; to a glorious rendition of &#039;&#039;&#039;Dancing Mad&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like [[Sigmascape V4.0|normal mode]], Kefka will employ trickery and deceit to confuse players throughout the encounter. As a rule of thumb - whenever you see question marks within a telegraph or notice question-marked orbs floating around Kefka during upcoming mechanics, all players should do the opposite of what is expected from those mechanics.&lt;br /&gt;
&lt;br /&gt;
* For example, a [[Area of Effect#static Circle AoE|static circle AoE]] with question marks should be stood inside, as the attack will instead hit the areas outside the AoE markings.&lt;br /&gt;
Similar to [[Deltascape V4.0 (Savage)|Deltascape V4.0 Savage]], this fight contains a checkpoint and a time limit of 120 minutes. Should players reach Phase 2, any party wipes will restart from the beginning of Phase 2 until the party leaves the instance or the duty timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to the Fight: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions should be assigned.&lt;br /&gt;
&lt;br /&gt;
Each tank and healer should be assigned a different DPS partner to create four pairs.&lt;br /&gt;
&lt;br /&gt;
Each pair should have an assigned stack spot for &#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each pair should have an assigned stack spot for &#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;. Color coded [[Waymark|waymarks]] corresponding to each pair on cardinal or inter-cardinal edges of the arena is also recommended.&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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|A self-buff that causes Kefka to store an exact copy of any {{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039;, {{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} &#039;&#039;&#039;Thunder&#039;&#039;&#039;, or {{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells cast afterwards into his buff list.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Will either mark all players with [[Area of Effect#Spread Circle|spread circle]] arrows, or one player with a {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; causes the attack to be the opposite of the marker shown (i.e. &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]] will instead be an invisible {{I|Stack marker}} on one player).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Creates four criss-crossing [[Area of Effect#static Line AoE|static line AoE]] markers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; shifts the positions of the lines diagonally, causing only the cross-sections of the [[Area of Effect#static Line AoE|static line AoE]] markers to be safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Creates either a [[Area of Effect#static Circle AoE|static circle AoE]] or a [[Area of Effect#static Donut AoE|static donut AoE]] centered on Kefka.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; swaps the attack, causing the marked areas to be safe instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Kefka casts all spells stored by {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; simultaneously, removing all his buffs.&lt;br /&gt;
&lt;br /&gt;
* If the copied spell was under the effect of &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, the resulting spell will also be—but no question marks will appear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|A black circle appears under Kefka and at a random edge of the arena. Kefka teleports to the second black circle in a flash of light and casts &#039;&#039;&#039;&#039;&#039;Revolting Ruin&#039;&#039;&#039;&#039;&#039; towards the center of the arena—a [[Area of Effect#static Cone AoE|120-degree static cone AoE]] with powerful [[knockback]].&lt;br /&gt;
&lt;br /&gt;
* The black circle and the teleport itself do not deal any damage.&lt;br /&gt;
* The direction in which Kefka will teleport is typically random, however if pulled to an edge, Kefka will always teleport to the opposite side of the arena. (i.e. if pulled to the north, Kefka will teleport south)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero Assault&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Knockback#Radial Knockback|radial knockback]] from Kefka with a push distance equal to a majority of the arena&#039;s length. Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image&#039;&#039;&#039;&lt;br /&gt;
|Prompts the massive statue north of the arena to initiate an attack sequence.&lt;br /&gt;
|}&lt;br /&gt;
While similar to the [[Sigmascape V4.0|normal version]] of the fight, Kefka&#039;s first phase is not only significantly longer, but &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; will no longer place question marks on the ground AoEs. Players will either have to pay attention to the orbs floating around Kefka, or to his debuffs.&lt;br /&gt;
&lt;br /&gt;
* If Kefka is being truthful about his attack, he will be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s truths icon1.png|link=File:Jester&#039;s truths icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Truths&#039;&#039;&#039; and the orbs around him will be a pale blue.&lt;br /&gt;
* If Kefka is trying to fake the players out, he will be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; and two question marks in red orbs will circle around him.&lt;br /&gt;
&lt;br /&gt;
With the addition of {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; and &#039;&#039;&#039;Mana Release&#039;&#039;&#039;, players will have to memorize which spells Kefka casts, as they will be combined together or cast in quick succession.&lt;br /&gt;
&lt;br /&gt;
Remember that {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; stores an &#039;&#039;exact copy&#039;&#039; of the spell cast. If the original spell was under the effect of &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, then the copy will also be, despite no question marks appearing.&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;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember what the next spell cast is.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Will either be a stack or a spread attack. Watch out for &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; swapping its effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be the same &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039; that was cast earlier.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Correctly identify the safe zone while handling &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #1 and #2 ===&lt;br /&gt;
-----&lt;br /&gt;
Having displayed most of his basic abilities, the &#039;&#039;&#039;Statue of the Gods&#039;&#039;&#039; will violently erupt in the background and loom over the entire raid. From this point onward, Kefka will occasionally cast &#039;&#039;&#039;Graven Image&#039;&#039;&#039;, prompting the statue to unleash its own mechanics that will overlap with abilities from Kefka himself. Certain &#039;&#039;&#039;Graven Image&#039;&#039;&#039; casts will cause Kefka to become temporarily untargetable.&lt;br /&gt;
&lt;br /&gt;
====The First Graven Image====&lt;br /&gt;
*The first set of [[Area of Effect#static Circle AoE|static circle AoEs]] are placed under four random players once the cast bar ends.&lt;br /&gt;
*Two DPS are hit by unmarked, moderate damage, [[Area of Effect#Spread Line or Cone|spread line]] &#039;&#039;&#039;&#039;&#039;Wave Cannons&#039;&#039;&#039;&#039;&#039;, a second set of circle AoEs appear, then the other two DPS are hit by Wave Cannons.&lt;br /&gt;
*Four random players are marked with [[Tether (mechanic)|tethers]] that deal [[Knockback#Directional Knockback|directional knockback]] away from the statue while the other four players are targeted by {{I|Stack marker|stack markers}} that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. If not planning on  {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}, do not move to northern side of the arena yet, as the third and final set of circle AoEs will appear shortly after.&lt;br /&gt;
&lt;br /&gt;
Players should stack in the center initially to consolidate the [[Area of Effect#static Circle AoE|static circle AoEs]] before having the DPS spread equally across the center to prevent overlap on the [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
While avoiding the last set of [[Area of Effect#static Circle AoE|static circle AoEs]], players with tethers should move towards the statue to avoid being pushed off the platform. Tethered players must position themselves to be knocked back to their assigned partner. Those without tethers should stand away from the statue preparing to catch their partner after the knockback.&lt;br /&gt;
&lt;br /&gt;
NOTE: Knockback can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}, though it is not recommended to do so, due to them not being available during [https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;amp;veaction=edit#Graven_Image_#3_and_#4 Graven Image #3.]&lt;br /&gt;
&lt;br /&gt;
This onslaught will be immediately be followed by &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;, requiring players to quickly run towards the teleport destination.&lt;br /&gt;
&lt;br /&gt;
Soon after, Kefka will cast the &#039;&#039;&#039;Second&#039;&#039;&#039; &#039;&#039;&#039;Graven Image&#039;&#039;&#039;. This cast will simply creates a large orb on the west side of the arena that deals a powerful [[Knockback#Directional Knockback|directional knockback]] away from it. This orb has a &amp;lt;u&amp;gt;random chance&amp;lt;/u&amp;gt; to teleport to the east side of the arena after 1 second—the party must be ready to adjust should this happen.&lt;br /&gt;
&lt;br /&gt;
This knockback will also resolve during the cast of &#039;&#039;&#039;Mana Release&#039;&#039;&#039;, so the party will need to immediately adjust to the correct position to dodge Kefka&#039;s AoEs afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #1 and #2 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;Graven Image #1&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center, then DPS must spread out in a line. Tethered players should run towards the statue preparing to be knocked back towards their stack partner in their assigned spot.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|Run to and behind the teleport destination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember the next two spells cast by Kefka.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Dodge and remember which area is safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Dodge and remember which area is safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #2&#039;&#039;&#039;&lt;br /&gt;
|Wait a second to check if the orb switches sides before running towards it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Find a safe zone that overlaps between the two previously casted &#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Thunder&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Kefka should be moved to the north edge of the arena in preparation for the next attack sequence.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #3 and #4 ===&lt;br /&gt;
-----[[File:Screenshot 2026-07-16 165436.png|thumb|Box spots for Graven Image #3, this formation allows for more melee uptime]][[File:Screenshot 2026-07-16 153635.png|thumb|Vertical line formation for Graven Image #3. This variation leaves a small safe spot at the middle for players to pass through.]]&lt;br /&gt;
=====Third Graven Image=====&lt;br /&gt;
*All tanks and healers will be [[Tether (mechanic)|tethered]] to one half of the statue and all DPS tethered to the other half. Which half targets which role is random.&lt;br /&gt;
**The western tethers resolve first with &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;, a [[Stack marker#Multi-Player Marker|2-player enumeration]] that leaves a {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; gravity [[Area of Effect#Puddle|puddle]] on the ground.&lt;br /&gt;
***Any &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; that does not hit 2 players will explode for party-wide damage and inflict a 30 second {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**The eastern tethers resolve two seconds after with &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;,&#039;&#039;&#039; a [[Area of Effect#Spread Circle|spread circle]] that inflicts extreme [[knockback]] to any other players hit—but does not knockback its target.&lt;br /&gt;
**The statue will create either a giant purple orb on its west side, or a giant golden orb on its east side. The western of eastern half of the arena will erupt in a damaging AoE matching the side of the orb.&lt;br /&gt;
**All players will be tethered once again, being hit by &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; in the same manner as before.&lt;br /&gt;
**Kefka will quickly follow up with &#039;&#039;&#039;Aero Assault&#039;&#039;&#039;.&lt;br /&gt;
Players will want to create four pairs, grouping a DPS with a tank or healer. Each pair should have a designated area to stand, and a designated direction to spread out to after &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two common methods for positioning: &lt;br /&gt;
&lt;br /&gt;
# The most common method is to assign four pairs into a box, pairing a DPS with a tank or healer. While any DPS - Support pairing is viable, some groups may prefer to pair melee DPS with tanks and ranged DPS with healers.&lt;br /&gt;
# A less common strategy is to form a line stack vertically at the middle of the arena, leaving center slightly open for half of the party to go through during the half arena cleave.&lt;br /&gt;
&lt;br /&gt;
Each pair will want to stack in their designated spot for &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;, then spread out to ensure &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; does not hit anyone else but its intended targets. &lt;br /&gt;
&lt;br /&gt;
* Typically, DPS players spread to the east / west and supports to the north / south if using box formation. If using Line formation, DPS will spread to the east while support runs west.&lt;br /&gt;
&lt;br /&gt;
The statue will create an orb on either its east or west side which players must avoid.&lt;br /&gt;
&lt;br /&gt;
A second round of &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; occurs that can be handled in the same way, finalized by Kefka casting &#039;&#039;&#039;Aero Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should &#039;&#039;{{Action icon|Sprint}}&#039;&#039; towards Kefka to avoid being pushed off the platform. If Kefka was not positioned to the edge of the arena prior, {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} may be required to survive.&lt;br /&gt;
&lt;br /&gt;
Kefka will go through another standard rotation of attacks with the &#039;&#039;&#039;Fourth Graven Image&#039;&#039;&#039; simply being another purple/golden orb attack. Avoid the half of the arena the orb is towards and continue the fight as normal.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #3 and #4 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;Graven Image #3&#039;&#039;&#039;&lt;br /&gt;
|Stack in pairs, then spreading out in different directions after &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; hits. Avoid the half-arena orb AoE, then repeat the paired stack-and-spread again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero Assault&#039;&#039;&#039;&lt;br /&gt;
|Run to Kefka or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember the next spell Kefka casts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Remember whether this is a spread or a stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena the orb will hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be an exact copy of the previous &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Correctly dodge the AoE while handling the &#039;&#039;&#039;Fire&#039;&#039;&#039; spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and Heal.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #5 and #6 ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=====Fifth Graven Image=====&lt;br /&gt;
#The statue &#039;&#039;Ave Maria&#039;&#039; will emit a [[gaze]] attack and a [[Area of Effect#static Circle AoE|static circle AoE]] placed under every player.&lt;br /&gt;
#*The statue&#039;s [[gaze]] may be randomly be afflicted by &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, turning the eye yellow with a question mark. A &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; [[gaze]] must instead be looked at, rather than avoided.&lt;br /&gt;
#*The main tank can stack with the party prior to ensure all circle AoEs are consolidated, making the gaze attack easier to resolve.&lt;br /&gt;
#All players will be [[Tether (mechanic)|tethered]] again, with tanks/healers receiving one type of tether and DPS receiving a different type of tether. Which role receives which type of tether is random.&lt;br /&gt;
#*The first tether type will be from a purple eye on the lower right statue&#039;s hand. All targeted players will be inflicted with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
#*The second tether type will be from a yellow eye on the upper left statue&#039;s face. Targeted players are inflicted with &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039;, &#039;&#039;&#039;{{Status effect|buff|damage up}} [[Damage Up]]&#039;&#039;&#039;, and &#039;&#039;&#039;{{Status effect|debuff|heavy}}&#039;&#039;&#039; &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; for 5 seconds. Confused players will uncontrollably move towards the nearest player until the confused status expires. If they reach their target, they will instantly defeat them with an auto-attack.&lt;br /&gt;
#**&#039;&#039;It is imperative that players with the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; tether should not, under any circumstance, using {{Action icon|Sprint}}. The buff will be active during the entirety of the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039;, killing any player the afflicted reaches.&#039;&#039;&lt;br /&gt;
#***Should players accidentally sprint, they can right-click the buff icon to remove it (PC), or use the command &amp;quot;/statusoff [[Sprint]]&amp;quot;.&lt;br /&gt;
Finally once tethers resolve, the statue will immediately emit another [[gaze]] attack while Kefka casts &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together to consolidate the AoEs, then resolve the statue&#039;s [[gaze]]—looking out for potential &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once [[Tether (mechanic)|tethers]] attach to players, those with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers should stack in the center while the other spread out equally to cardinal or inter-cardinal positions on the outer edge of the arena. Due to the &#039;&#039;&#039;{{Status effect|debuff|heavy}}&#039;&#039;&#039; &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; debuff, the players on the edges of the arena should not be able to reach the center before the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; expires.&lt;br /&gt;
&lt;br /&gt;
A second [[gaze]] attack occurs from the statue again, which players should resolve before running towards Kefka&#039;s &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Kefka will once again attack as normal, with the final &#039;&#039;&#039;Sixth Graven Image&#039;&#039;&#039; being another [[gaze]] attack from the statue.&lt;br /&gt;
&lt;br /&gt;
If Kefka is not brought to &amp;lt;u&amp;gt;60% HP&amp;lt;/u&amp;gt; before 6 minutes and 50 seconds, he will become untargetable and enrage with a lethal attack of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #5 and #6 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;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|Dodge the [[gaze]], then players tethered to the lower purple eye should stack center while the rest run to [[clock spots]] on the outer edge. Afterwards, dodge the [[gaze]] again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|Run towards the teleport location while dodging the [[gaze]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Memorize the next two spell casts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Dodge and memorize.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Dodge and memorize.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #6&#039;&#039;&#039;&lt;br /&gt;
|Avoid the [[gaze]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be the same &#039;&#039;&#039;Thunder&#039;&#039;&#039; and &#039;&#039;&#039;Blizzard&#039;&#039;&#039; as was cast prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge x3&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Kefka&#039;s first phase.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Light of Judgment (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2: God Kefka===&lt;br /&gt;
-----&lt;br /&gt;
Reaching this stage of the encounter activates a checkpoint; meaning that if you wipe for any reason, the battle will reset back to the God Kefka phase (instead of the very beginning). Despite the arena containing a very obvious shift to luminous yellow, there are no actual terrain differences. Players will remain atop a circular platform and can still fall over the edge to their immediate doom.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
&lt;br /&gt;
* Players will want to decide whether to tank Kefka in the center or at the edge for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.&lt;br /&gt;
* Tanks and healers should decide which role takes the eastern and western towers for &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039; and &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;.&lt;br /&gt;
* Each tank and healer will want an assigned waymark for &#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039; in &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Angel&#039;&#039;&#039;&lt;br /&gt;
|Sets all player&#039;s HP to 1. [[Barrier|Barriers]], however, will still remain.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Kefka casts a [[Area of Effect#static Circle AoE|static circle AoE]] underneath himself, a cross of [[Area of Effect#static Line AoE|static line AoEs]] from the arena&#039;s center, and places a {{I|Stack marker}} on a healer.&lt;br /&gt;
This is immediately followed by a [[Area of Effect#static Donut AoE|static donut AoE]] underneath himself and hitting all DPS with unmarked [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small)&#039;&#039;&#039;&lt;br /&gt;
|A total of seven yellow triangles will descend from the sky in 3 separate sets. The 3 endpoints of each triangle will burst into [[Area of Effect#static Circle AoE|static circle AoEs]] in the same order they fell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;&lt;br /&gt;
|Three small triangles and one massive triangle descend from the sky in one of two random patterns, with each endpoint detonating into [[Area of Effect#static Circle AoE|static circle AoEs]]. The AoEs created by the massive triangle are, similarly, much larger than usual.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Kefka&#039;s wings will glow white, though which of the two wings glow is random. Kefka will fire a massive [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] from his glowing side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|The closest and farthest players are hit by large [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker|Stack attack}} followed by &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; two seconds later—a [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] from Kefka&#039;s front or back.&lt;br /&gt;
&lt;br /&gt;
* If Kefka cast &#039;&#039;&#039;Futures Numbered&#039;&#039;&#039;, then &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; will be a frontal cone AoE. If &#039;&#039;&#039;Pasts Forgotten&#039;&#039;&#039; was cast, it will be a rear cone AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forsaken&#039;&#039;&#039;&lt;br /&gt;
|Deals extreme party-wide damage and begins a new sequence of attacks—indicating the start of a mini-phase.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O8S Celestriad Positioning.png|alt=Positioning for Celestriad by moving Kefka north.|thumb|215x215px|A common strategy for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.]]&lt;br /&gt;
Phase 2 will require precise positioning and constant awareness from each role. Tanks will need repeatedly need to move and face Kefka in preparation for certain attacks while DPS handle various types of AoEs.&lt;br /&gt;
&lt;br /&gt;
The first obstacle players will encounter is &#039;&#039;&#039;Celestriad&#039;&#039;&#039;, which is all of Kefka&#039;s &#039;&#039;&#039;Fire&#039;&#039;&#039;, &#039;&#039;&#039;Thunder&#039;&#039;&#039;, and &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells cast in quick succession. Healers and Tanks will need to stack together while DPS will need to spread out, all while avoiding the [[Area of Effect#Static Circle AoE|static circle]] and [[Area of Effect#Static Donut AoE|static donut AoEs]].&lt;br /&gt;
&lt;br /&gt;
The two primary methods to handling &#039;&#039;&#039;Celestriad&#039;&#039;&#039; is either positioning Kefka in the center of the arena, or at the far northern edge.&lt;br /&gt;
&lt;br /&gt;
* If tanking Kefka at the north edge, Tanks and healers typically stack together in one of the northern corners of the safezone. One DPS will be south of the stack while the other three DPS are spread out on the opposite side of the circle AoE.&lt;br /&gt;
** Once the [[Area of Effect#Static Circle AoE|static circle AoE]] disappears, the DPS players will move into the safe zone, staying at its outer edge to maximize the distance between each other until the [[Area of Effect#Spread Circle|spread circles]] detonate.&lt;br /&gt;
* If tanking Kefka in the center, players will need to be assigned different intercardinal safe zones. Tanks and healers will occupy one, and two DPS will have to share another. Once the [[Area of Effect#static Line AoE|static line AoEs]] disappear, the DPS sharing a corner will have to quickly separate before the [[Area of Effect#Spread Circle|spread circles]] detonate 1 second later.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Opening 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;Heartless Angel&#039;&#039;&#039;&lt;br /&gt;
|Heal all the players quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|If planning to use the northern &#039;&#039;&#039;Celestriad&#039;&#039;&#039; strat, start moving Kefka to the north.&lt;br /&gt;
&#039;&#039;This &#039;&#039;&#039;Ultima,&#039;&#039;&#039; and only this, can be taken with no mitigation, although healing to full is still needed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Healers and tanks must stack together while DPS spread apart, all while avoiding the circle, line, and donut AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| During or after this cast, the main tank can preposition Kefka slightly off-center on the arena in preparation for &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #1 ===&lt;br /&gt;
----[[File:CrossTethers o8s f1.png|thumb|DPS cross skull tethers for Forsaken #1]]&lt;br /&gt;
[[File:Screenshot 2026-07-16 162929.png|thumb|Each DPS takes the tower nearest to their skull]]&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Sets all player&#039;s HP to 1. Players &#039;&#039;not&#039;&#039; at full health will receive a 12 second {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; debuff, preventing any and all healing. Players at full HP will only be debuffed for 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring exactly 2 or 4 players inside, matching the number of small glowing orange orbs circling its ring. Deals no damage.&lt;br /&gt;
If an incorrect number of players are inside the tower, all players are debuffed with a stack of {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mad Heads&#039;&#039;&#039;&lt;br /&gt;
|Floating heads that attach a [[Tether (mechanic)#Chase Tether|chase tether]] to each DPS player. Explodes on contact with &#039;&#039;any&#039;&#039; player for moderate magic damage and inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
If its target dies or 15 seconds pass, &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; will self-destruct, dealing no damage but inflicting a stack of {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on all players for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
A deceptive phase in that while players will be repeatedly set to 1 HP, most attacks do not deal any damage. Failed mechanics will often result in {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; stacks rather than death, but the loss of damage output can easily result in a failure to defeat Kefka before they enrage.&lt;br /&gt;
&lt;br /&gt;
Kefka can be tanked in the center of the arena for the duration of this phase.&lt;br /&gt;
&lt;br /&gt;
Healers must start this phase by ensuring all players are healed to 100% HP immediately. Any players not at full HP will have their {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; debuff timer tripled, likely resulting in their death.&lt;br /&gt;
&lt;br /&gt;
Kefka will cast &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;; a 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; tower appears in the &amp;lt;u&amp;gt;east&amp;lt;/u&amp;gt;, &amp;lt;u&amp;gt;west&amp;lt;/u&amp;gt;, and &amp;lt;u&amp;gt;center&amp;lt;/u&amp;gt; of the arena; two &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; appear in the east; and two &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; appear in the west.&lt;br /&gt;
&lt;br /&gt;
DPS players must fill the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers on the east and west. There are two common deciders to which player takes which tower: cross-tethers and near-tethers&lt;br /&gt;
&lt;br /&gt;
* Cross-tethers / cross skulls: DPS players take the tower furthest away from their Mad Head. If doing this, players should take care to avoid crossing their tether through the center tower.&lt;br /&gt;
* Far-tethers / skulls: DPS players take the tower nearest to their Mad Head, but standing on the edge of the tower to maximize distance.&lt;br /&gt;
Both healers should take the center tower and prepare to use heavy AoE healing the instant {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; expires.&lt;br /&gt;
&lt;br /&gt;
Once the towers resolve, DPS should avoid their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; until they have been sufficiently healed enough to intentionally collide with their &#039;&#039;&#039;Mad Head&#039;&#039;&#039; and detonate it.&lt;br /&gt;
&lt;br /&gt;
This will be followed up by &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;, requiring DPS and healers to &#039;&#039;avoid&#039;&#039; being the closest and farthest players, and additionally avoiding standing near the tanks.&lt;br /&gt;
&lt;br /&gt;
Kefka will then repeat the process a second time with a cast of &#039;&#039;&#039;Ultima&#039;&#039;&#039; into &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Handle the sequence the same way as before and the onslaught will end with a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #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;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|Heal all players to full immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|DPS should take the towers closest to their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; while healers take the center towers. Heal all DPS once the debuff expires, then DPS can detonate their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal all players to full immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Repeat as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Move to where the third set of &#039;&#039;&#039;Trines&#039;&#039;&#039; fell that is also opposite to Kefka&#039;s glowing wing, then move into where the first set of &#039;&#039;&#039;Trines&#039;&#039;&#039; appeared after they exploded.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Afterwards, if &#039;&#039;&#039;Future&#039;&#039;&#039; was cast, avoid Kefka&#039;s front. If &#039;&#039;&#039;Past&#039;&#039;&#039;, avoid Kefka&#039;s rear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should move away while healers focus on healing the main tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank can now preposition Kefka to center of the arena to prepare for &#039;&#039;&#039;Forsaken #2.&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #2 ===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&lt;br /&gt;
|The two farthest DPS players are marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, dropping 4 consecutive lava [[Area of Effect#Puddle|puddles]] over time. Two other DPS will be chased by 5 [[Area of Effect#Homing AoE|Homing AoEs]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;&lt;br /&gt;
|Kefka splits into four, jumping onto each tank and healer&#039;s position and dealing AoE damage.&lt;br /&gt;
Three seconds after, each Kefka will face his target&#039;s current location and cast &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, being either a frontal (future) or rear (past) [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] depending on the prior cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Proximity AoE|proximity AoE]] is placed underneath a DPS player, who is simultaneously targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O8S Forsaken 2.gif|alt=A strategy for Forsaken 2.|thumb|If &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; is cast instead, Tanks and Healers will want to face the Kefka clones towards the edges until &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; begins casting.]]&lt;br /&gt;
Kefka will utilize an extremely restrictive combination of AoE attacks, forcing all players to move in very specific directions while simultaneously resolving towers.&lt;br /&gt;
&lt;br /&gt;
* A 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; tower appears on the east and west side of the arena.&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&#039;&#039;, followed immediately by either &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; or &#039;&#039;&#039;Past&#039;s End&#039;&#039;&#039;.&lt;br /&gt;
* A 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; appears on the north edge of the arena.&lt;br /&gt;
* Kefka begins casting &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, and a 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; appears on the east and west edges of the arena.&lt;br /&gt;
* A second set of 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers appears on the east and west sides of the arena while a DPS player is targeted by &#039;&#039;&#039;Meteor&#039;&#039;&#039;.&lt;br /&gt;
* The mini-phase is ended with a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To start, both tanks and healers will want to assign positions: One role should take the west towers and the other the east towers.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will need a unique position on the south edge of the arena to spread to for &#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks and Healers will first resolve their assigned towers, then spread to their assigned position in the south. After Kefka splits into four, tanks and healers will either need to hold still (if &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; was cast) or run through Kefka towards the center (if &#039;&#039;&#039;Past&#039;s End&#039;&#039;&#039;) to avoid &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; from hitting the entire party. Once Kefka begins casting &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, tanks and healers can simply focus on taking their assigned towers again.&lt;br /&gt;
&lt;br /&gt;
The ranged DPS marked by {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; will want to split to the east and west cardinal edges to start placing [[Area of Effect#Puddle|puddles]], slowly inching towards the north where the 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is—waiting until the 4th [[Area of Effect#Puddle|puddle]] drops before entering the tower.&lt;br /&gt;
&lt;br /&gt;
The unmarked melee DPS will want to stack in the south and run together, slowly dropping their AoEs closer to the north until the 5th and final one appears—after-which they can enter the tower as well.&lt;br /&gt;
&lt;br /&gt;
* If players want to increase DPS uptime, the melee DPS can stack together and rotate clockwise or counter-clockwise together around Kefka. Healers and Tanks will have to dodge their AoEs inside the towers, however.&lt;br /&gt;
&lt;br /&gt;
Once the DPS resolves their 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039;, they should run next to (but not into) the tank&#039;s 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; to include the tanks in the stack marker.&lt;br /&gt;
[[File:O8S Trine Big.png|alt=The two potential patterns for Trine (Big).|thumb|The two potential patterns for Trine (Big).]]&lt;br /&gt;
The mini-phase will end with &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Kefka will follow up with another &#039;&#039;&#039;Celestriad&#039;&#039;&#039; that can be handled the same as before.&lt;br /&gt;
&lt;br /&gt;
The final attack of note is a cast of &#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This ability has two potential patterns, resulting in a safe zone on an empty edge of the arena, or directly in the center.&lt;br /&gt;
&lt;br /&gt;
Position and dodge accordingly until Kefka&#039;s third &#039;&#039;&#039;Forsaken&#039;&#039;&#039; cast.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #2 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;Forsaken #2&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party. Tanks and Healers should split to opposite east / west sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&lt;br /&gt;
|The two DPS responsible for {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should split to opposite east/west edges, while the other two move south. DPS must dodge AoEs while slowly moving north towards the [[Tower#Multi-Player Tower|tower]]. &lt;br /&gt;
If the inner DPS chooses to rotate clockwise or counter-clockwise, it&#039;s recommended to start from the north side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;&lt;br /&gt;
|Healers and Tanks should spread along the south edge, then face Kefka outwards (future) or inwards (past) relative to the arena center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;All Things Ending + Meteor&#039;&#039;&#039;&lt;br /&gt;
|Resolve towers while DPS bring the {{I|Stack marker}} towards the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
|Tanks should bring move Kefka towards either a cardinal edge or to the center in preparation for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Avoid the side of Kefka the glowing wing is on.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| Kefka can be positioned towards the center of the arena to prepare for &#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the safe zone, then dodge Kefka&#039;s &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Ensure tanks are the closest and farthest players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together and use heavy mitigations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Tanks must spread apart again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank may move Kefka to the center of the arena in preparation of &#039;&#039;&#039;Forsaken #3.&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #3 ===&lt;br /&gt;
----While no new attacks will be used here, Kefka will combine several attacks from both Phase 1 and 2 in a final onslaught of terror.&lt;br /&gt;
&lt;br /&gt;
* A 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is created on the east and west side of the arena, and a 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; on the south side. Four random players are also targeted by [[knockback]] [[Tether (mechanic)|tethers]].&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;Ultima&#039;&#039;&#039; followed quickly by &#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039; shortly after the towers resolve.&lt;br /&gt;
* &#039;&#039;&#039;Graven Image #5&#039;&#039;&#039; (Sleep and Confusion tethers) is cast, with another set of 2-player &#039;&#039;&#039;Paths of Light&#039;&#039;&#039; appearing in the east and west.&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;Ultima&#039;&#039;&#039; then begins his &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039; attack rotation with &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;, &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;, and three &#039;&#039;&#039;Paths of Light&#039;&#039;&#039;.&lt;br /&gt;
* Shortly after, a 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is created in the south while Kefka casts &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;.&lt;br /&gt;
* After another cast of &#039;&#039;&#039;Ultima&#039;&#039;&#039;, Kefka combines &#039;&#039;&#039;Graven Image #4&#039;&#039;&#039; (yellow/purple half-arena orb) with a cast of &#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;.&lt;br /&gt;
* The onslaught ends, as usual, with &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To start, similar to &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;, healers and tanks will want to split to two different sides of the arena to take the two 2-player towers. DPS should take the 4-player tower in the south.&lt;br /&gt;
&lt;br /&gt;
Knockback tethers can be handled either by standing a short distance to the north of the tower, or by simply using {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
&lt;br /&gt;
Tanks must be in the same tower for &#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;, which happens shortly after towers resolve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sigmascape V4.0 (Savage)#Graven Image #5 and #6|Graven Image #5]]&#039;&#039;&#039; is repeated, but with two 2-player Path of Light towers near the center of the arena.&lt;br /&gt;
&lt;br /&gt;
* Players with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread out to the edges of the arena.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; is removed by the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers, allowing players to run closer to the center and away from their confused comrades.&lt;br /&gt;
** The party can re-use their pair positions on Graven Image #3: Players assigned to the west can handle western towers, while the others handle the east.&lt;br /&gt;
&lt;br /&gt;
Healers will need to quickly heal the party to full after the &#039;&#039;&#039;Ultima&#039;&#039;&#039; in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;, which can be handled in the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DPS will need to quickly resolve their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;, as a 4-player tower appears in the south that tanks &#039;&#039;can not&#039;&#039; occupy due to Kefka&#039;s &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;. Healers can account for two of the four players required.&lt;br /&gt;
&lt;br /&gt;
Lastly, &amp;lt;u&amp;gt;tanks will need to face Kefka either east or west&amp;lt;/u&amp;gt; to prevent the combination of &#039;&#039;&#039;Graven Image #4&#039;&#039;&#039; and &#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039; from potentially covering both halves of the arena. With the former hitting east/west and the latter hitting north/south, there will always be one safe quadrant to stand in.&lt;br /&gt;
&lt;br /&gt;
With a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;, Forsaken will end.&lt;br /&gt;
&lt;br /&gt;
Kefka will rotate through his usual series of attacks before repeating &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039; a second time.&lt;br /&gt;
&lt;br /&gt;
At the end of the repeat &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;, Kefka will cast &#039;&#039;&#039;Ultima&#039;&#039;&#039; four times, gaining a stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}}&#039;&#039;&#039; &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; with each. Should players survive, Kefka will enrage with a final cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039; that wipes the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #3 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;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the two towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread to the edge. Those inside the towers can run further into the center after being woken up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party immediately in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Face Kefka to the east or west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Dodge towards the third set of triangles while avoiding Kefka&#039;s glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should split and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack back together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack in the safe zone, then dodge &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the two towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread to the edge. Those inside the towers can run further into the center after being woken up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party immediately in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Face Kefka to the east or west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima x4&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, this is the last chance to defeat Kefka.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Light of Judgment (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Diamond Weapons}}&lt;br /&gt;
*{{Item icon|Sigmascape Datalog v4.0}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Alpha&#039;s Feather}} (Drops directly from boss, must be synced)&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 Diamond Arms (IL 375)}}&lt;br /&gt;
{{Drops table row|Diamond Axe}}&lt;br /&gt;
{{Drops table row|Diamond Greatsword}}&lt;br /&gt;
{{Drops table row|Diamond Bayonet}}&lt;br /&gt;
{{Drops table row|Diamond Halberd}}&lt;br /&gt;
{{Drops table row|Diamond War Scythe}}&lt;br /&gt;
{{Drops table row|Diamond Knuckles}}&lt;br /&gt;
{{Drops table row|Diamond Katana}}&lt;br /&gt;
{{Drops table row|Diamond Daggers}}&lt;br /&gt;
{{Drops table row|Diamond Saberfangs}}&lt;br /&gt;
{{Drops table row|Diamond Bow}}&lt;br /&gt;
{{Drops table row|Diamond Musketoon}}&lt;br /&gt;
{{Drops table row|Diamond Chakrams}}&lt;br /&gt;
{{Drops table row|Diamond Rod}}&lt;br /&gt;
{{Drops table row|Diamond Grimoire}}&lt;br /&gt;
{{Drops table row|Diamond Tuck}}&lt;br /&gt;
{{Drops table row|Diamond Fan Brush}}&lt;br /&gt;
{{Drops table row|Diamond Cane}}&lt;br /&gt;
{{Drops table row|Diamond Codex}}&lt;br /&gt;
{{Drops table row|Diamond Sextant}}&lt;br /&gt;
{{Drops table row|Diamond Wings}}&lt;br /&gt;
{{Drops table row|Diamond Chest Gear Coffer (IL 370)}}&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|Diamond Weapon Coffer (IL 375)}}&lt;br /&gt;
{{Drops table row|Wind-up Kefka}}&lt;br /&gt;
{{Drops table row|Air Force 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 Sigma, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Sigma, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Sigma, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Sigma}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 Part 1|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 1 Part 2|Dancing Mad - Movement I}}&lt;br /&gt;
{{music table row|Phase 1 Part 3|Dancing Mad - Movement II}}&lt;br /&gt;
{{music table row|Phase 1 Part 4|Dancing Mad - Movement III}}&lt;br /&gt;
{{music table row|Phase 2|Dancing Mad - Movement IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Burden_of_the_Son_(Savage)&amp;diff=1506312</id>
		<title>Alexander - The Burden of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Burden_of_the_Son_(Savage)&amp;diff=1506312"/>
		<updated>2026-07-18T02:42:46Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Burden of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Burden of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Burden_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 225&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Heavensward)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Burden of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Burden of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
| id-gt = 30037&lt;br /&gt;
| id-edb = f93d68d7d3c&lt;br /&gt;
}} Also called &#039;&#039;&#039;A8S&#039;&#039;&#039;, it is the fourth and final sector of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
A long, intense gauntlet of mechanics and enemies, this fight is often described as a mini-[[Raids#Ultimate Raids|Ultimate]]. Player&#039;s ability to coordinate and survive will be brutally tested, with single missteps often leading to the death of the entire group.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
&lt;br /&gt;
* Each DPS should be assigned a square (NE, NW, SE, SW) for Phase 1&#039;s &#039;&#039;&#039;Execution&#039;&#039;&#039;.&lt;br /&gt;
* A stack spot and strategy should be chosen for Phase 1&#039;s &#039;&#039;&#039;Legislation&#039;&#039;&#039; and &#039;&#039;&#039;Discoid&#039;&#039;&#039;.&lt;br /&gt;
* Light Party groups should be decided for Phase 2.&lt;br /&gt;
* A DPS should be assigned to handle &#039;&#039;&#039;Double Drill&#039;&#039;&#039; far bait for Phase 2, and Phase 4.&lt;br /&gt;
* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; assignments may need to be given to DPS for Phase 4.&lt;br /&gt;
* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; assignments may need to be given to DPS for Phase 6.&lt;br /&gt;
* Tanks should decide whether or not to use invulnerabilities in Phase 6.&lt;br /&gt;
* A far baiter will be assigned for Super Jump in Phase 3A and Phase 6, preferably the off-tank or a ranged/caster.&lt;br /&gt;
* The group should decide whether or not to sacrifice the player with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; in Phase 6.&lt;br /&gt;
=== Phase 1 - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Onslaughter]] ===&lt;br /&gt;
----The fight starts with &#039;&#039;&#039;Onslaughter&#039;&#039;&#039;, who will test the DPS&#039;s ability to coordinate both individually and as a group.&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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed high-damage AoE on the highest enmity target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|Targets six random players with [[Area of Effect#Static Circle AoE|Static circle AoEs]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|The boss will turn towards a random player that is not the highest enmity target and begin charging a powerful [[Area of Effect#Static Line AoE|Static line AoE]].&lt;br /&gt;
&lt;br /&gt;
* There is no cast bar for this attack, so players need to keep an eye out for the charging animation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
|Four black squares will appear, one in each corner of the arena. Two will have a &#039;&#039;&#039;Steam Regulator A&#039;&#039;&#039;, and the other two a &#039;&#039;&#039;Steam Regulator B&#039;&#039;&#039;. These explode after 20 seconds if not destroyed.&lt;br /&gt;
&lt;br /&gt;
* The first player that enters each square will become [[Tether (mechanic)|tethered]] to the Regulator. If the tethered player dies or leaves their square, the Regulator explodes and wipes the party.&lt;br /&gt;
* The tethered players will be debuffed with {{Status effect|debuff|File:Final Decree Nisi A.png}} &#039;&#039;&#039;Final Decree Nisi A&#039;&#039;&#039; or {{Status effect|debuff|File:Final Decree Nisi B.png}} &#039;&#039;&#039;Final Decree Nisi B&#039;&#039;&#039;, matching their Regulator. This deals damage-over-time but allows the player to damage their Regulator.&lt;br /&gt;
* Unlike [[Alexander - The Burden of the Father (Savage)|Burden of the Father]], having both debuffs simultaneously is not fatal. The debuffs simply allow that player to damage the matching Regulator, which is {{Status effect|buff|File:invincibility icon1.png}} &#039;&#039;&#039;Invincible&#039;&#039;&#039; to damage otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;&lt;br /&gt;
|A multi-hit [[tankbuster]]. The first hit deals extremely high damage and inflicts {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039; Onslaughter then follows with three more tankbusters and ends with &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legislation&#039;&#039;&#039;&lt;br /&gt;
|All four DPS are given {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;, with each player getting a different number of stacks counting 1 to 4. One stack is removed each time the debuffed player takes damage from any source.&lt;br /&gt;
&lt;br /&gt;
* If a DPS dies while the debuff is active or the debuff is allowed to expire, the entire party is executed.&lt;br /&gt;
* If any DPS was dead before the mechanic, random support(s) that are not the main-tank will get the missing stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discoid&#039;&#039;&#039;&lt;br /&gt;
|Five &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; orbs will appear and attach a [[Tether (mechanic)#Chase Tether|chase tether]] to each DPS and one random healer.&lt;br /&gt;
&lt;br /&gt;
* When a player touches a &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039;, it creates a small [[Area of Effect#Static Circle AoE|Static circle AoE]] that explodes &amp;lt;u&amp;gt;after one second&amp;lt;/u&amp;gt;, dealing moderate damage to those inside.&lt;br /&gt;
* &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; will do &#039;&#039;lethal&#039;&#039; damage to the specific player it is tethered to, and normal damage to anyone else.&lt;br /&gt;
* &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; do &#039;&#039;increasing&#039;&#039; damage with every player inside their AoE. While an alone player will take ~1500 damage, three players sharing a &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; will each take ~9000 damage.&lt;br /&gt;
|}&lt;br /&gt;
Onslaughter has a straightforward, consistent rotation, but an extensive list of abilities that will punish players for a single misstep.&lt;br /&gt;
* Of note, while &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; by itself is simple to dodge, this will be combined with other, much more restrictive attacks throughout the entire fight. Players will need to constantly be aware of this attack and be ready to move if it&#039;s pointed at them.&lt;br /&gt;
&lt;br /&gt;
* The first major attack used in Phase 1 will be &#039;&#039;&#039;Execution&#039;&#039;&#039;, which will put a square in each of the four corners of the arena. One DPS should be assigned to each square and should attempt to destroy their &#039;&#039;&#039;Steam Regulators&#039;&#039;&#039; as fast as possible.&lt;br /&gt;
** During &#039;&#039;&#039;Execution&#039;&#039;&#039;, Onslaughter will cast &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; followed by &#039;&#039;&#039;Megabeam&#039;&#039;&#039;. As the DPS &#039;&#039;cannot&#039;&#039; leave their squares until the &#039;&#039;&#039;Regulator&#039;&#039;&#039; is destroyed, they will have to carefully maneuver to dodge the AoEs in a very limited amount of space.&lt;br /&gt;
&lt;br /&gt;
* Afterwards, Onslaughter will cast their first &#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;. The {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; will result in the death of the main tank, so both tanks should use a large mitigation and the off-tank should {{Action icon|Provoke}} during the initial cast.&lt;br /&gt;
** Healers should focus entirely on healing of off-tank, as they will be taking extreme amounts of damage while the previous tank only takes the initial hit.&lt;br /&gt;
** Alternatively, tanks can use an invulnerability to ignore the entire barrage.&lt;br /&gt;
&lt;br /&gt;
* Finally, &#039;&#039;&#039;Legislation&#039;&#039;&#039; will place {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; on all the DPS followed by &#039;&#039;&#039;Discoid&#039;&#039;&#039;— creating &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; that must be used to cleanse these debuffs.&lt;br /&gt;
** &amp;lt;u&amp;gt;The party should stop DPS at &amp;lt;10% to prevent Phase 2 from starting while {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; is active.&amp;lt;/u&amp;gt; Phase 2 begins with a DPS check which may fail if DPS are busy removing their debuff stacks.&lt;br /&gt;
** &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; must be handled carefully, as they are lethal to the one player they are [[Tether (mechanic)#Chase Tether|tethered]] to, and deal more damage with each player standing inside the AoE. While three players sharing an orb is survivable, it can kill a DPS that is not at full health.&lt;br /&gt;
** Take note that &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; &#039;&#039;do not explode instantly&#039;&#039;, and instead create a delayed [[Area of Effect#Static Circle AoE|Static circle AoE]]. Players will need to remember not to immediately run out of the circle if attempting to cleanse a stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are many strategies for clearing {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; stacks, but two will be listed below:&lt;br /&gt;
&lt;br /&gt;
* All strategies begin by having the main-tank and DPS players stack together during &#039;&#039;&#039;Legislation&#039;&#039;&#039;. Using party mitigations, players will intentionally share a hit of &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039; in order to cleanse one stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; from everyone.&lt;br /&gt;
&lt;br /&gt;
====== Method 1: ======&lt;br /&gt;
&lt;br /&gt;
* The first strategy involves marking the player with the highest {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; count as the &amp;quot;leader&amp;quot; using a [[sign]]. The leader will run to &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; with the other DPS following, individuals staying out if the Steam Gasket chosen is tethered to them.&lt;br /&gt;
* Some groups may prefer to stack south and simply rotate around the room clockwise.&lt;br /&gt;
&lt;br /&gt;
====== Method 2: ======&lt;br /&gt;
&lt;br /&gt;
* The second strategy has, after the &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;, the players with &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; share the &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; attached to the player with &amp;lt;u&amp;gt;three&amp;lt;/u&amp;gt; stacks. Meanwhile, the player with &amp;lt;u&amp;gt;three&amp;lt;/u&amp;gt; stacks will run to the &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; attached to the player with &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; stacks.&lt;br /&gt;
* This leaves three safe Steam Gaskets and a total of three stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; for the remaining players to take solo.&lt;br /&gt;
&lt;br /&gt;
Be warned that during this time, Onslaughter will cast &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;, &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;, and then &#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;, which all players need to be on the lookout for. If any DPS get hit by the former two, the raid will wipe due to failing {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once all stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; are cleared, the party can defeat Onslaughter and start Phase 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; While it&#039;s possible to push Onslaughter into Phase 2 prior to Legislation with fully optimized DPS (using [[food]] buff, tinctures, etc.), it is not recommended to attempt to do so.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Onslaughter Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;13&amp;quot; class=&amp;quot;line-right&amp;quot; |Opening&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|No players should be standing near the main tank for most of this phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This will most likely face backwards towards the DPS, all players should sidestep out of the way.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
|Each DPS should move to their assigned square and destroy their &#039;&#039;&#039;Steam Regulator&#039;&#039;&#039; as quickly as possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|DPS will need to dodge this AoE in the limited space they have available.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This has a high chance to target one of the DPS, in which case they will need to move to one of the side corners of the square to dodge the beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray + Missile&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should use a heavy mitigation while the off-tank uses {{Action icon|Provoke}}. Healers should focus completely on keeping the off-tank alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Sidestep the beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legislation&#039;&#039;&#039;&lt;br /&gt;
|All players should &amp;lt;u&amp;gt;stop attacking the boss&amp;lt;/u&amp;gt; here to prevent Phase 2 from starting early. Then, DPS should stack with the main tank and prepare to share &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discoid&#039;&#039;&#039;&lt;br /&gt;
|Prepare for whichever strategy the group prefers to remove their stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment.&#039;&#039;&#039;&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; class=&amp;quot;line-right&amp;quot;|Loop&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This will often be aimed at one of the DPS. All DPS should focus on dodging this beam to prevent wiping the group from {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray + Missile&#039;&#039;&#039;&lt;br /&gt;
|As the healers are busy with keeping the DPS alive, it is preferable to use an invulnerability here.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Blaster]], [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Brawler]], [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Swindler]], and [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Vortexer]] ===&lt;br /&gt;
----[[Blaster]] and [[Brawler]] will descend from the sky with the start of the phase. 20 seconds later, [[Swindler]] will appear on the east side of the arena. 25 seconds after that, [[Vortexer]] will appear at the south. &lt;br /&gt;
&lt;br /&gt;
These bosses have moves similar to what was used in [[Alexander - The Cuff of the Son (Savage)]]. Knowledge of prior fights will be critical in handling the four simultaneously. &lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Boss&lt;br /&gt;
!Abilities&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;|Blaster&lt;br /&gt;
|&#039;&#039;&#039;Mind Blast&#039;&#039;&#039;&lt;br /&gt;
|An [[Interrupt|interruptable]] cast that deals minor damage to the entire party if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage&#039;&#039;&#039;&lt;br /&gt;
|At 50% HP, creates a Mirage copy that takes no damage and tethers to Blaster if too close, granting both {{Status effect|buff|File:invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; and {{Status effect|buff|File:Companion attack up icon.png}} &#039;&#039;&#039;Physical Damage Up&#039;&#039;&#039; until separated.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Brawler&lt;br /&gt;
|&#039;&#039;&#039;Attachment&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to [[Alexander - The Cuff of the Son (Savage)#Brawler|The Cuff of the Son]], but Attachments are chosen completely randomly and can repeat. The Single Drill attachment will not appear until below 50% HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;&lt;br /&gt;
|Grants any other boss in a 15y range {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|File:Choco regen icon.png}} &#039;&#039;&#039;[[Rehabilitation]]&#039;&#039;&#039;. Has no effect on the &#039;&#039;&#039;Mirage&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Plasma&#039;&#039;&#039;&lt;br /&gt;
|At 50% HP, gains {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; until all Power Plasma orbs are gone. Will summon two &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Power Plasma Beta]]&#039;&#039;&#039; and two &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Power Plasma Gamma]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot;|Swindler&lt;br /&gt;
|&#039;&#039;&#039;Self-Buffs&#039;&#039;&#039;&lt;br /&gt;
|Swindler gains stacks of {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and {{Status effect|buff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; depending on how many other bosses are alive— having 1 stack of each with one other boss, and four stacks with two others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Height&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its previous incarnation in [[Alexander - The Cuff of the Son (Savage)#Swindler|Alexander - The Cuff of the Son (Savage)]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-arithmeticks&#039;&#039;&#039;&lt;br /&gt;
|Cast at 50% HP. Deals high unavoidable damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration&#039;&#039;&#039;&lt;br /&gt;
|Combined with &#039;&#039;&#039;Height&#039;&#039;&#039; after 50% HP. A [[Stack marker#Multi-Player Marker|multi-player stack marker]]. Unlike in [[Alexander - The Cuff of the Son (Savage)|The Cuff of the Son]], here, one random tank will be the sole target of &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. Cast every 20 seconds after &#039;&#039;&#039;Bio-arithmeticks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;&lt;br /&gt;
|Only used after 50% HP. Functions exactly the same as &#039;&#039;&#039;Brawler&#039;s&#039;&#039;&#039;.&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;|Vortexer&lt;br /&gt;
|&#039;&#039;&#039;Elemental Jammer&#039;&#039;&#039;&lt;br /&gt;
|Cast at 50% HP. Deals high unavoidable damage to the party and [[knockback]]. Inflicts one random DPS with {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Lightning]]&#039;&#039;&#039; for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Missile&#039;&#039;&#039;&lt;br /&gt;
|Cast after 50% HP. Fires a [[Area of Effect#Static circle AoE|Static circle AoE]] at four random players which create lava [[Area of Effect#Puddle|puddles]] on the ground. Stepping into these [[Area of Effect#Puddle|puddles]] inflicts {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; and {{Status effect|debuff|sludge}} &#039;&#039;&#039;[[Sludge]]&#039;&#039;&#039;, a deadly damage-over-time debuff that must be cleansed with {{Action icon|Esuna}}.&lt;br /&gt;
|}&lt;br /&gt;
Phase 2 is a difficult gauntlet of enemies, each attacking with separate rotations and gaining a new ability at 50%. Bosses must be defeated or brought to 50% health in a specific order to prevent dangerous mechanics from lining up or happening too early.&lt;br /&gt;
&lt;br /&gt;
One tank should focus on holding enmity on [[Blaster]], [[Swindler]], and [[Vortexer]] at the edges of the arena while the other tank handles [[Brawler]] in the center. The Brawler tank will need to handle &#039;&#039;&#039;Attachments&#039;&#039;&#039; with one DPS helping with &#039;&#039;&#039;Double Drills&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As Brawler never moves from the center of the arena, all other bosses must be kept to the edges to avoid buffing them with &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Step 1: Defeating Blaster ======&lt;br /&gt;
The phase starts with an immediate DPS check—if [[Blaster]] is not defeated by the time [[Vortexer]] appears, they will enrage and forcefully reset the encounter (regardless of whether players survive the enrage or not).&lt;br /&gt;
&lt;br /&gt;
When Blaster reaches 50% HP, they will summon a &#039;&#039;&#039;Mirage&#039;&#039;&#039; copy that must be immediately separated from them. As the &#039;&#039;&#039;Mirage&#039;&#039;&#039; is unaffected by &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;, it is safe for the other tank to bring it to the center with Brawler&lt;br /&gt;
&lt;br /&gt;
* After defeating Blaster, players will have time to breathe as there are no major DPS checks or difficult mechanics until after Brawler is defeated.&lt;br /&gt;
&lt;br /&gt;
====== Step 2: Defeating Brawler ======&lt;br /&gt;
DPS should focus on bringing Brawler to 50% while the non-Brawler tank continues on holding enmity on [[Swindler]] and [[Vortexer]]. Be wary of &#039;&#039;&#039;Height&#039;&#039;&#039; being cast intermittently throughout the phase.&lt;br /&gt;
&lt;br /&gt;
When Brawler reaches 50% HP, they will become functionally immune to damage until their &#039;&#039;&#039;Power Plasma&#039;&#039;&#039; orbs are dealt with. The entire party should stack together on a cardinal edge except for the Brawler tank.&lt;br /&gt;
The Brawler tank should stun one &#039;&#039;&#039;Power Plasma Beta&#039;&#039;&#039; and pop the two &#039;&#039;&#039;Power Plasma Gamma&#039;&#039;&#039;. Brawler will still be casting &#039;&#039;&#039;Attachment&#039;&#039;&#039; intermittently during this phase.&lt;br /&gt;
&lt;br /&gt;
During this time, DPS can lower the health of Swindler and Vortexer. &amp;lt;u&amp;gt;Do not bring Swindler or Vortexer below 60% HP&amp;lt;/u&amp;gt;. If either reach 50% HP and begin using their special ability prior to Brawler being defeated, it will likely result in a wipe.&lt;br /&gt;
&lt;br /&gt;
After all the &#039;&#039;&#039;Power Plasma&#039;&#039;&#039; orbs are dealt with, Brawler will lose their {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039;. All DPS should switch targets to Brawler and defeat them.&lt;br /&gt;
&lt;br /&gt;
====== Step 3: Defeating Swindler and Vortexer ======&lt;br /&gt;
The group should split into two light-parties: one on Swindler and one on Vortexer. The Brawler tank should {{Action icon|Provoke}} Swindler and separate them to prevent Vortexer from being in &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039; range later.&lt;br /&gt;
* The last two bosses &amp;lt;u&amp;gt;must be defeated at the same time&amp;lt;/u&amp;gt;. Whichever boss is left alone will begin a 5 second &#039;&#039;&#039;Self-Detonate&#039;&#039;&#039; cast that will forcefully reset the fight if successful.&lt;br /&gt;
While the order does not matter, only one of Swindler or Vortexer should be brought to 50% HP first. The other light party should hold DPS for a few seconds after the 50% HP attack to give healers time to fill everyone&#039;s health back up—then bringing their own boss to 50% HP as well.&lt;br /&gt;
* Whichever boss hits 50% HP first will also have their mechanic occur first—Swindler using &#039;&#039;&#039;Enumeration&#039;&#039;&#039; every 20 seconds and Vortexer&#039;s {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039; repeating every 20 seconds. As they are on the same timer, they will alternate consistently.&lt;br /&gt;
* One useful method to handing &#039;&#039;&#039;Enumeration&#039;&#039;&#039; is assigning numbers to roles: If Enumeration is 2 - only the tanks and healers stack together. If 3, only the tanks and DPS stack together. If 4, the entire light party stacks together.&lt;br /&gt;
** Additionally, this can be made easier by having DPS hug the boss&#039;s left, the healer hug the boss&#039;s right, and having the tank move to the left, right, or center depending on the &#039;&#039;&#039;Enumeration&#039;&#039;&#039; count.&lt;br /&gt;
* For {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039;, the afflicted DPS player should stand in the center with one of the healers. &#039;&#039;No other players&#039;&#039; should stand in the center, as it would increase the lightning&#039;s damage&amp;lt;nowiki/&amp;gt; to potentially lethal levels.&lt;br /&gt;
After both Swindler and Vortexer are defeated simultaneously, all bosses will jump away and begin Phase 3.&lt;br /&gt;
=== Phase 3A - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Brute Justice]] ===&lt;br /&gt;
----The five bosses will combine into [[Brute Justice]], dealing high damage to all players and knocking them back to the edges of the arena.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|A fire element [[Area of Effect#Cleave|cleave]] with an extremely long frontal length.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. If a player dies to this attack, the boss gains a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Two non-tanks are marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, one player has a {{I|Stack marker}}, and &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; is cast twice before the stack resolves. Always ends with &#039;&#039;&#039;Megabeam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The players with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; will be hit by high damage AoEs that are likely to kill anyone else caught in the radius.&lt;br /&gt;
&lt;br /&gt;
* Low party-wide damage is dealt twice with &#039;&#039;&#039;Short Needle&#039;&#039;&#039; at the beginning and end, and a &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is cast after the first &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|Brute Justice targets and jumps on the farthest player, dealing high damage and {{status effect|debuff|stun}} [[Stun|stunning]] any others nearby.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;&lt;br /&gt;
|A long-lasting unmarked [[Area of Effect#Static Cone AoE|Static cone AoE]] aimed at a random player, dealing repeated damage to anyone in front of Brute Justice. Hits fives times, adding a {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; with each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable damage to the entire party.&lt;br /&gt;
|}&lt;br /&gt;
While this phase is very straightforward, the large amount of mechanics thrown at the players simultaneously can catch them off guard if unprepared.&lt;br /&gt;
&lt;br /&gt;
For consistent positioning, the main tank should face Brute Justice towards the north at all times while the rest of the party stacks together on the east— to the boss&#039;s right. One player should be the assigned as the target for &#039;&#039;&#039;Super Jump&#039;&#039;&#039;—preferably the off-tank.&lt;br /&gt;
&lt;br /&gt;
The key to surviving Phase 3A is handling &#039;&#039;&#039;Missile Command&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* All players (excepting the main tank) start stacked together to ensure the first &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; is grouped on the same spot.&lt;br /&gt;
&lt;br /&gt;
*The two players marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should separate from the group while all others rotate clockwise around the back of the boss—first stopping just outside the radius of the first AoE circles. The main tank should rotate slightly to the right preparing to stack.&lt;br /&gt;
*Once the second &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; drops, the stack should continue to rotate just outside the radius of the AoEs, meeting up with the main tank on the left side of the boss.&lt;br /&gt;
*After the {{I|Stack marker}} resolves, the group should rotate clockwise again (to the north side) to dodge &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;. Meanwhile the assigned &#039;&#039;&#039;Super Jump&#039;&#039;&#039; target should start running away to one of the corners of the arena.&lt;br /&gt;
Once &#039;&#039;&#039;Super Jump&#039;&#039;&#039; happens, Brute Justice will aim at a random player and prepare &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. Simply avoid where Brute Justice is facing, then stack together to the boss&#039;s east side while the main tank stands north once again.&lt;br /&gt;
&lt;br /&gt;
Brute Justice will repeat this rotation once again, and after the second &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, will cast &#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039; and transition to phase 3B.&lt;br /&gt;
&lt;br /&gt;
Once Phase 3B finishes, Brute Justice will reform and loop their 3A rotation until brought to 0%, starting Phase 4.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3A 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;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|The main tank should stay north while the rest of the party is stacked east.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should use mitigations while the off-tank moves to stack with the main tank, then moves back to the DPS/Healer stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|While players with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; move away, the stack rotates around the back of the boss together, meeting with the main tank on the west side. Off-tank should run away after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|All players should begin moving towards the off-tank in preparation for &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;&lt;br /&gt;
|Move behind Brute Justice.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Healers should help mitigate and prepare to refill everyone&#039;s health as quickly as possible.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Transitions to Phase 3B on first loop, afterwards loops back to start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 3B - [[Acronyms, abbreviations, and common terms#T|Trio]] 1===&lt;br /&gt;
After Brute Justice&#039;s first &#039;&#039;&#039;{{action icon|J Kick}},&#039;&#039;&#039; they will separate back into their individual parts and begin a deadly series of attacks that must be avoided. Every death during this phase gives Brute Justice a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Trio 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Proximity AoE|proximity AoE]] from the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Supercharge)&#039;&#039;&#039;&lt;br /&gt;
|Four players are marked with [[Area of Effect#Spread Circle|spread circle]] arrows. A &#039;&#039;&#039;Mirage&#039;&#039;&#039; will drop on each player, then after a short delay, begin casting a &#039;&#039;&#039;Supercharge&#039;&#039;&#039; at that player&#039;s current location.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supercharge&#039;&#039;&#039; is a [[Area of Effect#Static Line AoE|Line AoE]] charge that deals high damage and [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eye of the Chakram&#039;&#039;&#039;&lt;br /&gt;
|A total of four red Chakrams appear on two random adjacent edges of the arena. After a long delay, these will charge straight across the arena in a [[Area of Effect#Static Line AoE|Line AoE]] and deal lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth &amp;amp; Ice Missiles&#039;&#039;&#039;&lt;br /&gt;
|Four players are targeted by &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; and four players &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039;. Earth Missiles leave a lava [[Area of Effect#Puddle|puddle]] on the ground, and Ice Missiles an ice [[Area of Effect#Puddle|puddle]] that grows in size after a few seconds.&lt;br /&gt;
&lt;br /&gt;
* Both puddles inflict {{status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; and a lethally powerful damage-over-time debuff if stepped into. The damage-over-time debuff can be cleansed with {{Action icon|Esuna}}.&lt;br /&gt;
* The &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; land first, with the &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039; landing later— at the same time &#039;&#039;&#039;Height&#039;&#039;&#039; finishes casting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Players should start by stacking together on one of the walls to get healed from the &#039;&#039;&#039;{{action icon|J Kick}}.&#039;&#039;&#039;&lt;br /&gt;
# Everyone then spreads out along the wall to avoid hitting each other with the &#039;&#039;&#039;Mirage&#039;&#039;&#039; drops.&lt;br /&gt;
# Once the &#039;&#039;&#039;Mirages&#039;&#039;&#039; land, those hit should move up or down the wall in order to &amp;lt;u&amp;gt;aim the &#039;&#039;&#039;Mirage Supercharge&#039;&#039;&#039; harmlessly along the wall&amp;lt;/u&amp;gt; rather than towards the center of the arena.&lt;br /&gt;
# After the &#039;&#039;&#039;Supercharges&#039;&#039;&#039; are aimed in a safe direction, players must immediately stack together near the center for Brawler&#039;s &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Double Buster]]&#039;&#039;&#039; laser.&lt;br /&gt;
#* &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will appear on two walls at this point. Take note of their positions now and look for a safe spot to avoid them.&lt;br /&gt;
# Once the &#039;&#039;&#039;Double Buster&#039;&#039;&#039; is fired, Onslaughter will aim a &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; at the group and the &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will begin to glow. All players should move to a spot that is both away from the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and not in-line with a &#039;&#039;&#039;Chakram&#039;&#039;&#039; to survive.&lt;br /&gt;
# Finally, &#039;&#039;&#039;Height&#039;&#039;&#039; will begin casting, &#039;&#039;&#039;Earth &amp;amp; Ice Missiles&#039;&#039;&#039; will go out, the main tank will be targeted by a &#039;&#039;&#039;Single Buster&#039;&#039;&#039; from Brawler in the south, and afterwards one final &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; will be cast.&lt;br /&gt;
#* The main tank should run all the way south. After &#039;&#039;&#039;Height&#039;&#039;&#039;, they should attempt to aim the &#039;&#039;&#039;Single Buster&#039;&#039;&#039; towards the wall if possible, or otherwise away from any other players. Be extra wary of &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;, as unlike before, it can target the main tank now.&lt;br /&gt;
#** If the main tank has full health, they will not need to use a mitigation to survive the &#039;&#039;&#039;Single Buster&#039;&#039;&#039;, and instead should save it for the next &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;.&lt;br /&gt;
#* All other players should attempt to spread out around the edges away from the South where the main tank is.&lt;br /&gt;
#** &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; are dropped halfway through &#039;&#039;&#039;Height&#039;&#039;&#039; and can be placed in one of the corners of player&#039;s &#039;&#039;&#039;Height&#039;&#039;&#039; squares, leaving the other corner free.&lt;br /&gt;
#** Players targeted by &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039; should be prepared to run the instant it drops, as &#039;&#039;&#039;Height&#039;&#039;&#039; will resolve at the same time.&lt;br /&gt;
&lt;br /&gt;
After surviving Trio 1, Brute Justice will reform and loop their &#039;&#039;&#039;Phase 3A&#039;&#039;&#039; rotation until brought to 0% health.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3B 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;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|All players should run to a wall to minimize damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Supercharge)&#039;&#039;&#039;&lt;br /&gt;
|Spread out along the wall to avoid sharing AoEs. After the &#039;&#039;&#039;Mirages&#039;&#039;&#039; drop, aim them harmlessly along the wall by moving slightly up or down the wall.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Buster&#039;&#039;&#039;&lt;br /&gt;
|Stack near the center. Take note of &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions during this attack as players must run to a safe position immediately after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam &amp;amp; Eye of the Chakram&#039;&#039;&#039;&lt;br /&gt;
|Run from the current position to a spot not in-line with a &#039;&#039;&#039;Chakram&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Height, Earth &amp;amp; Ice Missiles&#039;&#039;&#039;&lt;br /&gt;
|While the main tank runs south, all other players should move to the edges to drop their &#039;&#039;&#039;Missiles&#039;&#039;&#039;. Remember to match &#039;&#039;&#039;Height&#039;&#039;&#039; with the correct squares.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam &amp;amp; Single Buster&#039;&#039;&#039;&lt;br /&gt;
|Move away from the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and avoid standing where the main tank is aiming the &#039;&#039;&#039;Single Buster&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Return to Phase 3A&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 4 - [[Acronyms, abbreviations, and common terms#T|Trio]] 2 ===&lt;br /&gt;
----Once again, Brute Justice will separate and begin another deadly assault of attacks that the players must dodge and survive through. As before, every death adds a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; to Brute Justice.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Landmine|Landmines]] and two &#039;&#039;&#039;Hidden Landmines&#039;&#039;&#039; are dropped. These function identically to [[Alexander - The Cuff of the Son (Savage)#Blaster|The Cuff of the Son]].&lt;br /&gt;
&lt;br /&gt;
* These landmines, including the Hidden Landmines, deal high AoE damage on landing which should be avoided.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Tethers)&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to [[Alexander - The Cuff of the Son (Savage)#Blaster|The Cuff of the Son]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration&#039;&#039;&#039;&lt;br /&gt;
|Now targets one tank and one healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultra Flash&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]]. Line of sight can only be blocked using the legs of Onslaughter in the center.&lt;br /&gt;
&lt;br /&gt;
* Each leg is an individual structure. Players will have to hide &#039;&#039;specifically&#039;&#039; behind the legs, not just the hitbox of Onslaughter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# With another unforgiving series of deadly assaults, all players should start by stacking on the South wall, grouping together for healing after &#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;.&lt;br /&gt;
# One DPS should run to a corner to bait the the far &#039;&#039;&#039;Double Drill&#039;&#039;&#039; while both tanks move North (but spread apart) to take the close &#039;&#039;&#039;Double Drill&#039;&#039;&#039; and position for &#039;&#039;&#039;Hidden Landmines&#039;&#039;&#039;, bursting them a short time after landing.&lt;br /&gt;
# Dodge the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and take note of the &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions around the arena.&lt;br /&gt;
# Players will have to spread out to place &#039;&#039;&#039;Mirages&#039;&#039;&#039;. These can intentionally be dropped in the path of a &#039;&#039;&#039;Chakram&#039;&#039;&#039; to give others more room to spread out. Avoid moving north as Brawler will be casting &#039;&#039;&#039;Single Drill&#039;&#039;&#039;.&lt;br /&gt;
# All players should focus on dodging &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and &#039;&#039;&#039;Chakrams&#039;&#039;&#039; first, then resolve their &#039;&#039;&#039;Mirage Tethers&#039;&#039;&#039;. If arms are up, look away— otherwise face the Mirage.&lt;br /&gt;
# Lastly, all players must make their way to the east side of the arena to hide behind Onslaughters legs to avoid &#039;&#039;&#039;Ultra Flash&#039;&#039;&#039; cast by Vortexer in the west. During this, &#039;&#039;&#039;Enumeration&#039;&#039;&#039; will be on a random tank and healer.&lt;br /&gt;
#* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; can be handled by deploying tactics fro&amp;lt;nowiki/&amp;gt;m [[Alexander - The Cuff of the Son (Savage)#Swindler|Alexander - The Cuff of the Son (Savage)]], having Enum 2 be Tanks + Tanks or Healers + Healers. DPS may want to be assigned groups and Enum numbers prior to the fight to help with organization for Enum 3 and 4.&lt;br /&gt;
#* Players should clarify which role will go behind which leg (northern or southern) to avoid confusion and overlapping.&lt;br /&gt;
#* Any player(s) that aren&#039;t needed for &#039;&#039;&#039;Enumeration&#039;&#039;&#039; can stack behind the circle AoE while still avoiding Vortexer&#039;s line of sight.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Stack on the south wall for healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|Stay against the wall to minimize damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Minefields&#039;&#039;&#039;&lt;br /&gt;
|One DPS should run to the corner to bait the upcoming &#039;&#039;&#039;Double Drill&#039;&#039;&#039; while the two tanks run northeast and northwest. Tanks must take note of where the &#039;&#039;&#039;Hidden Mines&#039;&#039;&#039; dropped.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Drill&#039;&#039;&#039;&lt;br /&gt;
|Each tank should now explode one &#039;&#039;&#039;Hidden Mine&#039;&#039;&#039; each. {{Action icon|Arm&#039;s Length}} can be used to resist the knockback of the landmine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Dodge as normal. Take note of &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Single Drill &amp;amp; Mirage (Drop)&#039;&#039;&#039;&lt;br /&gt;
|Stay away from the north side. Place &#039;&#039;&#039;Mirages&#039;&#039;&#039; where &#039;&#039;&#039;Chakrams&#039;&#039;&#039; are to leave space for allies to spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Tethers), Chakrams, &amp;amp; Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Focus on moving to a safe spot away from &#039;&#039;&#039;Chakrams&#039;&#039;&#039; and &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; first, then resolve the &#039;&#039;&#039;Mirage Tethers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration &amp;amp; Ultra Flash&#039;&#039;&#039;&lt;br /&gt;
|Hide behind Onslaughter&#039;s legs on the east side of the arena, matching the correct number of players inside the &#039;&#039;&#039;Enumeration&#039;&#039;&#039; circles.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 5 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Phase 5 - Winged Justice: Verdict===&lt;br /&gt;
----&#039;&#039;&#039;Brute Justice&#039;&#039;&#039; reforms again, sprouting wings and restoring to full health. With a cast of &#039;&#039;&#039;Verdict&#039;&#039;&#039;, each player is given a unique debuff:&lt;br /&gt;
&lt;br /&gt;
* One tank will be given {{Status effect|debuff|File:Final Judgment Max HP.png}} &#039;&#039;&#039;Final Judgment: Max HP&#039;&#039;&#039;, requiring that player to have the most HP of the entire party. They will also be given 4 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* The other tank will be given {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Final Judgment: Min HP&#039;&#039;&#039;, requiring that player to have the &#039;&#039;least&#039;&#039; HP of the entire party. They will also be given 4 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One healer will be given {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Final Judgment: Penalty I&#039;&#039;&#039;, requiring that healer to have &#039;&#039;no other&#039;&#039; enfeeblements. They will also be given 3 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* The other healer will be given {{Status effect|debuff|File:Final Judgment Penalty ii.png}} &#039;&#039;&#039;Final Judgment: Penalty II&#039;&#039;&#039;, requiring exactly two active enfeeblements (including itself). They will also be given 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* Two DPS players will be given {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Final Judgment: Penalty III&#039;&#039;&#039;, requiring exactly three active enfeeblements (including itself). They will also gain 2 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One DPS player will be given {{Status effect|debuff|File:Final Judgment Nisi Decree A.png}} &#039;&#039;&#039;Final Judgment: Nisi Decree A&#039;&#039;&#039;, requiring that player to be debuffed with {{Status effect|debuff|File:Final Decree Nisi A.png}} &#039;&#039;&#039;Final Decree Nisi A&#039;&#039;&#039;. They will also gain 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One DPS player will be given {{Status effect|debuff|File:Final Judgment Nisi Decree B.png}} &#039;&#039;&#039;Final Judgment: Nisi Decree B&#039;&#039;&#039;, requiring that player to be debuffed with {{Status effect|debuff|File:Final Decree Nisi B.png}} &#039;&#039;&#039;Final Decree Nisi B&#039;&#039;&#039;. They will also gain 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
As the &#039;&#039;&#039;Penalty&#039;&#039;&#039; debuffs count themselves as one debuff, &#039;&#039;&#039;Penalty I&#039;&#039;&#039; must be the only active debuff, with &#039;&#039;&#039;Penalty II&#039;&#039;&#039; requiring one additional debuff and &#039;&#039;&#039;Penalty III&#039;&#039;&#039; requiring two.&lt;br /&gt;
&lt;br /&gt;
====== Arena Mechanics: ======&lt;br /&gt;
&lt;br /&gt;
* Four &#039;&#039;&#039;J Storms&#039;&#039;&#039; will appear, one in each corner of the room. Stepping into a &#039;&#039;&#039;J Storm&#039;&#039;&#039; will destroy it, set the player&#039;s HP to 1, and inflict them with {{Status effect|debuff|File:Final Flight.png}} &#039;&#039;&#039;Final Flight&#039;&#039;&#039;, preventing that player from surviving a second storm. If any &#039;&#039;&#039;J Storm&#039;&#039;&#039; is still active after thirty seconds, it will detonate and wipe the party.&lt;br /&gt;
* Four &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; appear, two on the north wall and two on the south wall.&lt;br /&gt;
* A &#039;&#039;&#039;Steam Regulator A &amp;amp; B&#039;&#039;&#039; will appear on the east and west walls. These function identically to Phase 1, but it is &#039;&#039;completely random&#039;&#039; which side will have which Regulator.&lt;br /&gt;
&lt;br /&gt;
Thirty seconds after these debuffs are given out, Brute Justice will begin the cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039;. If &#039;&#039;any&#039;&#039; player does not meet the requirement of their Final Judgement debuffs by the end of the cast, the entire party will wipe.&lt;br /&gt;
&lt;br /&gt;
{{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; has a 40 second timer, allowing players 10 seconds after the cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039; to clear remaining stacks before it expires.&lt;br /&gt;
&lt;br /&gt;
For the duration of this phase, Brute Justice will only auto-attack.&lt;br /&gt;
&lt;br /&gt;
====== Tank Strategy: ======&lt;br /&gt;
The tank with {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; should {{Action icon|Provoke}} the boss, letting Brute Justice&#039;s auto-attacks bring them to &#039;&#039;one stack&#039;&#039; of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; tank reaches one stack, the {{Status effect|debuff|File:Final Judgment Max HP.png}} &#039;&#039;&#039;Max HP&#039;&#039;&#039; should {{Action icon|Provoke}} the boss and hold enmity for the rest of the phase.&lt;br /&gt;
&lt;br /&gt;
Finally, when Brute Justice begins casting &#039;&#039;&#039;Gavel&#039;&#039;&#039;, the {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; tank should immediately run into the last available &#039;&#039;&#039;J Storm&#039;&#039;&#039; to have their health set to 1 before the cast can complete.[[File:A8S Verdict Plan.png|alt=A map of A8S&#039;s Verdict.|thumb|A map showcasing mechanic locations and which players should handle them.]]&lt;br /&gt;
&lt;br /&gt;
====== Healer Strategy: ======&lt;br /&gt;
The healer with {{Status effect|debuff|File:Final Judgment Penalty ii.png}} &#039;&#039;&#039;Penalty II&#039;&#039;&#039; should take the northwest &#039;&#039;&#039;J Storm&#039;&#039;&#039;, instantly satisfying their debuff conditions with {{Status effect|debuff|File:Final Flight.png}} &#039;&#039;&#039;Final Flight&#039;&#039;&#039;. They can then focus entirely on healing the party.&lt;br /&gt;
&lt;br /&gt;
The healer with {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Penalty I&#039;&#039;&#039; should take one of the southern &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; alone, then move to the north and wait for the Nisi DPS to defeat their Steam Regulators. The healer will share the northeast Steam Gasket with the east Nisi DPS and the northwest Steam Gasket with the west Nisi DPS.&lt;br /&gt;
&lt;br /&gt;
====== DPS Strategy: ======&lt;br /&gt;
The DPS with {{Status effect|debuff|File:Final Judgment Nisi Decree A.png}} &#039;&#039;&#039;Nisi Decree A&#039;&#039;&#039; and {{Status effect|debuff|File:Final Judgment Nisi Decree B.png}} &#039;&#039;&#039;Nisi Decree B&#039;&#039;&#039; must run to and destroy the Steam Regulator matching their debuff. Afterwards, they must run towards the closest &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; in the north and wait for the healer with {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Penalty I&#039;&#039;&#039;, sharing the damage to remove all stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The two DPS with {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Penalty III&#039;&#039;&#039; can simply take the &#039;&#039;&#039;J Storms&#039;&#039;&#039; in the south and then focus on damaging Brute Justice. &amp;lt;u&amp;gt;After&amp;lt;/u&amp;gt; &#039;&#039;&#039;Gavel&#039;&#039;&#039; finishes casting, they will want to share the last &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; in the south to clear their last stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;. This debuff should not be cleansed prior as it is needed to satisfy the conditions of {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Penalty III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Should players remain alive after &#039;&#039;&#039;Gavel&#039;&#039;&#039;, Brute Justice will begin their final phase.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
=== Phase 6 - The Finale ===&lt;br /&gt;
----Brute Justice begins their final assault, and holds nothing back. This final phase will function similarly to Phase 3, but with additional attacks thrown together to increase the difficulty of dodging.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 6 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Link-up&#039;&#039;&#039;&lt;br /&gt;
|One random DPS player is debuffed with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; for 40 seconds. This version hits extremely hard, expecting all eight players to share the damage.&lt;br /&gt;
&lt;br /&gt;
* Unlike its previous iteration, {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; will not pass to another player, disappearing once it resolves.&lt;br /&gt;
* If a player dies with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;, it will simply disappear— no Punishing Wave will be cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch&#039;&#039;&#039;&lt;br /&gt;
|An extremely hard hitting [[tankbuster]] that deals [[knockback]] and inflicts {{Status effect|debuff|bind}} &#039;&#039;&#039;[[Bind]]&#039;&#039;&#039; for 8 seconds. Always followed by &#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|Functions indentically to &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039; but is instead aimed at the highest enmity player. Always followed by &#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
|A [[Stack marker#Line stack|line stack]] with [[knockback]] aimed at the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Instead of dropping two sets of &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;, now creates a &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; near Brute Justice followed by a single set of &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;J Wave&#039;&#039;&#039;&lt;br /&gt;
|An endless attack that deals repeated, slowly increasing damage.&lt;br /&gt;
|}&lt;br /&gt;
The three key attacks to look out for with this final phase are the &#039;&#039;&#039;Final Combo&#039;&#039;&#039;, &#039;&#039;&#039;Missile Command&#039;&#039;&#039;, and {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Final Combo&#039;&#039;&#039; can be handled either with a well-timed invulnerability before the end of &#039;&#039;&#039;Final Punch&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast, or by two large mitigations by the main tank and a {{Action icon|Provoke}} by the off-tank— facing the boss away from the rest of the party for &#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;. Once that attack starts firing, the off-tank can stack with the rest of the party for &#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Command&#039;&#039;&#039; now drops a &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; which must be avoided. It is recommended to have the group stack behind Brute Justice and rotate whatever direction is away from the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039;. As the {{I|Stack marker}} resolves at the same time &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is cast, the main tank can not join the stack during this final phase.&lt;br /&gt;
&lt;br /&gt;
* After the stack marker is resolved, the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; should either be burst by the off-tank or by the DPS inflicted with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;. In the latter case the DPS will die, but the debuff will also disappear.&lt;br /&gt;
After Missile Command, several &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will appear, and one of the two tanks will be marked with &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. If Compressed Water was not sacrificed prior, it will detonate around the same time as Enumeration.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Enumeration&#039;&#039;&#039; will always target a random tanks, this time be handled by the tanks and healers: Enum 2 being handled by both tanks, Enum 3 by both healers, and Enum 4 being all tanks and healers. Ideally, the Enumeration is placed in front of Brute Justice if possible.&lt;br /&gt;
# If not sacrificed prior, all remaining players not needed for Enumeration must stack together for {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; at Brute Justice&#039;s side. Heavy party mitigates and AoE healing should be readied.&lt;br /&gt;
# While it&#039;s possibly for the party to stack just outside of the Enumeration range, but still in range of the Compressed Water stack, &#039;&#039;it is &#039;&#039;&#039;not recommend&#039;&#039;&#039; to do so.&#039;&#039;&lt;br /&gt;
# A &#039;&#039;&#039;Waterspout&#039;&#039;&#039; will spawn immediately in the location {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; expired, forcing all players to run away.&lt;br /&gt;
# The assigned Super Jump player should run to the center of the arena while the main tank stays between Brute Justice and the &#039;&#039;&#039;Waterspout&#039;&#039;&#039;, intending to destroy it with a &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;. The range of &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is extremely long, so distance is not an issue.&lt;br /&gt;
&lt;br /&gt;
Should players survive through these attacks, Brute Justice will attempt to end the fight by repeatedly spinning and casting &#039;&#039;&#039;J Wave&#039;&#039;&#039;. The damage of this attack increases over time, forcing the party to defeat Brute Justice before the damage becomes unsurviveable.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 6 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;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal through the damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Link-up&#039;&#039;&#039;&lt;br /&gt;
|A random DPS will be given &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; with a 40 second timer. Decide whether to sacrifice this player later or survive the mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch&#039;&#039;&#039;&lt;br /&gt;
|The main tank can either use an invulnerability shortly before this cast finishes, or use two large mitigations while the off-tank {{Action icon|Provoke|provokes}} the boss away from the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|If not using an invulnerability, the off-tank should face the boss away from the party prior, then move to stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam&#039;&#039;&#039;&lt;br /&gt;
|If not using an invulnerability, stack together with the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command + Hidden Minefield&#039;&#039;&#039;&lt;br /&gt;
|The party should stack behind Brute Justice and rotate in the direction opposite of the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039;. Either the off-tank or the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; DPS should burst the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chakrams + Enumeration&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;( + {{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water )&#039;&#039;&#039;&lt;br /&gt;
|Move Brute Justice to a safe spot away from Chakrams and stack for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. If &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; is still active, all players should be close enough together to share damage between all eight, then run from the &#039;&#039;&#039;Waterspout&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should begin running away to bait the upcoming &#039;&#039;&#039;Super Jump&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|If there is a &#039;&#039;&#039;Waterspout&#039;&#039;&#039;, the main tank should stay between Brute Justice and the &#039;&#039;&#039;Waterspout&#039;&#039;&#039; for the next attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|Must be used to destroy the &#039;&#039;&#039;Waterspout&#039;&#039;&#039; if the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; player was not sacrificed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch + Short Needle&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but healers must use AoE healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse + Short Needle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam + Short Needle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate, heal, and prepare for the final push.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;J Wave&#039;&#039;&#039;&lt;br /&gt;
|Healers must keep everyone alive as long as possible to defeat Brute Justice before the party is defeated themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Midan Weapons}}&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 4}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Faust Armor Plating}} (Drops directly from boss, must be synced)&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 Midan Arms (IL 245)}}&lt;br /&gt;
{{Drops table row|Midan Metal Axe}}&lt;br /&gt;
{{Drops table row|Midan Metal Greatsword}}&lt;br /&gt;
{{Drops table row|Midan Metal Spear}}&lt;br /&gt;
{{Drops table row|Midan Metal Knuckles}}&lt;br /&gt;
{{Drops table row|Midan Metal Katana}}&lt;br /&gt;
{{Drops table row|Midan Metal Daggers}}&lt;br /&gt;
{{Drops table row|Midan Metal Bow}}&lt;br /&gt;
{{Drops table row|Midan Metal Musketoon}}&lt;br /&gt;
{{Drops table row|Midan Metal Rod}}&lt;br /&gt;
{{Drops table row|Midan Metal Grimoire}}&lt;br /&gt;
{{Drops table row|Midan Metal Rapier}}&lt;br /&gt;
{{Drops table row|Midan Metal Cane}}&lt;br /&gt;
{{Drops table row|Midan Metal Codex}}&lt;br /&gt;
{{Drops table row|Midan Metal Astrometer}}&lt;br /&gt;
{{Drops table row|Midan Chest Gear Coffer (IL 240)}}&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|Midan Weapon Coffer (IL 245)}}&lt;br /&gt;
{{Drops table row|Faustlet}}&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|Sins of the Savage Son I}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Son II}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Son III}}&lt;br /&gt;
{{achievement table row|Mightier than Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Onslaughter / Robots|Metal}}&lt;br /&gt;
{{music table row|Brute Justice|Metal - Brute Justice Mode}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Burden_of_the_Son_(Savage)&amp;diff=1506107</id>
		<title>Alexander - The Burden of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Burden_of_the_Son_(Savage)&amp;diff=1506107"/>
		<updated>2026-07-17T12:23:25Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Expand on assigned roles, legistration, second trios and last phase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Burden of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Burden of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Burden_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 225&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Heavensward)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Burden of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Burden of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
| id-gt = 30037&lt;br /&gt;
| id-edb = f93d68d7d3c&lt;br /&gt;
}} Also called &#039;&#039;&#039;A8S&#039;&#039;&#039;, it is the fourth and final sector of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
A long, intense gauntlet of mechanics and enemies, this fight is often described as a mini-[[Raids#Ultimate Raids|Ultimate]]. Player&#039;s ability to coordinate and survive will be brutally tested, with single missteps often leading to the death of the entire group.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
&lt;br /&gt;
* Each DPS should be assigned a square (NE, NW, SE, SW) for Phase 1&#039;s &#039;&#039;&#039;Execution&#039;&#039;&#039;.&lt;br /&gt;
* A stack spot and strategy should be chosen for Phase 1&#039;s &#039;&#039;&#039;Legislation&#039;&#039;&#039; and &#039;&#039;&#039;Discoid&#039;&#039;&#039;.&lt;br /&gt;
* Light Party groups should be decided for Phase 2.&lt;br /&gt;
* A DPS should be assigned to handle &#039;&#039;&#039;Double Drill&#039;&#039;&#039; far bait for Phase 2 and Phase 4.&lt;br /&gt;
* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; assignments may need to be given to DPS for Phase 4.&lt;br /&gt;
* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; assignments may need to be given to DPS for Phase 6.&lt;br /&gt;
* Tanks should decide whether or not to use invulnerabilities in Phase 6.&lt;br /&gt;
* A far baiter must be assigned to handle Super Jump in Phase 3A and Phase 6.&lt;br /&gt;
* The group should decide whether or not to sacrifice the player with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; in Phase 6.&lt;br /&gt;
=== Phase 1 - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Onslaughter]] ===&lt;br /&gt;
----The fight starts with &#039;&#039;&#039;Onslaughter&#039;&#039;&#039;, who will test the DPS&#039;s ability to coordinate both individually and as a group.&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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed high-damage AoE on the highest enmity target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|Targets six random players with [[Area of Effect#Static Circle AoE|Static circle AoEs]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|The boss will turn towards a random player that is not the highest enmity target and begin charging a powerful [[Area of Effect#Static Line AoE|Static line AoE]].&lt;br /&gt;
&lt;br /&gt;
* There is no cast bar for this attack, so players need to keep an eye out for the charging animation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
|Four black squares will appear, one in each corner of the arena. Two will have a &#039;&#039;&#039;Steam Regulator A&#039;&#039;&#039;, and the other two a &#039;&#039;&#039;Steam Regulator B&#039;&#039;&#039;. These explode after 20 seconds if not destroyed.&lt;br /&gt;
&lt;br /&gt;
* The first player that enters each square will become [[Tether (mechanic)|tethered]] to the Regulator. If the tethered player dies or leaves their square, the Regulator explodes and wipes the party.&lt;br /&gt;
* The tethered players will be debuffed with {{Status effect|debuff|File:Final Decree Nisi A.png}} &#039;&#039;&#039;Final Decree Nisi A&#039;&#039;&#039; or {{Status effect|debuff|File:Final Decree Nisi B.png}} &#039;&#039;&#039;Final Decree Nisi B&#039;&#039;&#039;, matching their Regulator. This deals damage-over-time but allows the player to damage their Regulator.&lt;br /&gt;
* Unlike [[Alexander - The Burden of the Father (Savage)|Burden of the Father]], having both debuffs simultaneously is not fatal. The debuffs simply allow that player to damage the matching Regulator, which is {{Status effect|buff|File:invincibility icon1.png}} &#039;&#039;&#039;Invincible&#039;&#039;&#039; to damage otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;&lt;br /&gt;
|A multi-hit [[tankbuster]]. The first hit deals extremely high damage and inflicts {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039; Onslaughter then follows with three more tankbusters and ends with &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legislation&#039;&#039;&#039;&lt;br /&gt;
|All four DPS are given {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;, with each player getting a different number of stacks counting 1 to 4. One stack is removed each time the debuffed player takes damage from any source.&lt;br /&gt;
&lt;br /&gt;
* If a DPS dies while the debuff is active, the debuff is allowed to expire, or if Onslaughter is pushed into the next phase before the debuff is resolved, the entire party is executed.&lt;br /&gt;
* If any DPS was dead before the mechanic, random support(s) that are not the main-tank will get the missing stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discoid&#039;&#039;&#039;&lt;br /&gt;
|Five &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; orbs will appear and attach a [[Tether (mechanic)#Chase Tether|chase tether]] to each DPS and one random healer.&lt;br /&gt;
&lt;br /&gt;
* When a player touches a &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039;, it creates a small [[Area of Effect#Static Circle AoE|Static circle AoE]] that explodes &amp;lt;u&amp;gt;after one second&amp;lt;/u&amp;gt;, dealing moderate damage to those inside.&lt;br /&gt;
* &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; will do &#039;&#039;lethal&#039;&#039; damage to the specific player it is tethered to, and normal damage to anyone else.&lt;br /&gt;
* &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; do &#039;&#039;increasing&#039;&#039; damage with every player inside their AoE. While an alone player will take ~1500 damage, three players sharing a &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; will each take ~9000 damage.&lt;br /&gt;
|}&lt;br /&gt;
Onslaughter has a straightforward, consistent rotation, but an extensive list of abilities that will punish players for a single misstep.&lt;br /&gt;
* Of note, while &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; by itself is simple to dodge, this will be combined with other, much more restrictive attacks throughout the entire fight. Players will need to constantly be aware of this attack and be ready to move if it&#039;s pointed at them.&lt;br /&gt;
&lt;br /&gt;
* The first major attack used in Phase 1 will be &#039;&#039;&#039;Execution&#039;&#039;&#039;, which will put a square in each of the four corners of the arena. One DPS should be assigned to each square and should attempt to destroy their &#039;&#039;&#039;Steam Regulators&#039;&#039;&#039; as fast as possible.&lt;br /&gt;
** During &#039;&#039;&#039;Execution&#039;&#039;&#039;, Onslaughter will cast &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; followed by &#039;&#039;&#039;Megabeam&#039;&#039;&#039;. As the DPS &#039;&#039;cannot&#039;&#039; leave their squares until the &#039;&#039;&#039;Regulator&#039;&#039;&#039; is destroyed, they will have to carefully maneuver to dodge the AoEs in a very limited amount of space.&lt;br /&gt;
&lt;br /&gt;
* Afterwards, Onslaughter will cast their first &#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;. The {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; will result in the death of the main tank, so both tanks should use a large mitigation and the off-tank should {{Action icon|Provoke}} during the initial cast.&lt;br /&gt;
** Healers should focus entirely on healing of off-tank, as they will be taking extreme amounts of damage while the previous tank only takes the initial hit.&lt;br /&gt;
** Alternatively, tanks can use an invulnerability to ignore the entire barrage.&lt;br /&gt;
&lt;br /&gt;
* Finally, &#039;&#039;&#039;Legislation&#039;&#039;&#039; will place {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; on all the DPS followed by &#039;&#039;&#039;Discoid&#039;&#039;&#039;— creating &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; that must be used to cleanse these debuffs.&lt;br /&gt;
** &amp;lt;u&amp;gt;The party should stop DPS at &amp;lt;10% to prevent Phase 2 from starting while {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; is active.&amp;lt;/u&amp;gt; Phase 2 begins with a DPS check which may fail if DPS are busy removing their debuff stacks.&lt;br /&gt;
** &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; must be handled carefully, as they are lethal to the one player they are [[Tether (mechanic)#Chase Tether|tethered]] to, and deal more damage with each player standing inside the AoE. While three players sharing an orb is survivable, it can kill a DPS that is not at full health.&lt;br /&gt;
** Take note that &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; &#039;&#039;do not explode instantly&#039;&#039;, and instead create a delayed [[Area of Effect#Static Circle AoE|Static circle AoE]]. Players will need to remember not to immediately run out of the circle if attempting to cleanse a stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are many strategies for clearing {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; stacks, but two will be listed below:&lt;br /&gt;
&lt;br /&gt;
* All strategies begin by having the main-tank and DPS players stack together during &#039;&#039;&#039;Legislation&#039;&#039;&#039;. Using party mitigations, players will intentionally share a hit of &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039; in order to cleanse one stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; from everyone.&lt;br /&gt;
&lt;br /&gt;
====== Method 1: ======&lt;br /&gt;
&lt;br /&gt;
* The first strategy involves marking the player with the highest {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; count as the &amp;quot;leader&amp;quot; using a [[sign]]. The leader will run to &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; with the other DPS following, individuals staying out if the Steam Gasket chosen is tethered to them.&lt;br /&gt;
* Some groups may prefer to stack south and simply rotate around the room clockwise.&lt;br /&gt;
&lt;br /&gt;
====== Method 2: ======&lt;br /&gt;
&lt;br /&gt;
* The second strategy has, after the &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;, the players with &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; share the &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; attached to the player with &amp;lt;u&amp;gt;three&amp;lt;/u&amp;gt; stacks. Meanwhile, the player with &amp;lt;u&amp;gt;three&amp;lt;/u&amp;gt; stacks will run to the &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; attached to the player with &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; stacks.&lt;br /&gt;
* This leaves three safe Steam Gaskets and a total of three stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; for the remaining players to take solo.&lt;br /&gt;
&lt;br /&gt;
Be warned that during this time, Onslaughter will cast &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;, &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;, and then &#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;, which all players need to be on the lookout for. If any DPS get hit by the former two, the raid will wipe due to failing {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once all stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; are cleared, the party can defeat Onslaughter and start Phase 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; While it&#039;s possible to push Onslaughter onto Phase 2 with fully optimized DPS (using [[food]] buff, tinctures, ect.) and not having to deal with Legistration even on MiNE settings, it isn&#039;t recommended to do so.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Onslaughter Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;13&amp;quot; class=&amp;quot;line-right&amp;quot; |Opening&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|No players should be standing near the main tank for most of this phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This will most likely face backwards towards the DPS, all players should sidestep out of the way.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
|Each DPS should move to their assigned square and destroy their &#039;&#039;&#039;Steam Regulator&#039;&#039;&#039; as quickly as possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|DPS will need to dodge this AoE in the limited space they have available.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This has a high chance to target one of the DPS, in which case they will need to move to one of the side corners of the square to dodge the beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray + Missile&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should use a heavy mitigation while the off-tank uses {{Action icon|Provoke}}. Healers should focus completely on keeping the off-tank alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Sidestep the beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legislation&#039;&#039;&#039;&lt;br /&gt;
|All players should &amp;lt;u&amp;gt;stop attacking the boss&amp;lt;/u&amp;gt; here to prevent Phase 2 from starting early. Then, DPS should stack with the main tank and prepare to share &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discoid&#039;&#039;&#039;&lt;br /&gt;
|Prepare for whichever strategy the group prefers to remove their stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment.&#039;&#039;&#039;&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; class=&amp;quot;line-right&amp;quot;|Loop&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This will often be aimed at one of the DPS. All DPS should focus on dodging this beam to prevent wiping the group from {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray + Missile&#039;&#039;&#039;&lt;br /&gt;
|As the healers are busy with keeping the DPS alive, it is preferable to use an invulnerability here.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Blaster]], [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Brawler]], [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Swindler]], and [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Vortexer]] ===&lt;br /&gt;
----[[Blaster]] and [[Brawler]] will descend from the sky with the start of the phase. 20 seconds later, [[Swindler]] will appear on the east side of the arena. 25 seconds after that, [[Vortexer]] will appear at the south. &lt;br /&gt;
&lt;br /&gt;
These bosses have moves similar to what was used in [[Alexander - The Cuff of the Son (Savage)]]. Knowledge of prior fights will be critical in handling the four simultaneously. &lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Boss&lt;br /&gt;
!Abilities&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;|Blaster&lt;br /&gt;
|&#039;&#039;&#039;Mind Blast&#039;&#039;&#039;&lt;br /&gt;
|An [[Interrupt|interruptable]] cast that deals minor damage to the entire party if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage&#039;&#039;&#039;&lt;br /&gt;
|At 50% HP, creates a Mirage copy that takes no damage and tethers to Blaster if too close, granting both {{Status effect|buff|File:invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; and {{Status effect|buff|File:Companion attack up icon.png}} &#039;&#039;&#039;Physical Damage Up&#039;&#039;&#039; until separated.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Brawler&lt;br /&gt;
|&#039;&#039;&#039;Attachment&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to [[Alexander - The Cuff of the Son (Savage)#Brawler|The Cuff of the Son]], but Attachments are chosen completely randomly and can repeat. The Single Drill attachment will not appear until below 50% HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;&lt;br /&gt;
|Grants any other boss in a 15y range {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|File:Choco regen icon.png}} &#039;&#039;&#039;[[Rehabilitation]]&#039;&#039;&#039;. Has no effect on the &#039;&#039;&#039;Mirage&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Plasma&#039;&#039;&#039;&lt;br /&gt;
|At 50% HP, gains {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; until all Power Plasma orbs are gone. Will summon two &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Power Plasma Beta]]&#039;&#039;&#039; and two &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Power Plasma Gamma]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot;|Swindler&lt;br /&gt;
|&#039;&#039;&#039;Self-Buffs&#039;&#039;&#039;&lt;br /&gt;
|Swindler gains stacks of {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and {{Status effect|buff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; depending on how many other bosses are alive— having 1 stack of each with one other boss, and four stacks with two others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Height&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its previous incarnation in [[Alexander - The Cuff of the Son (Savage)#Swindler|Alexander - The Cuff of the Son (Savage)]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-arithmeticks&#039;&#039;&#039;&lt;br /&gt;
|Cast at 50% HP. Deals high unavoidable damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration&#039;&#039;&#039;&lt;br /&gt;
|Combined with &#039;&#039;&#039;Height&#039;&#039;&#039; after 50% HP. A [[Stack marker#Multi-Player Marker|multi-player stack marker]]. Unlike in [[Alexander - The Cuff of the Son (Savage)|The Cuff of the Son]], here, one random tank will be the sole target of &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. Cast every 20 seconds after &#039;&#039;&#039;Bio-arithmeticks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;&lt;br /&gt;
|Only used after 50% HP. Functions exactly the same as &#039;&#039;&#039;Brawler&#039;s&#039;&#039;&#039;.&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;|Vortexer&lt;br /&gt;
|&#039;&#039;&#039;Elemental Jammer&#039;&#039;&#039;&lt;br /&gt;
|Cast at 50% HP. Deals high unavoidable damage to the party and [[knockback]]. Inflicts one random DPS with {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Lightning]]&#039;&#039;&#039; for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Missile&#039;&#039;&#039;&lt;br /&gt;
|Cast after 50% HP. Fires a [[Area of Effect#Static circle AoE|Static circle AoE]] at four random players which create lava [[Area of Effect#Puddle|puddles]] on the ground. Stepping into these [[Area of Effect#Puddle|puddles]] inflicts {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; and {{Status effect|debuff|sludge}} &#039;&#039;&#039;[[Sludge]]&#039;&#039;&#039;, a deadly damage-over-time debuff that must be cleansed with {{Action icon|Esuna}}.&lt;br /&gt;
|}&lt;br /&gt;
Phase 2 is a difficult gauntlet of enemies, each attacking with separate rotations and gaining a new ability at 50%. Bosses must be defeated or brought to 50% health in a specific order to prevent dangerous mechanics from lining up or happening too early.&lt;br /&gt;
&lt;br /&gt;
One tank should focus on holding enmity on [[Blaster]], [[Swindler]], and [[Vortexer]] at the edges of the arena while the other tank handles [[Brawler]] in the center. The Brawler tank will need to handle &#039;&#039;&#039;Attachments&#039;&#039;&#039; with one DPS helping with &#039;&#039;&#039;Double Drills&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As Brawler never moves from the center of the arena, all other bosses must be kept to the edges to avoid buffing them with &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Step 1: Defeating Blaster ======&lt;br /&gt;
The phase starts with an immediate DPS check—if [[Blaster]] is not defeated by the time [[Vortexer]] appears, they will enrage and forcefully reset the encounter (regardless of whether players survive the enrage or not).&lt;br /&gt;
&lt;br /&gt;
When Blaster reaches 50% HP, they will summon a &#039;&#039;&#039;Mirage&#039;&#039;&#039; copy that must be immediately separated from them. As the &#039;&#039;&#039;Mirage&#039;&#039;&#039; is unaffected by &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;, it is safe for the other tank to bring it to the center with Brawler&lt;br /&gt;
&lt;br /&gt;
* After defeating Blaster, players will have time to breathe as there are no major DPS checks or difficult mechanics until after Brawler is defeated.&lt;br /&gt;
&lt;br /&gt;
====== Step 2: Defeating Brawler ======&lt;br /&gt;
DPS should focus on bringing Brawler to 50% while the non-Brawler tank continues on holding enmity on [[Swindler]] and [[Vortexer]]. Be wary of &#039;&#039;&#039;Height&#039;&#039;&#039; being cast intermittently throughout the phase.&lt;br /&gt;
&lt;br /&gt;
When Brawler reaches 50% HP, they will become functionally immune to damage until their &#039;&#039;&#039;Power Plasma&#039;&#039;&#039; orbs are dealt with. The entire party should stack together on a cardinal edge except for the Brawler tank.&lt;br /&gt;
The Brawler tank should stun one &#039;&#039;&#039;Power Plasma Beta&#039;&#039;&#039; and pop the two &#039;&#039;&#039;Power Plasma Gamma&#039;&#039;&#039;. Brawler will still be casting &#039;&#039;&#039;Attachment&#039;&#039;&#039; intermittently during this phase.&lt;br /&gt;
&lt;br /&gt;
During this time, DPS can lower the health of Swindler and Vortexer. &amp;lt;u&amp;gt;Do not bring Swindler or Vortexer below 60% HP&amp;lt;/u&amp;gt;. If either reach 50% HP and begin using their special ability prior to Brawler being defeated, it will likely result in a wipe.&lt;br /&gt;
&lt;br /&gt;
After all the &#039;&#039;&#039;Power Plasma&#039;&#039;&#039; orbs are dealt with, Brawler will lose their {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039;. All DPS should switch targets to Brawler and defeat them.&lt;br /&gt;
&lt;br /&gt;
====== Step 3: Defeating Swindler and Vortexer ======&lt;br /&gt;
The group should split into two light-parties: one on Swindler and one on Vortexer. The Brawler tank should {{Action icon|Provoke}} Swindler and separate them to prevent Vortexer from being in &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039; range later.&lt;br /&gt;
* The last two bosses &amp;lt;u&amp;gt;must be defeated at the same time&amp;lt;/u&amp;gt;. Whichever boss is left alone will begin a 5 second &#039;&#039;&#039;Self-Detonate&#039;&#039;&#039; cast that will forcefully reset the fight if successful.&lt;br /&gt;
While the order does not matter, only one of Swindler or Vortexer should be brought to 50% HP first. The other light party should hold DPS for a few seconds after the 50% HP attack to give healers time to fill everyone&#039;s health back up—then bringing their own boss to 50% HP as well.&lt;br /&gt;
* Whichever boss hits 50% HP first will also have their mechanic occur first—Swindler using &#039;&#039;&#039;Enumeration&#039;&#039;&#039; every 20 seconds and Vortexer&#039;s {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039; repeating every 20 seconds. As they are on the same timer, they will alternate consistently.&lt;br /&gt;
* One useful method to handing &#039;&#039;&#039;Enumeration&#039;&#039;&#039; is assigning numbers to roles: If Enumeration is 2 - only the tanks and healers stack together. If 3, only the tanks and DPS stack together. If 4, the entire light party stacks together.&lt;br /&gt;
** Additionally, this can be made easier by having DPS hug the boss&#039;s left, the healer hug the boss&#039;s right, and having the tank move to the left, right, or center depending on the &#039;&#039;&#039;Enumeration&#039;&#039;&#039; count.&lt;br /&gt;
* For {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039;, the afflicted DPS player should stand in the center with one of the healers. &#039;&#039;No other players&#039;&#039; should stand in the center, as it would increase the lightning&#039;s damage&amp;lt;nowiki/&amp;gt; to potentially lethal levels.&lt;br /&gt;
After both Swindler and Vortexer are defeated simultaneously, all bosses will jump away and begin Phase 3.&lt;br /&gt;
=== Phase 3A - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Brute Justice]] ===&lt;br /&gt;
----The five bosses will combine into [[Brute Justice]], dealing high damage to all players and knocking them back to the edges of the arena.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|A fire element [[Area of Effect#Cleave|cleave]] with an extremely long frontal length.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. If a player dies to this attack, the boss gains a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Two non-tanks are marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, one player has a {{I|Stack marker}}, and &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; is cast twice before the stack resolves. Always ends with &#039;&#039;&#039;Megabeam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The players with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; will be hit by high damage AoEs that are likely to kill anyone else caught in the radius.&lt;br /&gt;
&lt;br /&gt;
* Low party-wide damage is dealt twice with &#039;&#039;&#039;Short Needle&#039;&#039;&#039; at the beginning and end, and a &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is cast after the first &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|Brute Justice targets and jumps on the farthest player, dealing high damage and {{status effect|debuff|stun}} [[Stun|stunning]] any others nearby.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;&lt;br /&gt;
|A long-lasting unmarked [[Area of Effect#Static Cone AoE|Static cone AoE]] aimed at a random player, dealing repeated damage to anyone in front of Brute Justice. Hits fives times, adding a {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; with each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable damage to the entire party.&lt;br /&gt;
|}&lt;br /&gt;
While this phase is very straightforward, the large amount of mechanics thrown at the players simultaneously can catch them off guard if unprepared.&lt;br /&gt;
&lt;br /&gt;
For consistent positioning, the main tank should face Brute Justice towards the north at all times while the rest of the party stacks together on the east— to the boss&#039;s right. Then, one player will be the assigned far baiter for &#039;&#039;&#039;Super Jump&#039;&#039;&#039; -- preferably the off-tank or a ranged DPS.&lt;br /&gt;
&lt;br /&gt;
The key to surviving Phase 3A is handling &#039;&#039;&#039;Missile Command&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* All players (excepting the main tank) start stacked together to ensure the first &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; is grouped on the same spot.&lt;br /&gt;
&lt;br /&gt;
*The two players marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should separate from the group while all others rotate clockwise around the back of the boss— first stopping just outside the radius of the first AoE circles. The main tank should rotate slightly to the right preparing to stack.&lt;br /&gt;
*Once the second &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; drops, the stack should continue to rotate just outside the radius of the AoEs, meeting up with the main tank on the left side of the boss.&lt;br /&gt;
*After the {{I|Stack marker}} resolves, the group should rotate clockwise again (to the north side) to dodge &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;. The far baiter meanwhile should start running away to one of the corners of the arena to bait &#039;&#039;&#039;Super Jump&#039;&#039;&#039;.&lt;br /&gt;
Once &#039;&#039;&#039;Super Jump&#039;&#039;&#039; happens, Brute Justice will aim at a random player and prepare &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. Simply avoid where Brute Justice is facing, then stack together to the boss&#039;s east side while the main tank stands north once again.&lt;br /&gt;
&lt;br /&gt;
Brute Justice will repeat this rotation once again, and after the second &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, will cast &#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039; and transition to phase 3B.&lt;br /&gt;
&lt;br /&gt;
Once Phase 3B finishes, Brute Justice will reform and loop their 3A rotation until brought to 0%, starting Phase 4.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3A 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;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|The main tank should stay north while the rest of the party is stacked east.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should use mitigations while the off-tank moves to stack with the main tank, then moves back to the DPS/Healer stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|While players with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; move away, the stack rotates around the back of the boss together, meeting with the main tank on the west side. Off-tank should run away after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|All players should begin moving towards the off-tank in preparation for &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;&lt;br /&gt;
|Move behind Brute Justice.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Healers should help mitigate and prepare to refill everyone&#039;s health as quickly as possible.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Transitions to Phase 3B on first loop, afterwards loops back to start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 3B - [[Acronyms, abbreviations, and common terms#T|Trio]] 1===&lt;br /&gt;
After Brute Justice&#039;s first &#039;&#039;&#039;{{action icon|J Kick}},&#039;&#039;&#039; they will separate back into their individual parts and begin a deadly series of attacks that must be avoided. Every death during this phase gives Brute Justice a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Trio 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Proximity AoE|proximity AoE]] from the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Supercharge)&#039;&#039;&#039;&lt;br /&gt;
|Four players are marked with [[Area of Effect#Spread Circle|spread circle]] arrows. A &#039;&#039;&#039;Mirage&#039;&#039;&#039; will drop on each player, then after a short delay, begin casting a &#039;&#039;&#039;Supercharge&#039;&#039;&#039; at that player&#039;s current location.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supercharge&#039;&#039;&#039; is a [[Area of Effect#Static Line AoE|Line AoE]] charge that deals high damage and [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eye of the Chakram&#039;&#039;&#039;&lt;br /&gt;
|A total of four red Chakrams appear on two random adjacent edges of the arena. After a long delay, these will charge straight across the arena in a [[Area of Effect#Static Line AoE|Line AoE]] and deal lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth &amp;amp; Ice Missiles&#039;&#039;&#039;&lt;br /&gt;
|Four players are targeted by &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; and four players &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039;. Earth Missiles leave a lava [[Area of Effect#Puddle|puddle]] on the ground, and Ice Missiles an ice [[Area of Effect#Puddle|puddle]] that grows in size after a few seconds.&lt;br /&gt;
&lt;br /&gt;
* Both puddles inflict {{status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; and a lethally powerful damage-over-time debuff if stepped into. The damage-over-time debuff can be cleansed with {{Action icon|Esuna}}.&lt;br /&gt;
* The &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; land first, with the &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039; landing later— at the same time &#039;&#039;&#039;Height&#039;&#039;&#039; finishes casting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Players should start by stacking together on one of the walls to get healed from the &#039;&#039;&#039;{{action icon|J Kick}}.&#039;&#039;&#039;&lt;br /&gt;
# Everyone then spreads out along the wall to avoid hitting each other with the &#039;&#039;&#039;Mirage&#039;&#039;&#039; drops.&lt;br /&gt;
# Once the &#039;&#039;&#039;Mirages&#039;&#039;&#039; land, those hit should move up or down the wall in order to &amp;lt;u&amp;gt;aim the &#039;&#039;&#039;Mirage Supercharge&#039;&#039;&#039; harmlessly along the wall&amp;lt;/u&amp;gt; rather than towards the center of the arena.&lt;br /&gt;
# After the &#039;&#039;&#039;Supercharges&#039;&#039;&#039; are aimed in a safe direction, players must immediately stack together near the center for Brawler&#039;s &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Double Buster]]&#039;&#039;&#039; laser.&lt;br /&gt;
#* &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will appear on two walls at this point. Take note of their positions now and look for a safe spot to avoid them.&lt;br /&gt;
# Once the &#039;&#039;&#039;Double Buster&#039;&#039;&#039; is fired, Onslaughter will aim a &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; at the group and the &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will begin to glow. All players should move to a spot that is both away from the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and not in-line with a &#039;&#039;&#039;Chakram&#039;&#039;&#039; to survive.&lt;br /&gt;
# Finally, &#039;&#039;&#039;Height&#039;&#039;&#039; will begin casting, &#039;&#039;&#039;Earth &amp;amp; Ice Missiles&#039;&#039;&#039; will go out, the main tank will be targeted by a &#039;&#039;&#039;Single Buster&#039;&#039;&#039; from Brawler in the south, and afterwards one final &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; will be cast.&lt;br /&gt;
#* The main tank should run all the way south. After &#039;&#039;&#039;Height&#039;&#039;&#039;, they should attempt to aim the &#039;&#039;&#039;Single Buster&#039;&#039;&#039; towards the wall if possible, or otherwise away from any other players. Be extra wary of &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;, as unlike before, it can target the main tank now.&lt;br /&gt;
#** If the main tank has full health, they will not need to use a mitigation to survive the &#039;&#039;&#039;Single Buster&#039;&#039;&#039;, and instead should save it for the next &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;.&lt;br /&gt;
#* All other players should attempt to spread out around the edges away from the South where the main tank is.&lt;br /&gt;
#** &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; are dropped halfway through &#039;&#039;&#039;Height&#039;&#039;&#039; and can be placed in one of the corners of player&#039;s &#039;&#039;&#039;Height&#039;&#039;&#039; squares, leaving the other corner free.&lt;br /&gt;
#** Players targeted by &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039; should be prepared to run the instant it drops, as &#039;&#039;&#039;Height&#039;&#039;&#039; will resolve at the same time.&lt;br /&gt;
&lt;br /&gt;
After surviving Trio 1, Brute Justice will reform and loop their &#039;&#039;&#039;Phase 3A&#039;&#039;&#039; rotation until brought to 0% health.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3B 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;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|All players should run to a wall to minimize damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Supercharge)&#039;&#039;&#039;&lt;br /&gt;
|Spread out along the wall to avoid sharing AoEs. After the &#039;&#039;&#039;Mirages&#039;&#039;&#039; drop, aim them harmlessly along the wall by moving slightly up or down the wall.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Buster&#039;&#039;&#039;&lt;br /&gt;
|Stack near the center. Take note of &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions during this attack as players must run to a safe position immediately after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam &amp;amp; Eye of the Chakram&#039;&#039;&#039;&lt;br /&gt;
|Run from the current position to a spot not in-line with a &#039;&#039;&#039;Chakram&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Height, Earth &amp;amp; Ice Missiles&#039;&#039;&#039;&lt;br /&gt;
|While the main tank runs south, all other players should move to the edges to drop their &#039;&#039;&#039;Missiles&#039;&#039;&#039;. Remember to match &#039;&#039;&#039;Height&#039;&#039;&#039; with the correct squares.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam &amp;amp; Single Buster&#039;&#039;&#039;&lt;br /&gt;
|Move away from the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and avoid standing where the main tank is aiming the &#039;&#039;&#039;Single Buster&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Return to Phase 3A&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 4 - [[Acronyms, abbreviations, and common terms#T|Trio]] 2 ===&lt;br /&gt;
----Once again, Brute Justice will separate and begin another deadly assault of attacks that the players must dodge and survive through. As before, every death adds a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; to Brute Justice.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Landmine|Landmines]] and two &#039;&#039;&#039;Hidden Landmines&#039;&#039;&#039; are dropped. These function identically to [[Alexander - The Cuff of the Son (Savage)#Blaster|The Cuff of the Son]].&lt;br /&gt;
&lt;br /&gt;
* These landmines, including the Hidden Landmines, deal high AoE damage on landing which should be avoided.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Tethers)&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to [[Alexander - The Cuff of the Son (Savage)#Blaster|The Cuff of the Son]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration&#039;&#039;&#039;&lt;br /&gt;
|Now targets one tank and one healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultra Flash&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]]. Line of sight can only be blocked using the legs of Onslaughter in the center.&lt;br /&gt;
&lt;br /&gt;
* Each leg is an individual structure. Players will have to hide &#039;&#039;specifically&#039;&#039; behind the legs, not just the hitbox of Onslaughter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# With another unforgiving series of deadly assaults, all players should start by stacking on the South wall, grouping together for healing after &#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;.&lt;br /&gt;
# One DPS should run to a corner to bait the the far &#039;&#039;&#039;Double Drill&#039;&#039;&#039; while both tanks move North (but spread apart) to take the close &#039;&#039;&#039;Double Drill&#039;&#039;&#039; and position for &#039;&#039;&#039;Hidden Landmines&#039;&#039;&#039;, bursting them a short time after landing.&lt;br /&gt;
# Dodge the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and take note of the &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions around the arena.&lt;br /&gt;
# Players will have to spread out to place &#039;&#039;&#039;Mirages&#039;&#039;&#039;. These can intentionally be dropped in the path of a &#039;&#039;&#039;Chakram&#039;&#039;&#039; to give others more room to spread out. Avoid moving north as Brawler will be casting &#039;&#039;&#039;Single Drill&#039;&#039;&#039;.&lt;br /&gt;
# All players should focus on dodging &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and &#039;&#039;&#039;Chakrams&#039;&#039;&#039; first, then resolve their &#039;&#039;&#039;Mirage Tethers&#039;&#039;&#039;. If arms are up, look away— otherwise face the Mirage.&lt;br /&gt;
# Lastly, all players must make their way to the east side of the arena to hide behind Onslaughters legs to avoid &#039;&#039;&#039;Ultra Flash&#039;&#039;&#039; cast by Vortexer in the west. During this, &#039;&#039;&#039;Enumeration&#039;&#039;&#039; will be on a random tank and healer.&lt;br /&gt;
#* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; can be handled by deploying &#039;&#039;&#039;Enumeration&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s tactics from [[Alexander - The Cuff of the Son (Savage)#Swindler|Alexander - The Cuff of the Son (Savage)]], having Enum 2 be Tanks + Tanks or Healers + Healers. DPS may want to be assigned groups and Enum numbers prior to the fight to help with organization for Enum 3 and 4.&lt;br /&gt;
#* It&#039;s importance to assert whether tank and healer&#039;s Enumeration stack will go to northern of southern side of the arena in order to avoid confusion and overlapping.&lt;br /&gt;
#* Any player(s) that isn&#039;t need inside any &#039;&#039;&#039;Enumeration&#039;&#039;&#039; can spread out behind the Enumeration&#039;s stacks while making sure to [[Area of Effect#Line of Sight AoE|LoS]] behind Onslaughter&#039;s legs.&lt;br /&gt;
#** Since &#039;&#039;&#039;Ultra Flash&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s resulting [[Area of Effect#Line of Sight AoE|LoS]] is a cone, these can player can afford to spread out.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Stack on the south wall for healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|Stay against the wall to minimize damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Minefields&#039;&#039;&#039;&lt;br /&gt;
|One DPS should run to the corner to bait the upcoming &#039;&#039;&#039;Double Drill&#039;&#039;&#039; while the two tanks run northeast and northwest. Tanks must take note of where the &#039;&#039;&#039;Hidden Mines&#039;&#039;&#039; dropped.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Drill&#039;&#039;&#039;&lt;br /&gt;
|Each tank should now explode one &#039;&#039;&#039;Hidden Mine&#039;&#039;&#039; each. {{Action icon|Arm&#039;s Length}} can be used to resist the knockback of the landmine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Dodge as normal. Take note of &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Single Drill &amp;amp; Mirage (Drop)&#039;&#039;&#039;&lt;br /&gt;
|Stay away from the north side. Place &#039;&#039;&#039;Mirages&#039;&#039;&#039; where &#039;&#039;&#039;Chakrams&#039;&#039;&#039; are to leave space for allies to spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Tethers), Chakrams, &amp;amp; Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Focus on moving to a safe spot away from &#039;&#039;&#039;Chakrams&#039;&#039;&#039; and &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; first, then resolve the &#039;&#039;&#039;Mirage Tethers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration &amp;amp; Ultra Flash&#039;&#039;&#039;&lt;br /&gt;
|Hide behind Onslaughter&#039;s legs on the east side of the arena, matching the correct number of players inside the &#039;&#039;&#039;Enumeration&#039;&#039;&#039; circles.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 5 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Phase 5 - Winged Justice: Verdict===&lt;br /&gt;
----&#039;&#039;&#039;Brute Justice&#039;&#039;&#039; reforms again, sprouting wings and restoring to full health. With a cast of &#039;&#039;&#039;Verdict&#039;&#039;&#039;, each player is given a unique debuff:&lt;br /&gt;
&lt;br /&gt;
* One tank will be given {{Status effect|debuff|File:Final Judgment Max HP.png}} &#039;&#039;&#039;Final Judgment: Max HP&#039;&#039;&#039;, requiring that player to have the most HP of the entire party. They will also be given 4 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* The other tank will be given {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Final Judgment: Min HP&#039;&#039;&#039;, requiring that player to have the &#039;&#039;least&#039;&#039; HP of the entire party. They will also be given 4 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One healer will be given {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Final Judgment: Penalty I&#039;&#039;&#039;, requiring that healer to have &#039;&#039;no other&#039;&#039; enfeeblements. They will also be given 3 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* The other healer will be given {{Status effect|debuff|File:Final Judgment Penalty ii.png}} &#039;&#039;&#039;Final Judgment: Penalty II&#039;&#039;&#039;, requiring exactly two active enfeeblements (including itself). They will also be given 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* Two DPS players will be given {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Final Judgment: Penalty III&#039;&#039;&#039;, requiring exactly three active enfeeblements (including itself). They will also gain 2 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One DPS player will be given {{Status effect|debuff|File:Final Judgment Nisi Decree A.png}} &#039;&#039;&#039;Final Judgment: Nisi Decree A&#039;&#039;&#039;, requiring that player to be debuffed with {{Status effect|debuff|File:Final Decree Nisi A.png}} &#039;&#039;&#039;Final Decree Nisi A&#039;&#039;&#039;. They will also gain 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One DPS player will be given {{Status effect|debuff|File:Final Judgment Nisi Decree B.png}} &#039;&#039;&#039;Final Judgment: Nisi Decree B&#039;&#039;&#039;, requiring that player to be debuffed with {{Status effect|debuff|File:Final Decree Nisi B.png}} &#039;&#039;&#039;Final Decree Nisi B&#039;&#039;&#039;. They will also gain 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
As the &#039;&#039;&#039;Penalty&#039;&#039;&#039; debuffs count themselves as one debuff, &#039;&#039;&#039;Penalty I&#039;&#039;&#039; must be the only active debuff, with &#039;&#039;&#039;Penalty II&#039;&#039;&#039; requiring one additional debuff and &#039;&#039;&#039;Penalty III&#039;&#039;&#039; requiring two.&lt;br /&gt;
&lt;br /&gt;
====== Arena Mechanics: ======&lt;br /&gt;
&lt;br /&gt;
* Four &#039;&#039;&#039;J Storms&#039;&#039;&#039; will appear, one in each corner of the room. Stepping into a &#039;&#039;&#039;J Storm&#039;&#039;&#039; will destroy it, set the player&#039;s HP to 1, and inflict them with {{Status effect|debuff|File:Final Flight.png}} &#039;&#039;&#039;Final Flight&#039;&#039;&#039;, preventing that player from surviving a second storm. If any &#039;&#039;&#039;J Storm&#039;&#039;&#039; is still active after thirty seconds, it will detonate and wipe the party.&lt;br /&gt;
* Four &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; appear, two on the north wall and two on the south wall.&lt;br /&gt;
* A &#039;&#039;&#039;Steam Regulator A &amp;amp; B&#039;&#039;&#039; will appear on the east and west walls. These function identically to Phase 1, but it is &#039;&#039;completely random&#039;&#039; which side will have which Regulator.&lt;br /&gt;
&lt;br /&gt;
Thirty seconds after these debuffs are given out, Brute Justice will begin the cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039;. If &#039;&#039;any&#039;&#039; player does not meet the requirement of their Final Judgement debuffs by the end of the cast, the entire party will wipe.&lt;br /&gt;
&lt;br /&gt;
{{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; has a 40 second timer, allowing players 10 seconds after the cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039; to clear remaining stacks before it expires.&lt;br /&gt;
&lt;br /&gt;
For the duration of this phase, Brute Justice will only auto-attack.&lt;br /&gt;
&lt;br /&gt;
====== Tank Strategy: ======&lt;br /&gt;
The tank with {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; should {{Action icon|Provoke}} the boss, letting Brute Justice&#039;s auto-attacks bring them to &#039;&#039;one stack&#039;&#039; of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; tank reaches one stack, the {{Status effect|debuff|File:Final Judgment Max HP.png}} &#039;&#039;&#039;Max HP&#039;&#039;&#039; should {{Action icon|Provoke}} the boss and hold enmity for the rest of the phase.&lt;br /&gt;
&lt;br /&gt;
Finally, when Brute Justice begins casting &#039;&#039;&#039;Gavel&#039;&#039;&#039;, the {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; tank should immediately run into the last available &#039;&#039;&#039;J Storm&#039;&#039;&#039; to have their health set to 1 before the cast can complete.[[File:A8S Verdict Plan.png|alt=A map of A8S&#039;s Verdict.|thumb|A map showcasing mechanic locations and which players should handle them.]]&lt;br /&gt;
&lt;br /&gt;
====== Healer Strategy: ======&lt;br /&gt;
The healer with {{Status effect|debuff|File:Final Judgment Penalty ii.png}} &#039;&#039;&#039;Penalty II&#039;&#039;&#039; should take the northwest &#039;&#039;&#039;J Storm&#039;&#039;&#039;, instantly satisfying their debuff conditions with {{Status effect|debuff|File:Final Flight.png}} &#039;&#039;&#039;Final Flight&#039;&#039;&#039;. They can then focus entirely on healing the party.&lt;br /&gt;
&lt;br /&gt;
The healer with {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Penalty I&#039;&#039;&#039; should take one of the southern &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; alone, then move to the north and wait for the Nisi DPS to defeat their Steam Regulators. The healer will share the northeast Steam Gasket with the east Nisi DPS and the northwest Steam Gasket with the west Nisi DPS.&lt;br /&gt;
&lt;br /&gt;
====== DPS Strategy: ======&lt;br /&gt;
The DPS with {{Status effect|debuff|File:Final Judgment Nisi Decree A.png}} &#039;&#039;&#039;Nisi Decree A&#039;&#039;&#039; and {{Status effect|debuff|File:Final Judgment Nisi Decree B.png}} &#039;&#039;&#039;Nisi Decree B&#039;&#039;&#039; must run to and destroy the Steam Regulator matching their debuff. Afterwards, they must run towards the closest &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; in the north and wait for the healer with {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Penalty I&#039;&#039;&#039;, sharing the damage to remove all stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The two DPS with {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Penalty III&#039;&#039;&#039; can simply take the &#039;&#039;&#039;J Storms&#039;&#039;&#039; in the south and then focus on damaging Brute Justice. &amp;lt;u&amp;gt;After&amp;lt;/u&amp;gt; &#039;&#039;&#039;Gavel&#039;&#039;&#039; finishes casting, they will want to share the last &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; in the south to clear their last stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;. This debuff should not be cleansed prior as it is needed to satisfy the conditions of {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Penalty III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Should players remain alive after &#039;&#039;&#039;Gavel&#039;&#039;&#039;, Brute Justice will begin their final phase.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
=== Phase 6 - The Finale ===&lt;br /&gt;
----Brute Justice begins their final assault, and holds nothing back. This final phase will function similarly to Phase 3, but with additional attacks thrown together to increase the difficulty of dodging.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 6 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Link-up&#039;&#039;&#039;&lt;br /&gt;
|One random DPS player is debuffed with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; for 40 seconds. This version hits extremely hard, expecting all eight players to share the damage.&lt;br /&gt;
&lt;br /&gt;
* Unlike its previous iteration, {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; will not pass to another player, disappearing once it resolves.&lt;br /&gt;
* If a player dies with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;, it will simply disappear— no Punishing Wave will be cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch&#039;&#039;&#039;&lt;br /&gt;
|An extremely hard hitting [[tankbuster]] that deals [[knockback]] and inflicts {{Status effect|debuff|bind}} &#039;&#039;&#039;[[Bind]]&#039;&#039;&#039; for 8 seconds. Always followed by &#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|Functions indentically to &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039; but is instead aimed at the highest enmity player. Always followed by &#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
|A [[Stack marker#Line stack|line stack]] with [[knockback]] aimed at the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Instead of dropping two sets of &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;, now creates a &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; near Brute Justice followed by a single set of &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;J Wave&#039;&#039;&#039;&lt;br /&gt;
|An endless attack that deals repeated, slowly increasing damage.&lt;br /&gt;
|}&lt;br /&gt;
The three key attacks to look out for with this final phase are the &#039;&#039;&#039;Final Combo&#039;&#039;&#039;, &#039;&#039;&#039;Missile Command&#039;&#039;&#039;, and {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Final Combo&#039;&#039;&#039; can be handled either with a well-timed invulnerability before the end of &#039;&#039;&#039;Final Punch&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast, or by two large mitigations by the main tank and a {{Action icon|Provoke}} by the off-tank— facing the boss away from the rest of the party for &#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;. Once that attack starts firing, the off-tank can stack with the rest of the party for &#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Command&#039;&#039;&#039; now drops a &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; which must be avoided. It is recommended to have the group stack behind Brute Justice and rotate whatever direction is away from the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039;. As the {{I|Stack marker}} resolves at the same time &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is cast, the main tank can not join the stack during this final phase.&lt;br /&gt;
&lt;br /&gt;
* After the stack marker is resolved, the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; should either be burst by the off-tank or by the DPS inflicted with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;. In the latter case the DPS will die, but the debuff will also disappear.&lt;br /&gt;
&lt;br /&gt;
If the party decides not to sacrifice the {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; player:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Enumeration&#039;&#039;&#039; stack this time around will be handled by the supports in front of Brute Justice: tank + tank for Enum 2, tank + 2 healers for Enum 3, or all 2 tanks + 2 healers for Enum 4.&lt;br /&gt;
# All remaining DPS must stack together for {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; at Brute Justice&#039;s side and with any support(s) available that&#039;s not needed for &#039;&#039;&#039;Enumeration&#039;&#039;&#039; stack. Prepare heavy party wide mitigations.&lt;br /&gt;
# While it&#039;s possible for the entire party to stack together at the same time &#039;&#039;&#039;Enumeration&#039;&#039;&#039; is active - having the majority of the stack just barely outside the circle but close enough to share the damage - it is not recommend.&lt;br /&gt;
# A &#039;&#039;&#039;Waterspout&#039;&#039;&#039; will spawn immediately in the location {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; expired, forcing all players to run away.&lt;br /&gt;
# The far baiter in should run a good distance away to bait &#039;&#039;&#039;Super Jump&#039;&#039;&#039; while the main tank stays between Brute Justice and the &#039;&#039;&#039;Waterspout&#039;&#039;&#039;, intending to destroy it with a &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;. The range of &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is extremely long, so distance is not an issue.&lt;br /&gt;
&lt;br /&gt;
Should players survive through these attacks, Brute Justice will attempt to end the fight by repeatedly spinning and casting &#039;&#039;&#039;J Wave&#039;&#039;&#039;. The damage of this attack increases over time, forcing the party to defeat Brute Justice before the damage becomes unsurviveable.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 6 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;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal through the damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Link-up&#039;&#039;&#039;&lt;br /&gt;
|A random DPS will be given &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; with a 40 second timer. Decide whether to sacrifice this player later or survive the mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch&#039;&#039;&#039;&lt;br /&gt;
|The main tank can either use an invulnerability shortly before this cast finishes, or use two large mitigations while the off-tank {{Action icon|Provoke|provokes}} the boss away from the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|If not using an invulnerability, the off-tank should face the boss away from the party prior, then move to stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam&#039;&#039;&#039;&lt;br /&gt;
|If not using an invulnerability, stack together with the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command + Hidden Minefield&#039;&#039;&#039;&lt;br /&gt;
|The party should stack behind Brute Justice and rotate in the direction opposite of the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039;. Either the off-tank or the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; DPS should burst the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chakrams + Enumeration&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;( + {{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water )&#039;&#039;&#039;&lt;br /&gt;
|Move Brute Justice to a safe spot away from Chakrams and stack for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. If &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; is still active, all players should be close enough together to share damage between all eight, then run from the &#039;&#039;&#039;Waterspout&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should begin running away to bait the upcoming &#039;&#039;&#039;Super Jump&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|If there is a &#039;&#039;&#039;Waterspout&#039;&#039;&#039;, the main tank should stay between Brute Justice and the &#039;&#039;&#039;Waterspout&#039;&#039;&#039; for the next attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|Must be used to destroy the &#039;&#039;&#039;Waterspout&#039;&#039;&#039; if the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; player was not sacrificed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch + Short Needle&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but healers must use AoE healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse + Short Needle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam + Short Needle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate, heal, and prepare for the final push.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;J Wave&#039;&#039;&#039;&lt;br /&gt;
|Healers must keep everyone alive as long as possible to defeat Brute Justice before the party is defeated themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Midan Weapons}}&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 4}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Faust Armor Plating}} (Drops directly from boss, must be synced)&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 Midan Arms (IL 245)}}&lt;br /&gt;
{{Drops table row|Midan Metal Axe}}&lt;br /&gt;
{{Drops table row|Midan Metal Greatsword}}&lt;br /&gt;
{{Drops table row|Midan Metal Spear}}&lt;br /&gt;
{{Drops table row|Midan Metal Knuckles}}&lt;br /&gt;
{{Drops table row|Midan Metal Katana}}&lt;br /&gt;
{{Drops table row|Midan Metal Daggers}}&lt;br /&gt;
{{Drops table row|Midan Metal Bow}}&lt;br /&gt;
{{Drops table row|Midan Metal Musketoon}}&lt;br /&gt;
{{Drops table row|Midan Metal Rod}}&lt;br /&gt;
{{Drops table row|Midan Metal Grimoire}}&lt;br /&gt;
{{Drops table row|Midan Metal Rapier}}&lt;br /&gt;
{{Drops table row|Midan Metal Cane}}&lt;br /&gt;
{{Drops table row|Midan Metal Codex}}&lt;br /&gt;
{{Drops table row|Midan Metal Astrometer}}&lt;br /&gt;
{{Drops table row|Midan Chest Gear Coffer (IL 240)}}&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|Midan Weapon Coffer (IL 245)}}&lt;br /&gt;
{{Drops table row|Faustlet}}&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|Sins of the Savage Son I}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Son II}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Son III}}&lt;br /&gt;
{{achievement table row|Mightier than Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Onslaughter / Robots|Metal}}&lt;br /&gt;
{{music table row|Brute Justice|Metal - Brute Justice Mode}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Deltascape_V4.0_(Savage)&amp;diff=1498983</id>
		<title>Deltascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Deltascape_V4.0_(Savage)&amp;diff=1498983"/>
		<updated>2026-07-17T03:56:52Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Deltascape V4.0|the first tier of [[Omega (Savage)]] in general|Omega: Deltascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Deltascape V4.0 (Savage)&lt;br /&gt;
| description = Taken by curiosity, you activate something called the Savage Initiative at a Garlond Ironworks terminal. Apparently a program to address work-related stress, you are treated to a soothing song composed by a certain minstrel, its lush strains massaging your mind and adding vibrant flourishes to the memories of your trials within the Deltascape...&lt;br /&gt;
| image = Deltascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 320&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 = 15 Poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Parapet, Deltascape V4.0&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|The Anomaly}}&lt;br /&gt;
| patch = 4.05&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Deltascape V4.0 (Savage)&lt;br /&gt;
| id-gt = 30056&lt;br /&gt;
| id-edb = 0b519d7fd00&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O4S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Unending Coil of Bahamut (Ultimate)}}. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{evt|service=youtube|id=H0vQM2htINk|dimensions=285|align=right|description=Deltascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=hbd6uaNXp88|dimensions=285|align=right|description=Deltascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
This is the first savage raid that introduced checkpoints. Once players succeed in passing Phase 1, any wipes or fight resets will place players at the start of Phase 2 against Neo Exdeath.&lt;br /&gt;
&lt;br /&gt;
* The checkpoint occurs after Neo Exdeath becomes targetable. Should players experience a delayed death during the transition cutscene, they will not trigger the checkpoint and start back from Phase 1.&lt;br /&gt;
&lt;br /&gt;
The duty time limit has additionally been increased to 120 minutes, up from the usual 90. Should players abandon the instance or time-out, they will have to restart from Phase 1.&lt;br /&gt;
&lt;br /&gt;
Prior to the fight, players will want to assign boss-relative [[clock spots]]. While Phase 1 will want melee positioned in the south, Phase 2 onwards ideally has melee in the northern positions.&lt;br /&gt;
&lt;br /&gt;
Exdeath has a hard enrage of around 4:50.&lt;br /&gt;
&lt;br /&gt;
Neo Exdeath has a hard enrage of ~12:45.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[File:Aggressive difficulty r6.png|32px|link=]] [[Exdeath]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Exdeath Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
|Exdeath&#039;s next cast of &#039;&#039;&#039;Fire III&#039;&#039;&#039;, &#039;&#039;&#039;Blizzard III&#039;&#039;&#039;, or &#039;&#039;&#039;Thunder III&#039;&#039;&#039; happens twice in a row.&lt;br /&gt;
&lt;br /&gt;
* The above abilities will be &#039;&#039;always&#039;&#039; paired with &#039;&#039;&#039;Dualcast&#039;&#039;&#039; unless Exdeath channels to the void, changing the spell&#039;s effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|Five random players have [[Area of Effect#Static Circle AoE|Static circle AoEs]] placed underneath them. &#039;&#039;&#039;Dualcast&#039;&#039;&#039; causes five more to appear after the first set resolves.&lt;br /&gt;
&lt;br /&gt;
* If Exdeath is channeling to the void, instead becomes a [[Other Mechanics#Green Light|green light]] attack that inflicts {{Status effect|debuff|deep freeze}} &#039;&#039;&#039;[[Deep Freeze]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts {{Status effect|debuff|lightning resistance down}} &#039;&#039;&#039;[[Lightning Resistance Down|Lightning Resistance Down II]]&#039;&#039;&#039; for 6 seconds. &#039;&#039;&#039;Dualcast&#039;&#039;&#039; causes a second [[tankbuster]] aimed at the highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* If Exdeath is channeling to the void, instead creates a [[Area of Effect#Static Circle AoE|Static circle AoE]] underneath Exdeath that inflicts {{Status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all DPS with unmarked [[Area of Effect#Spread Circle|spread circle AoEs]]; &#039;&#039;&#039;Dualcast&#039;&#039;&#039; causes all tanks and healers to be hit a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If Exdeath is channeling to the void, instead inflicts all players with {{Status effect|debuff|pyretic}} &#039;&#039;&#039;[[Pyretic]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Players not at full HP are {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification|Petrified]]&#039;&#039;&#039; for 10 seconds. Players with less than 50% HP are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Decisive Battle&#039;&#039;&#039;&lt;br /&gt;
|Eight vines sprout from the center in a rotation pattern, a [[Other Mechanics#Proximity AoE|proximity AoE]] is placed in the center that deals [[knockback]], and a healer is targeted by a {{I|Stack marker}}.&lt;br /&gt;
A tree rises from the center and aims a {{Status effect|debuff|File:Zombification icon1.png|link=File:Zombification icon1.png}} &#039;&#039;&#039;Zombification&#039;&#039;&#039; [[Area of Effect#Static Cone AoE|cone AoE]] at a random player; at the same time, 1 tank, 1 healer, and 1 DPS are targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
&lt;br /&gt;
* Vines swipe with a [[knockback]] in the same order as they sprouted from the ground.&lt;br /&gt;
* All [[Knockback|knockbacks]] can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
* The tree is surrounded by a small barrier that instantly kills players if touched.&lt;br /&gt;
* At the end of the attack, Exdeath returns by teleporting on top of a random player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Knockback#Radial Knockback|radial knockback]] emitted from Exdeath that pushes players almost the full length of the arena. Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Black Hole&#039;&#039;&#039;&lt;br /&gt;
|Eight black holes are created around the arena, four of which attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the tanks and healers. All players are inflicted with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; for the duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|Extremely high unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
This phase acts as a DPS check. Players must push Exdeath to 60% HP before they finish their second cast of &#039;&#039;&#039;Meteor&#039;&#039;&#039; to initiate the next phase.&lt;br /&gt;
&lt;br /&gt;
Many of the attacks Exdeath uses are quite deadly and must be handled with precision and caution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dualcast Blizzard III&#039;&#039;&#039; and &#039;&#039;&#039;Fire III&#039;&#039;&#039; can be handled utilizing [[clock spots]], but &#039;&#039;&#039;Dualcast Thunder III&#039;&#039;&#039; requires a tank swap during its cast to ensure each tank takes a single [[tankbuster]] each.&lt;br /&gt;
&lt;br /&gt;
The first key attack to look out for is &#039;&#039;&#039;The Decisive Battle&#039;&#039;&#039;, which combines multiple attacks into a deadly chain of events:&amp;lt;blockquote&amp;gt;All players should stack up in front of the last vine that sprouts from the ground, hugging its front to survive the incoming [[knockback]] from the [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
Next, all players will need to run away from their current position to avoid the incoming {{Status effect|debuff|File:Zombification icon1.png|link=File:Zombification icon1.png}} &#039;&#039;&#039;Zombification&#039;&#039;&#039; breath.&lt;br /&gt;
&lt;br /&gt;
Lastly, the three players marked by [[Other Mechanics#Flare Marker|&#039;&#039;&#039;Flare markers&#039;&#039;&#039;]] must spread out equally in a triangle formation at the edges while the rest of the party move to an edge between two of the &#039;&#039;&#039;Flares&#039;&#039;&#039;. To consistently achieve this, players can assign the tank flare keep rotating in the same direction, the healer flare to hold still, and DPS flare to double-back towards where the Zombie breath was fired.&lt;br /&gt;
&lt;br /&gt;
All players must stay on an edge to ensure Exdeath re-appears safely on a far edge of the arena for the upcoming &#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dodge the &#039;&#039;&#039;Void Spell&#039;&#039;&#039; used after Exdeath appears, then either run to Exdeath in preparation for &#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039; or use a knockback resistance ability.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The other attack series to look out for is &#039;&#039;&#039;Black Hole&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The tanks and healers should run to [[Clock spots|clock spot]] edges and rotate the same direction either clockwise or counter clockwise. The DPS must spread out around the center avoiding &#039;&#039;&#039;Black Holes&#039;&#039;&#039; and each other&#039;s &#039;&#039;&#039;Fire III&#039;&#039;&#039; or &#039;&#039;&#039;Blizzard III&#039;&#039;&#039; AoEs.&lt;br /&gt;
&lt;br /&gt;
* DPS should avoid the edges entirely due to Fire III targeting tanks and healers, as well as the tethered black holes.&lt;br /&gt;
&lt;br /&gt;
For the first &#039;&#039;&#039;Black Hole&#039;&#039;&#039; cast, all players will want to stack back in the center immediately after the second hit of &#039;&#039;&#039;Fire III&#039;&#039;&#039; to share the &#039;&#039;&#039;Holy&#039;&#039;&#039; {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
For the second &#039;&#039;&#039;Black Hole&#039;&#039;&#039; cast, instead the players targeted by [[Other Mechanics#Flare Marker|&#039;&#039;&#039;Flare markers&#039;&#039;&#039;]] will want to spread around the edges again while the rest of the party moves to the center for safety.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Should players fail to bring Exdeath to 60% HP in time, he will cast a third &#039;&#039;&#039;Meteor&#039;&#039;&#039; that instantly wipes the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Exdeath 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;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Tank swap during the cast and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire III&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Decisive Battle&#039;&#039;&#039;&lt;br /&gt;
|Stack in front of the last vine to appear. After the knockback, run from the breath AoE while spreading the &#039;&#039;&#039;Flares&#039;&#039;&#039; out. All players should stand on the edge of the platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Random Void Spell&#039;&#039;&#039;&lt;br /&gt;
|React accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|Either run to Exdeath or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Black Hole&#039;&#039;&#039;&lt;br /&gt;
|Tanks and DPS should spread out to cardinals and rotate clockwise or counter-clockwise.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire III&#039;&#039;&#039;&lt;br /&gt;
|DPS should spread out in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|After &#039;&#039;&#039;Fire III&#039;&#039;&#039; hits the tanks and healers, players should stack together in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Tank swap during the cast and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|Use heavy party mitigations and shields.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;The Decisive Battle&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Random Void Spell&#039;&#039;&#039;&lt;br /&gt;
|React accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Black Hole&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|Spread out and stay mobile to dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flare&#039;&#039;&#039;&lt;br /&gt;
|Players with &#039;&#039;&#039;Flare&#039;&#039;&#039; should move to the edges while all others move towards the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Tank swap during the cast and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to bring Exdeath to 60% HP before enrage.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Meteor (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2: [[File:Aggressive difficulty r6.png|32px|link=]] [[Neo Exdeath]]===&lt;br /&gt;
----After a long transitory cutscene, Neo Exdeath appears. A checkpoint is created here—any party wipes afterwards will restart the fight from Phase 2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Neo Exdeath Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage that inflicts {{Status effect|debuff|File:Almagest icon1.png|link=File:Almagest icon1.png}} &#039;&#039;&#039;Almagest&#039;&#039;&#039;  on all players for 15 seconds, dealing a painful amount of damage over time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]]. Despite its visuals, it is &#039;&#039;not&#039;&#039; an AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Exdeath uses &#039;&#039;&#039;Dualcast Blizzard III,&#039;&#039;&#039; &#039;&#039;&#039;Dualcast Fire III&#039;&#039;&#039;, and &#039;&#039;&#039;Dualcast Thunder III&#039;&#039;&#039; simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] attack. Indicated by Exdeath casting &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039; and a constellation appearing in front of him. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
|A giant [[Area of Effect#Static Line AoE|Static line AoE]], either from Exdeath&#039;s center or his left and right sides. Indicated by a cast of &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039; and either large blue orbs in front of him (indicating a center AoE) or from the mouths on his sides (left and right AoEs).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
|Exdeath begins casting &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039;, with a {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; orb appearing to his left and right. Each half of the arena will be hit by the indicated &#039;&#039;&#039;Wound&#039;&#039;&#039;.&lt;br /&gt;
Players hit will be debuffed with a {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; matching the side they stood on. Any existing &#039;&#039;&#039;Wound&#039;&#039;&#039; debuffs will be replaced.&lt;br /&gt;
&lt;br /&gt;
* If players are hit by a side matching their debuff, they will die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Attack&#039;&#039;&#039;&lt;br /&gt;
|Attaches a [[Tether (mechanic)#Proximity Tether|proximity tether]] to the highest enmity player, then attacks with a large [[Tankbuster#Shared Tankbuster|shared AoE tankbuster]] that deals heavy [[knockback]] to those hit—away from Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Three [[Area of Effect#Moving AoE|moving AoEs]] are placed around the arena. Has a multiple potential placement patterns.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039;&lt;br /&gt;
|Marks the two highest enmity players with brown [[Area of Effect#Spread Line or Cone|spread cone]] arrows.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|A blue [[Area of Effect#Static Circle AoE|Static circle AoE]] underneath Exdeath that deals extreme [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light and Darkness&#039;&#039;&#039;&lt;br /&gt;
|One tank, one healer, and one DPS are marked with [[Other Mechanics#Flare Marker|flare markers]] while the other healer is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|Creates four destructible &#039;&#039;&#039;&#039;&#039;Arcane Spheres&#039;&#039;&#039;&#039;&#039; that slowly attempt to pull meteors to the ground. Always immediately followed by &#039;&#039;&#039;Edge of Death&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets every player&#039;s HP to 1.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;&lt;br /&gt;
|Resets enmity. Deals party-wide damage divided between all living players. All players are inflicted with {{Status effect|debuff|Hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039; for 3 seconds, {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039; for 15 seconds, and either {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; at random.&lt;br /&gt;
One tank, one healer, and one DPS are debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; while all other players are debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;. Exdeath then casts &#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039; and &#039;&#039;&#039;Edge of Death&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; causes afflicted players to take heavy [[knockback]] away from the source of any and all damage taken. Knockback &#039;&#039;can not be resisted&#039;&#039; with abilities.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; stores all damage taken by the afflicted. On death or debuff expiration, the afflicted player takes 100% of the stored damage and all other party members take 15.5%.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;&lt;br /&gt;
|Resets enmity. Deals party-wide damage divided between all living players. Each player is given two debuffs based on their role, and all players are given {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; at random. Always followed by &#039;&#039;&#039;Inner/Outer Antilight.&#039;&#039;&#039;&lt;br /&gt;
* One healer is given {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039;, the other {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; and {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039;.&lt;br /&gt;
* One tank is given {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; and {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039;, the other {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
* Two DPS have {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039;, the other two have {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death,&#039;&#039;&#039; and all four DPS have &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
** {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; requires players to take a fatal hit, after which players will survive with 1 HP and the debuff removed. If this debuff expires, afflicted players are instantly killed.&lt;br /&gt;
** {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; simply functions as a [[Other Mechanics#Gaze|gaze attack]] originating from the afflicted players. Players hit by the [[Other Mechanics#Gaze|gaze]] are {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification|Petrified]]&#039;&#039;&#039; and take damage, likely triggering &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
** {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; deals damage in a [[Area of Effect#Static Circle AoE|circle AoE]] around the afflicted on debuff expiration. Players hit other than the afflicted are debuffed with {{Status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; will not create a water spout like its previous iterations, and instead simply acts as a delayed {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A brutal onslaught of attacks, players will need to have strategies and positions prepared ahead of time to survive. DPS players may want to swap [[Clock spots|clock spot]] positions to have melee DPS up north, as Exdeath will no longer move from the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
* All players will want to keep an eye on their {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; debuff, as they must stand on the &amp;lt;u&amp;gt;opposite&amp;lt;/u&amp;gt; side of &#039;&#039;&#039;Edge of Death&#039;&#039;&#039; to survive. These debuffs will not only swap with each &#039;&#039;&#039;Edge of Death&#039;&#039;&#039;, but are randomized with each cast of &#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; can be handled utilizing [[Clock spots|clock spot]] positions and a tank swap. Players should stack together during the initial cast to consolidate the first &#039;&#039;&#039;Blizzard III&#039;&#039;&#039; AoEs that resolve before the cast bar ends, then run to [[clock spots]]. After the first set of &#039;&#039;&#039;Fire III&#039;&#039;&#039; explosions, DPS can move back towards the center while tanks and healers stay near the edge for the second &#039;&#039;&#039;Fire III&#039;&#039;&#039;. The off-tank will also need to {{Action icon|Provoke}} during the cast to split the &#039;&#039;&#039;Thunder III&#039;&#039;&#039;.&lt;br /&gt;
* When &#039;&#039;&#039;Double Attack&#039;&#039;&#039; begins, both tanks should run to the center of the arena and mitigate while the rest of the party runs to the edge of the arena underneath Exdeath.&lt;br /&gt;
** Alternatively, one tank can use an invulnerability and stand directly underneath Exdeath while all other players stand at max melee range.&lt;br /&gt;
* Unless dodging an attack, Melee DPS and tanks should try to stay at the edge of Exdeath&#039;s targeting ring to have time to escape &#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;.&lt;br /&gt;
* Players should assign cardinal positions to roles for Flares during &#039;&#039;&#039;Light and Darkness&#039;&#039;&#039;. One role should run directly away from Exdeath (prior to Exdeath teleporting), one to the left, and one to the right. The {{I|Stack marker}} and all unmarked players will hold position.&lt;br /&gt;
&lt;br /&gt;
The two most dangerous attacks to look out for are &#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;. Additionally, as these attacks reset enmity, a tank should cast {{Action icon|Provoke}} afterwards to re-establish enmity lead.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
During the cast of &#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;, all players must stack in the center of the arena to avoid running off the platform due to {{Status effect|debuff|Hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once control is regained, players with &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; should run towards Exdeath to survive the massive [[knockback]] caused by &#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;. The tank with &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; (and thus without &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039;) must be the player closest to Exdeath however in order to take the brunt of the attack, ideally using a mitigation ability.&lt;br /&gt;
&lt;br /&gt;
All other players will stack behind the &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; tank, with the &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; players standing in the back, away from Exdeath, to ensure they take the least amount of damage. As these players do not have &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;, they will not suffer any knockback.&lt;br /&gt;
&lt;br /&gt;
Afterwards, simply hold still for {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039; before finally positioning for &#039;&#039;&#039;Edge of Death&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[File:Grand Cross Delta Strategy.png|alt=Player positioning for Grand Cross Delta.|thumb|The Line AoE will be &#039;&#039;&#039;Inner&#039;&#039;&#039; or &#039;&#039;&#039;Outer Antilight&#039;&#039;&#039; at random.]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039; will reset enmity as well as being a body check, dealing more unavoidable raidwide damage with less players alive on the field. This set of mechanic requires much more strict positioning, as players will not only have to avoid looking at those with {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039;, but stack for &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]],&#039;&#039;&#039; take a fatal hit, and all while avoiding being knocked off the platform by &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The two DPS players with {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039; can simply keep attacking Exdeath, only stopping to avoid punishment from their debuff. These players should stay in melee range of Exdeath to ensure they avoid the {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; [[Other Mechanics#Gaze|gaze]] from the other players.&lt;br /&gt;
&lt;br /&gt;
The healer with {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; should run to edge opposite of Exdeath with the tank and DPS inflicted by {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The other tank and healer should be at different cardinal edges of the arena to avoid hitting others with {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All players in the stack must look away from both {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; players and aimed to get knocked towards Exdeath. Shortly afterwards Exdeath casts &#039;&#039;&#039;Inner&#039;&#039;&#039; or &#039;&#039;&#039;Outer Antilight&#039;&#039;&#039; at random, and all {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; players must take the hit to remove their debuff. If players are too far from Exdeath when hit by &#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;, they are likely to be knocked off the platform to their death.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;For full DPS up-time during &#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;, with positioning taken with Neo-Exdeath&#039;s current position at the start of the mechanic as North:&lt;br /&gt;
&lt;br /&gt;
* All DPS will stack at the front, directly under Neo-Exdeath.&lt;br /&gt;
* Healer with  &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; will go to the west and stack with the non-{{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; tank. DPS players without {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039; can also join the stack.&lt;br /&gt;
* Healer with {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; will need to go to the east.&lt;br /&gt;
* Finally, the {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; tank will go south toward the center.&lt;br /&gt;
* Once {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning,  {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} Cursed Shriek&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}} [[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; are resolved, players with {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; will take damage from &#039;&#039;&#039;Inner&#039;&#039;&#039; or &#039;&#039;&#039;Outer Antilight&#039;&#039;&#039; to remove their debuff.&lt;br /&gt;
* With this, only the tanks and {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; healer need to look away from {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek.&#039;&#039;&#039; With good positioning, none will need to look away at all, allowing the whole party to keep pressing on dps.&lt;br /&gt;
&lt;br /&gt;
Should players survive for 5 minutes and 45 seconds, Exdeath will cast &#039;&#039;&#039;Grand Cross Omega&#039;&#039;&#039;, indicating the half-way point of the fight.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Almagest&#039;&#039;&#039;&lt;br /&gt;
|Heavy AoE healing required for the length of the debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Stack up together during the cast, then spread out to clock spots.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center during the cast. Players with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should stand away from Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|All players with &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; should run towards Exdeath with the tank being up front. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
|Players must stand on the side opposite to their &#039;&#039;&#039;Wound&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Attack&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stack and mitigate in the center or one tank use an invulnerability directly underneath Exdeath. All other players should stay away from the targeted tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;&lt;br /&gt;
|Move to pre-assigned positions while looking away from the [[Other Mechanics#Gaze|gaze]] attacks. Players in the stack must aim to be knocked towards Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
|Players with {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; must intentionally be hit by this attack. All others must dodge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
|Heavy AoE healing required for the length of the debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should stand to opposite sides of Exdeath to aim the attacks away from the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|Move away from Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light and Darkness&#039;&#039;&#039;&lt;br /&gt;
|Flares should run away and spread to cardinal edges while the rest of the party stacks underneath Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|Destroy the &#039;&#039;&#039;&#039;&#039;Arcane Spheres&#039;&#039;&#039;&#039;&#039; as quickly as possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
|Players must stand on the side opposite to their &#039;&#039;&#039;Wound&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal all players back to full HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Attack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
|Heavy AoE healing required for the length of the debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
|Players must stand on the side opposite to their &#039;&#039;&#039;Wound&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Grand Cross Omega&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 3: Grand Cross Omega ===&lt;br /&gt;
----[[File:Grand Cross Omega Debuff List.png|alt=The debuffs assigned by Grand Cross Omega.|thumb|The debuffs assigned by Grand Cross Omega.]]&lt;br /&gt;
Exdeath will become untargetable, places another large series of debuffs on all players based on roles and begin a long sequence of attacks. This is a mechanic heavy sequence of attacks, so players are not required to deal any damage and instead focus on resolving their respective debuffs correctly.&lt;br /&gt;
&lt;br /&gt;
* All players are inflicted with {{Status effect|debuff|Hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039; for 3 seconds and a random {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; debuff.&lt;br /&gt;
* One tank, one healer, and one DPS are inflicted with a 10 second {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039;. The other healer has a 10 second &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039;.&lt;br /&gt;
* Two DPS are inflicted with a 30 second {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; while all other players have a 30 second {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039;.&lt;br /&gt;
* One tank, one healer, and one DPS have a 43 second &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; while all other players have a 43 second {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
He then casts &#039;&#039;&#039;The Final Battle&#039;&#039;&#039;. This attack causes Exdeath to teleport to the opposite side of the arena, and then do three randomly chosen casts of &#039;&#039;&#039;Edge of Death&#039;&#039;&#039; or &#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;, teleporting to a new location with each attack.&lt;br /&gt;
&lt;br /&gt;
The assault is then finalized with &#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Like with &#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;, players will want to start by stacking in the center during the cast of &#039;&#039;&#039;Grand Cross Omega&#039;&#039;&#039; to avoid running off the platform from {{Status effect|debuff|Hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once control is regained, all players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; will want to stack under Exdeath with the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; healer under where Neo Exdeath was before he teleports. Those with {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; should spread out elsewhere.&lt;br /&gt;
&lt;br /&gt;
Exdeath will teleport to the opposite side of the arena and begin casting a random &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039;. Players in the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; stack should aim to be knocked towards Exdeath into whichever area is safest.&lt;br /&gt;
&lt;br /&gt;
All players should correctly dodge the first two &#039;&#039;&#039;Flood of Naughts&#039;&#039;&#039;. If &#039;&#039;&#039;Edge of Death&#039;&#039;&#039; is cast, players will need to remember to run &amp;lt;u&amp;gt;towards&amp;lt;/u&amp;gt; Exdeath to ensure they are not shoved off the platform by &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players with {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; should intentionally fail any of the &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039;, preferably the third one, to cleanse their debuff, but still must take care not to be pushed off the platform.&lt;br /&gt;
&lt;br /&gt;
After the third &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039;, the two DPS with {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; should stand in the center while all other players look away and hold still for {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039; can be handled the same way as usual. Players with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should stay distant from Exdeath while all others should be close, with the &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; tank as the closest player.&lt;br /&gt;
&lt;br /&gt;
Heavy healing and party mitigations should be used to keep players healthy before and after the expiration of &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Should the players survive &#039;&#039;&#039;Grand Cross Omega&#039;&#039;&#039;, the fight will continue with its usual attacks until after 11 minutes.&lt;br /&gt;
&lt;br /&gt;
Exdeath will soft enrage with &#039;&#039;&#039;Neverwhere&#039;&#039;&#039;, slowly gaining {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; stacks overtime; then repeatedly cast &#039;&#039;&#039;Frenzied Fists&#039;&#039;&#039;—dealing rapid instances of unavoidable party-wide damage.&lt;br /&gt;
&lt;br /&gt;
After 16 stacks of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Exdeath will begin a 10 second cast of &#039;&#039;&#039;Almagest&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Grand Cross Omega&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center during the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Final Battle&#039;&#039;&#039;&lt;br /&gt;
|During the cast, players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; will want to stack under Exdeath with the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death or&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Inner/Outer Antilight x3&#039;&#039;&#039;&lt;br /&gt;
|Dodge/Survive the first two casts. Players with {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; should intentionally fail the third cast to cleanse their debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|Players with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should stay distant from Exdeath while all others should be close, with the &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; tank as the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
|Heavy AoE healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039;&lt;br /&gt;
|Tanks should split to opposite sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light and Darkness&#039;&#039;&#039;&lt;br /&gt;
|Stack under boss while &#039;&#039;&#039;[[Other Mechanics#Flare Marker|Flares]]&#039;&#039;&#039; spread out to other cardinals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Attack&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stack in the center and mitigate while all others run underneath Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Neverwhere&#039;&#039;&#039;&lt;br /&gt;
|Soft enrage. A DPS {{Action icon|Limit Break}} should be used if available.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Immediately heal the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frenzied Fists + Sphere x8&#039;&#039;&#039;&lt;br /&gt;
|Keep the party healthy. This is the last chance to defeat Exdeath.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Almagest (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Genji Weapons}}&lt;br /&gt;
*{{Item icon|Deltascape Datalog v4.0}}&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 Genji Arms (IL 345)}}&lt;br /&gt;
{{Drops table row|Genji Greataxe}}&lt;br /&gt;
{{Drops table row|Genji Nagamaki}}&lt;br /&gt;
{{Drops table row|Genji Naginata}}&lt;br /&gt;
{{Drops table row|Genji Chakrams}}&lt;br /&gt;
{{Drops table row|Genji Katana}}&lt;br /&gt;
{{Drops table row|Genji Phurpa}}&lt;br /&gt;
{{Drops table row|Genji Greatbow}}&lt;br /&gt;
{{Drops table row|Genji Arquebus}}&lt;br /&gt;
{{Drops table row|Genji Rod}}&lt;br /&gt;
{{Drops table row|Genji Grimoire}}&lt;br /&gt;
{{Drops table row|Genji Rapier}}&lt;br /&gt;
{{Drops table row|Genji Cane}}&lt;br /&gt;
{{Drops table row|Genji Codex}}&lt;br /&gt;
{{Drops table row|Genji Ephemeris}}&lt;br /&gt;
{{Drops table row|Genji Armor Coffer (IL 340)}}&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|Genji Weapon Coffer (IL 345)}}&lt;br /&gt;
{{Drops table row|Wind-up Exdeath}}&lt;br /&gt;
{{Drops table row|Alte Roite Prism}}&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 Delta, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Delta, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Delta, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Delta}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Decisions (Omega)}}&lt;br /&gt;
{{music table row|Phase 2|Final, Not Final}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;diff=1498740</id>
		<title>Sigmascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;diff=1498740"/>
		<updated>2026-07-16T17:52:40Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: /* Fifth Graven Image */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Sigmascape V4.0|the second tier of [[Omega (Savage)]] in general|Omega: Sigmascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Sigmascape V4.0 (Savage)&lt;br /&gt;
| description = The urge to flip switches is almost irresistible...even when you know full well the consequences for doing so. Once more your finger moves as if of its own accord, and activates the second phase of the Savage Initiative. As the gentle arrangement drifts from the terminal, you are transported to a remembered vista of the Sigmascape, each lapping wave of the song swelling the boundary of your memories...&lt;br /&gt;
| image = Sigmascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 350&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 = 15 Poetics&lt;br /&gt;
| location = Upper Tower of Ruin, Sigmascape V4.0&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|Test World of Ruin}}&lt;br /&gt;
| patch = 4.2&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Sigmascape V4.0 (Savage)&lt;br /&gt;
| id-gt = 30066&lt;br /&gt;
| id-edb = 28d9a03c886&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O8S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Weapon&#039;s Refrain (Ultimate)}}. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Kefka]]===&lt;br /&gt;
Players will find themselves suspended over an endless drop into inter-dimensional space atop a circular platform. Should any player fall over the edge for any reason, they will suffer an immediate KO, though they can be raised after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
After some playful boasting, Kefka gives his signature laugh from &#039;&#039;Final Fantasy VI&#039;&#039;. Once engaged in battle, Kefka will employ deceitful abilities and eventually summon the infamous &#039;&#039;&#039;Statue of the Gods&#039;&#039;&#039; to a glorious rendition of &#039;&#039;&#039;Dancing Mad&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like [[Sigmascape V4.0|normal mode]], Kefka will employ trickery and deceit to confuse players throughout the encounter. As a rule of thumb - whenever you see question marks within a telegraph or notice question-marked orbs floating around Kefka during upcoming mechanics, all players should do the opposite of what is expected from those mechanics.&lt;br /&gt;
&lt;br /&gt;
* For example, a [[Area of Effect#static Circle AoE|static circle AoE]] with question marks should be stood inside, as the attack will instead hit the areas outside the AoE markings.&lt;br /&gt;
Similar to [[Deltascape V4.0 (Savage)|Deltascape V4.0 Savage]], this fight contains a checkpoint and a time limit of 120 minutes. Should players reach Phase 2, any party wipes will restart from the beginning of Phase 2 until the party leaves the instance or the duty timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to the Fight: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions should be assigned.&lt;br /&gt;
&lt;br /&gt;
Each tank and healer should be assigned a different DPS partner to create four pairs.&lt;br /&gt;
&lt;br /&gt;
Each pair should have an assigned stack spot for &#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each pair should have an assigned stack spot for &#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;. Color coded spots corresponding to each pairs on cardinal or intercardinal edge of the arena is also recommended.&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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|A self-buff that causes Kefka to store an exact copy of any {{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039;, {{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} &#039;&#039;&#039;Thunder&#039;&#039;&#039;, or {{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells cast afterwards into his buff list.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Will either mark all players with [[Area of Effect#Spread Circle|spread circle]] arrows, or one player with a {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; causes the attack to be the opposite of the marker shown (i.e. &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]] will instead be an invisible {{I|Stack marker}} on one player).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Creates four criss-crossing [[Area of Effect#static Line AoE|static line AoE]] markers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; shifts the positions of the lines diagonally, causing only the cross-sections of the [[Area of Effect#static Line AoE|static line AoE]] markers to be safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Creates either a [[Area of Effect#static Circle AoE|static circle AoE]] or a [[Area of Effect#static Donut AoE|static donut AoE]] centered on Kefka.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; swaps the attack, causing the marked areas to be safe instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Kefka casts all spells stored by {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; simultaneously, removing all his buffs.&lt;br /&gt;
&lt;br /&gt;
* If the copied spell was under the effect of &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, the resulting spell will also be—but no question marks will appear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|A black circle appears under Kefka and at a random edge of the arena. Kefka teleports to the second black circle in a flash of light and casts &#039;&#039;&#039;&#039;&#039;Revolting Ruin&#039;&#039;&#039;&#039;&#039; towards the center of the arena—a [[Area of Effect#static Cone AoE|120-degree static cone AoE]] with powerful [[knockback]].&lt;br /&gt;
&lt;br /&gt;
* The black circle and the teleport itself do not deal any damage.&lt;br /&gt;
* The direction in which Kefka will teleport is random. However, if pulled in a direction, Kefka will always attempt to teleport to the furthest side from where he starts the cast as opposed to a random direction. Ex: If pulled to the north, Kefka&#039;s Timely Teleport will always position him at the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero Assault&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Knockback#Radial Knockback|radial knockback]] from Kefka with a push distance equal to a majority of the arena&#039;s length. Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image&#039;&#039;&#039;&lt;br /&gt;
|Prompts the massive statue north of the arena to initiate an attack sequence.&lt;br /&gt;
|}&lt;br /&gt;
While similar to the [[Sigmascape V4.0|normal version]] of the fight, Kefka&#039;s first phase is not only significantly longer, but &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; will no longer place question marks on the ground AoEs. Players will either have to pay attention to the orbs floating around Kefka, or to his debuffs.&lt;br /&gt;
&lt;br /&gt;
* If Kefka is being truthful about his attack, he will be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s truths icon1.png|link=File:Jester&#039;s truths icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Truths&#039;&#039;&#039; and the orbs around him will be a pale blue.&lt;br /&gt;
* If Kefka is trying to fake the players out, he will be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; and two question marks in red orbs will circle around him.&lt;br /&gt;
&lt;br /&gt;
With the addition of {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; and &#039;&#039;&#039;Mana Release&#039;&#039;&#039;, players will have to memorize which spells Kefka casts, as they will be combined together or cast in quick succession.&lt;br /&gt;
&lt;br /&gt;
Remember that {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; stores an &#039;&#039;exact copy&#039;&#039; of the spell cast. If the original spell was under the effect of &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, then the copy will also be, despite no question marks appearing.&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;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember what the next spell cast is.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Will either be a stack or a spread attack. Watch out for &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; swapping its effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be the same &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039; that was cast earlier.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Correctly identify the safe zone while handling &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #1 and #2 ===&lt;br /&gt;
-----&lt;br /&gt;
Having displayed most of his basic abilities, the &#039;&#039;&#039;Statue of the Gods&#039;&#039;&#039; will violently erupt in the background and loom over the entire raid. From this point onward, Kefka will occasionally cast &#039;&#039;&#039;Graven Image&#039;&#039;&#039;, prompting the statue to unleash its own mechanics that will overlap with abilities from Kefka himself. Certain &#039;&#039;&#039;Graven Image&#039;&#039;&#039; casts will cause Kefka to become temporarily untargetable.&lt;br /&gt;
&lt;br /&gt;
====The First Graven Image====&lt;br /&gt;
*The first set of [[Area of Effect#static Circle AoE|static circle AoEs]] are placed under four random players once the cast bar ends.&lt;br /&gt;
*Two DPS are hit by unmarked moderate damage [[Area of Effect#Spread Line or Cone|spread line]] lasers &#039;&#039;&#039;Wave Canon&#039;&#039;&#039;, followed by the second set of circle AoEs, then the other two DPS are hit.&lt;br /&gt;
*Four random players are marked with [[Tether (mechanic)|tethers]] that deal [[Knockback#Directional Knockback|directional knockback]] away from the statue while the other four players are targeted by {{I|Stack marker|stack markers}} that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. The third set of circle AoEs will spawn shortly after.&lt;br /&gt;
&lt;br /&gt;
Players should stack in the center initially to consolidate the [[Area of Effect#static Circle AoE|static circle AoEs]] before having the DPS spread equally across the center to prevent overlap on the [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
While avoiding the last set of [[Area of Effect#static Circle AoE|static circle AoEs]], everyone must make sure not to bait them at north area while players with tethers should move towards the statue to avoid being pushed off the platform. Position yourself in the way you will get knockback toward your stack partner in assigned spots. Those without tethers should be prepared to stack with their assigned {{I|Stack marker}} partner immediately after the knockback ends.&lt;br /&gt;
&lt;br /&gt;
Knockback can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}. &#039;&#039;(Note: while it is possible to knockback invul this, it is usually recommend not to, as the timeline of the fight will leave {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} barely off cooldown for the knockback during &#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This onslaught will be immediately be followed by &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;, requiring players to quickly run towards the teleport destination.&lt;br /&gt;
&lt;br /&gt;
Soon after, Kefka will cast the &#039;&#039;&#039;Second&#039;&#039;&#039; &#039;&#039;&#039;Graven Image&#039;&#039;&#039;. This cast will simply creates a large orb on the west side of the arena that deals a powerful [[Knockback#Directional Knockback|directional knockback]] away from it. This orb has a &amp;lt;u&amp;gt;random chance&amp;lt;/u&amp;gt; to teleport to the east side of the arena after 1 second—the party must be ready to adjust should this happen.&lt;br /&gt;
&lt;br /&gt;
This knockback will also resolve during the cast of &#039;&#039;&#039;Mana Release&#039;&#039;&#039;, so the party will need to immediately adjust to the correct position to dodge Kefka&#039;s AoEs afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #1 and #2 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;Graven Image #1&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center, then DPS must spread out in a line. Tethered players should run towards the statue preparing to be knocked back towards their stack partner in their assigned spot.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|Run to and behind the teleport destination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember the next two spells cast by Kefka.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Dodge and remember which area is safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Dodge and remember which area is safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #2&#039;&#039;&#039;&lt;br /&gt;
|Wait a second to check if the orb switches sides before running towards it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Find a safe zone that overlaps between the two previously casted &#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Thunder&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Kefka should be moved to the north edge of the arena in preparation for the next attack sequence.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #3 and #4 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=====Third Graven Image=====&lt;br /&gt;
*All tanks and healers will be [[Tether (mechanic)|tethered]] to one half of the statue and all DPS tethered to the other half. Which half targets which role is random.&lt;br /&gt;
**The western tethers resolve first with &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;, a [[Stack marker#Multi-Player Marker|2-player enumeration]] that leaves a {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; gravity [[Area of Effect#Puddle|puddle]] on the ground.&lt;br /&gt;
***Any &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; that does not hit 2 players will explode for party-wide damage and inflict a 30 second {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**The eastern tethers resolve two seconds after with &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;,&#039;&#039;&#039; a [[Area of Effect#Spread Circle|spread circle]] that inflicts extreme [[knockback]] to any other players hit—but does not knockback its target.&lt;br /&gt;
**The statue will create either a giant purple orb on its west side, or a giant golden orb on its east side. The western of eastern half of the arena will erupt in a damaging AoE matching the side of the orb.&lt;br /&gt;
**All players will be tethered once again, being hit by &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; in the same manner as before.&lt;br /&gt;
**Kefka will quickly follow up with &#039;&#039;&#039;Aero Assault&#039;&#039;&#039;.&lt;br /&gt;
Players will want to create four pairs, grouping a DPS with a tank or healer. Each pair should have a designated area to stand, and a designated direction to spread out to after &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There&#039;s 2 popular way to assign spots for pairing: &lt;br /&gt;
&lt;br /&gt;
# The most popular way is to assign 4 pairs into a box: tanks stack with the melee DPS of the party at northeast and northwest, with healers stack with physical range/magic DPS of the party at southeast and southwest. Alternatively, tank/melee pairs will occupied the spots at northeast and southeast, while healer/range will take the northwest and southwest spots instead - as this strategy works in conjunction with God Kefka&#039;s &#039;&#039;&#039;Forsaken #2.&#039;&#039;&#039;[[File:Screenshot 2026-07-16 165436.png|none|thumb|Box spots for Graven Image #3, this formation allows for more melee uptime]]&lt;br /&gt;
# The second, least popular way is to form a line stack vertically at the middle of the arena, leaving center slightly open for half of the party to go through during the half arena cleave.[[File:Screenshot 2026-07-16 153635.png|none|thumb|Vertical line formation for Graven Image #3. This variation leaves a small safe spot at the middle for players to pass through.]]&lt;br /&gt;
&lt;br /&gt;
Each pair will want to stack in their designated spot for &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;, then spread out to ensure &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; does not hit anyone else but its intended targets. The general consensus is support spreading east/west box formation (or west for line formation), while dps will spread north/south for box formation (or east for line for formation) &lt;br /&gt;
&lt;br /&gt;
The statue will create an orb on either its east or west side which players must avoid.&lt;br /&gt;
&lt;br /&gt;
A second round of &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; occurs that can be handled in the same way, finalized by Kefka casting &#039;&#039;&#039;Aero Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should run towards Kefka to avoid being pushed off the platform. If Kefka was not positioned to the edge of the arena prior, {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} may be required to survive. &#039;&#039;If knockback invul ({{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}) was already used during Graven Image #1, they will not be available during this set of mechanic, proceed with cautions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kefka will go through another standard rotation of attacks with the &#039;&#039;&#039;Fourth Graven Image&#039;&#039;&#039; simply being another purple/golden orb attack. Avoid the half of the arena the orb is towards and continue the fight as normal.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #3 and #4 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;Graven Image #3&#039;&#039;&#039;&lt;br /&gt;
|Stack in pairs, then spreading out in different directions after &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; hits. Avoid the half-arena orb AoE, then repeat the paired stack-and-spread again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero Assault&#039;&#039;&#039;&lt;br /&gt;
|Run to Kefka or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember the next spell Kefka casts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Remember whether this is a spread or a stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena the orb will hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be an exact copy of the previous &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Correctly dodge the AoE while handling the &#039;&#039;&#039;Fire&#039;&#039;&#039; spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and Heal.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #5 and #6 ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=====Fifth Graven Image=====&lt;br /&gt;
*The statue &#039;&#039;&#039;Ave Maria&#039;&#039;&#039; will emit a [[gaze]] attack and a [[Area of Effect#static Circle AoE|static circle AoE]] placed under every player.&lt;br /&gt;
**Main tank can move directly behind Kefka at the start of this mechanic and stack with party to both bait the AoEs as well as ease in dodging the resulting gaze.&lt;br /&gt;
**The statue&#039;s [[gaze]] may be randomly be afflicted by &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, turning the eye yellow with a question mark. A &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; [[gaze]] must instead be looked at, rather than avoided.&lt;br /&gt;
*All players will be [[Tether (mechanic)|tethered]] again, with tanks/healers receiving one type of tether and DPS receiving a different type of tether. Which role receives which type of tether is random.&lt;br /&gt;
**The first tether type will be from a purple eye on the statue&#039;s hand/lower right statue. All targeted players will be inflicted with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
**The second tether type will be from a yellow eye on the statue&#039;s face at the very top/upper left statue. Targeted players are inflicted with &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039;, &#039;&#039;&#039;{{Status effect|buff|damage up}} [[Damage Up]]&#039;&#039;&#039;, and &#039;&#039;&#039;{{Status effect|debuff|heavy}}&#039;&#039;&#039; &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; for 5 seconds. Confused players will uncontrollably move towards the nearest player until the confused status expires. If they reach their target, they will instantly defeat them with an auto-attack. &#039;&#039;It is imperative that players with &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; tether shouldn&#039;t, in any circumstance, using [[Sprint]], as the buff will be active during &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; duration, killing any other players the confused person reaches.&#039;&#039;&lt;br /&gt;
***Should that player pop [[Sprint]], they can right-click on the buff icon to remove it (PC), using macro to remove it on console (/statusoff [[Sprint]]) - &amp;lt;s&amp;gt;or, in the most dire or offhand situation, kill themself by jumping off the platform.&amp;lt;/s&amp;gt;&lt;br /&gt;
Finally once tethers resolve, the statue will immediatly emit another [[gaze]] attack while Kefka casts &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together to consolidate the AoEs, then resolve the statue&#039;s [[gaze]]—looking out for potential &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once [[Tether (mechanic)|tethers]] attach to players, those with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers should stack in the center while the other four run to cardinal or intercardinal positions on the outer edge of the arena. Due to the &#039;&#039;&#039;{{Status effect|debuff|heavy}}&#039;&#039;&#039; &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; debuff, the players on the edges of the arena should not be able to reach the center before the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; expires.&lt;br /&gt;
&lt;br /&gt;
A second [[gaze]] attack occurs from the statue again, which players should resolve before running towards Kefka&#039;s &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Kefka will once again attack as normal, with the final &#039;&#039;&#039;Sixth Graven Image&#039;&#039;&#039; being another [[gaze]] attack from the statue.&lt;br /&gt;
&lt;br /&gt;
If Kefka is not brought to &amp;lt;u&amp;gt;60% HP&amp;lt;/u&amp;gt; before 6 minutes and 50 seconds, he will become untargetable and enrage with a lethal attack of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #5 and #6 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;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|Dodge the [[gaze]], then players tethered to the lower purple eye should stack center while the rest run to [[clock spots]] on the outer edge. Afterwards, dodge the [[gaze]] again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|Run towards the teleport location while dodging the [[gaze]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Memorize the next two spell casts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Dodge and memorize.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Dodge and memorize.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #6&#039;&#039;&#039;&lt;br /&gt;
|Avoid the [[gaze]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be the same &#039;&#039;&#039;Thunder&#039;&#039;&#039; and &#039;&#039;&#039;Blizzard&#039;&#039;&#039; as was cast prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge x3&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Kefka&#039;s first phase.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Light of Judgment (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2: God Kefka===&lt;br /&gt;
-----&lt;br /&gt;
Reaching this stage of the encounter activates a checkpoint; meaning that if you wipe for any reason, the battle will reset back to the God Kefka phase (instead of the very beginning). Despite the arena containing a very obvious shift to luminous yellow, there are no actual terrain differences. Players will remain atop a circular platform and can still fall over the edge to their immediate doom.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
&lt;br /&gt;
* Players will want to decide whether to tank Kefka in the center or at the edge for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.&lt;br /&gt;
* Tanks and healers should decide which role takes the eastern and western towers for &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039; and &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;.&lt;br /&gt;
* Each tank and healer will want an assigned waymark for &#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039; in &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Angel&#039;&#039;&#039;&lt;br /&gt;
|Sets all player&#039;s HP to 1. [[Barrier|Barriers]], however, will still remain.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Kefka casts a [[Area of Effect#static Circle AoE|static circle AoE]] underneath himself, a cross of [[Area of Effect#static Line AoE|static line AoEs]] from the arena&#039;s center, and places a {{I|Stack marker}} on a healer.&lt;br /&gt;
This is immediately followed by a [[Area of Effect#static Donut AoE|static donut AoE]] underneath himself and hitting all DPS with unmarked [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small)&#039;&#039;&#039;&lt;br /&gt;
|A total of seven yellow triangles will descend from the sky in 3 separate sets. The 3 endpoints of each triangle will burst into [[Area of Effect#static Circle AoE|static circle AoEs]] in the same order they fell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;&lt;br /&gt;
|Three small triangles and one massive triangle descend from the sky in one of two random patterns, with each endpoint detonating into [[Area of Effect#static Circle AoE|static circle AoEs]]. The AoEs created by the massive triangle are, similarly, much larger than usual.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Kefka&#039;s wings will glow white, though which of the two wings glow is random. Kefka will fire a massive [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] from his glowing side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|The closest and farthest players are hit by large [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker|Stack attack}} followed by &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; two seconds later—a [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] from Kefka&#039;s front or back.&lt;br /&gt;
&lt;br /&gt;
* If Kefka cast &#039;&#039;&#039;Futures Numbered&#039;&#039;&#039;, then &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; will be a frontal cone AoE. If &#039;&#039;&#039;Pasts Forgotten&#039;&#039;&#039; was cast, it will be a rear cone AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forsaken&#039;&#039;&#039;&lt;br /&gt;
|Deals extreme party-wide damage and begins a new sequence of attacks—indicating the start of a mini-phase.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O8S Celestriad Positioning.png|alt=Positioning for Celestriad by moving Kefka north.|thumb|215x215px|A common strategy for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.]]&lt;br /&gt;
Phase 2 will require precise positioning and constant awareness from each role. Tanks will need repeatedly need to move and face Kefka in preparation for certain attacks while DPS handle various types of AoEs.&lt;br /&gt;
&lt;br /&gt;
The first obstacle players will encounter is &#039;&#039;&#039;Celestriad&#039;&#039;&#039;, which is all of Kefka&#039;s &#039;&#039;&#039;Fire&#039;&#039;&#039;, &#039;&#039;&#039;Thunder&#039;&#039;&#039;, and &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells cast in quick succession. Healers and Tanks will need to stack together while DPS will need to spread out, all while avoiding the [[Area of Effect#Static Circle AoE|static circle]] and [[Area of Effect#Static Donut AoE|static donut AoEs]].&lt;br /&gt;
&lt;br /&gt;
The two primary methods to handling &#039;&#039;&#039;Celestriad&#039;&#039;&#039; is either positioning Kefka in the center of the arena, or at the far northern edge.&lt;br /&gt;
&lt;br /&gt;
* If tanking Kefka at the north edge, Tanks and healers typically stack together in one of the northern corners of the safezone. One DPS will be south of the stack while the other three DPS are spread out on the opposite side of the circle AoE.&lt;br /&gt;
** Once the [[Area of Effect#Static Circle AoE|static circle AoE]] disappears, the DPS players will move into the safe zone, staying at its outer edge to maximize the distance between each other until the [[Area of Effect#Spread Circle|spread circles]] detonate.&lt;br /&gt;
* If tanking Kefka in the center, players will need to be assigned different intercardinal safe zones. Tanks and healers will occupy one, and two DPS will have to share another. Once the [[Area of Effect#static Line AoE|static line AoEs]] disappear, the DPS sharing a corner will have to quickly separate before the [[Area of Effect#Spread Circle|spread circles]] detonate 1 second later.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Opening 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;Heartless Angel&#039;&#039;&#039;&lt;br /&gt;
|Heal all the players quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|If planning to use the northern &#039;&#039;&#039;Celestriad&#039;&#039;&#039; strat, start moving Kefka to the north.&lt;br /&gt;
&#039;&#039;This &#039;&#039;&#039;Ultima,&#039;&#039;&#039; and only this, can be taken with no mitigation, although healing to full is still needed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Healers and tanks must stack together while DPS spread apart, all while avoiding the circle, line, and donut AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| During or after this &#039;&#039;&#039;Ultima&#039;&#039;&#039; cast, the main tank can preposition Kefka to slightly center of the arena in preparation for &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #1 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Sets all player&#039;s HP to 1. Players &#039;&#039;not&#039;&#039; at full health will receive a 12 second {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; debuff, preventing any and all healing. Players at full HP will only be debuffed for 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring exactly 2 or 4 players inside, matching the number of small glowing orange orbs circling its ring. Deals no damage.&lt;br /&gt;
If an incorrect number of players are inside the tower, all players are debuffed with a stack of {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mad Heads&#039;&#039;&#039;&lt;br /&gt;
|Floating heads that attach a [[Tether (mechanic)#Chase Tether|chase tether]] to each DPS player. Explodes on contact with &#039;&#039;any&#039;&#039; player for moderate magic damage and inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
If its target dies or 15 seconds pass, &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; will self-destruct, dealing no damage but inflicting a stack of {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on all players for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
A deceptive phase in that while players will be repeatedly set to 1 HP, most attacks do not deal any damage. Failed mechanics will often result in {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; stacks rather than death, but the loss of damage output can easily result in a failure to defeat Kefka before they enrage.&lt;br /&gt;
&lt;br /&gt;
Kefka can be tanked in the center of the arena for the duration of this phase.&lt;br /&gt;
&lt;br /&gt;
Healers must start this phase by ensuring all players are healed to 100% HP immediately. Any players not at full HP will have their {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; debuff timer tripled, likely resulting in their death.&lt;br /&gt;
&lt;br /&gt;
Kefka will cast &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;; a 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; tower appears in the &amp;lt;u&amp;gt;east&amp;lt;/u&amp;gt;, &amp;lt;u&amp;gt;west&amp;lt;/u&amp;gt;, and &amp;lt;u&amp;gt;center&amp;lt;/u&amp;gt; of the arena; two &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; appear in the east; and two &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; appear in the west.&lt;br /&gt;
&lt;br /&gt;
DPS players should fill the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers on the east and west, taking the tower closest to their tethered &#039;&#039;&#039;Mad Head&#039;&#039;&#039; to prevent it from crossing over the center and colliding with others. There are two ways to do this: Cross tethers and Near tethers&lt;br /&gt;
&lt;br /&gt;
* Cross tethers/cross skulls: DPS take the tower furthest away from their skull. If doing this, the DPS should take care not crossing their tether inside the middle tower.&lt;br /&gt;
* Far tethers/skulls: DPS take the tower nearest to their skull, but stretches the tether as far as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:CrossTethers o8s f1.png|center|thumb|DPS cross skull tethers for Forsaken #1]]&lt;br /&gt;
[[File:Screenshot 2026-07-16 162929.png|center|thumb|Each DPS takes the tower nearest to their skull]]&lt;br /&gt;
Both healers should take the center tower and prepare to use heavy AoE healing the instant {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; expires.&lt;br /&gt;
&lt;br /&gt;
Once the towers resolve, DPS should avoid their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; until they have been sufficiently healed enough to intentionally collide with their &#039;&#039;&#039;Mad Head&#039;&#039;&#039; and detonate it.&lt;br /&gt;
&lt;br /&gt;
This will be followed up by &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;, requiring DPS and healers to &#039;&#039;avoid&#039;&#039; being the closest and farthest players, and additionally avoiding standing near the tanks.&lt;br /&gt;
&lt;br /&gt;
Kefka will then repeat the process a second time with a cast of &#039;&#039;&#039;Ultima&#039;&#039;&#039; into &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Handle the sequence the same way as before and the onslaught will end with a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #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;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|Heal all players to full immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|DPS should take the towers closest to their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; while healers take the center towers. Heal all DPS once the debuff expires, then DPS can detonate their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal all players to full immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Repeat as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Move to where the third set of &#039;&#039;&#039;Trines&#039;&#039;&#039; fell that is also opposite to Kefka&#039;s glowing wing, then move into where the first set of &#039;&#039;&#039;Trines&#039;&#039;&#039; appeared after they exploded.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Afterwards, if &#039;&#039;&#039;Future&#039;&#039;&#039; was cast, avoid Kefka&#039;s front. If &#039;&#039;&#039;Past&#039;&#039;&#039;, avoid Kefka&#039;s rear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should move away while healers focus on healing the main tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank can now preposition Kefka to center of the arena to prepare for &#039;&#039;&#039;Forsaken #2.&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #2 ===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&lt;br /&gt;
|The two farthest DPS players are marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, dropping 4 consecutive lava [[Area of Effect#Puddle|puddles]] over time. Two other DPS will be chased by 5 [[Area of Effect#Homing AoE|Homing AoEs]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;&lt;br /&gt;
|Kefka splits into four, jumping onto each tank and healer&#039;s position and dealing AoE damage.&lt;br /&gt;
Three seconds after, each Kefka will face his target&#039;s current location and cast &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, being either a frontal (future) or rear (past) [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] depending on the prior cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Proximity AoE|proximity AoE]] is placed underneath a DPS player, who is simultaneously targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O8S Forsaken 2.gif|alt=A strategy for Forsaken 2.|thumb|If &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; is cast instead, Tanks and Healers will want to face the Kefka clones towards the edges until &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; begins casting.]]&lt;br /&gt;
Kefka will utilize an extremely restrictive combination of AoE attacks, forcing all players to move in very specific directions while simultaneously resolving towers.&lt;br /&gt;
&lt;br /&gt;
* A 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; tower appears on the east and west side of the arena.&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&#039;&#039;, followed immediately by either &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; or &#039;&#039;&#039;Past&#039;s End&#039;&#039;&#039;.&lt;br /&gt;
* A 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; appears on the north edge of the arena.&lt;br /&gt;
* Kefka begins casting &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, and a 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; appears on the east and west edges of the arena.&lt;br /&gt;
* A second set of 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers appears on the east and west sides of the arena while a DPS player is targeted by &#039;&#039;&#039;Meteor&#039;&#039;&#039;.&lt;br /&gt;
* The mini-phase is ended with a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To start, both tanks and healers will want to assign positions: One role should take the west towers and the other the east towers.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will need a unique position on the south edge of the arena to spread to for &#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks and Healers will first resolve their assigned towers, then spread to their assigned position in the south. After Kefka splits into four, tanks and healers will either need to hold still (if &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; was cast) or run through Kefka towards the center (if &#039;&#039;&#039;Past&#039;s End&#039;&#039;&#039;) to avoid &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; from hitting the entire party. Once Kefka begins casting &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, tanks and healers can simply focus on taking their assigned towers again.&lt;br /&gt;
&lt;br /&gt;
The ranged DPS marked by {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; will want to split to the east and west cardinal edges to start baiting the mechanic, slowly inching towards the north where the 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is—waiting until the 4th [[Area of Effect#Puddle|puddle]] drops before entering the tower.&lt;br /&gt;
&lt;br /&gt;
The unmarked melee DPS will want to stack in the south and run together, slowly dropping their AoEs closer to the north until the 5th and final one appears—after-which they can enter the tower as well.&lt;br /&gt;
&lt;br /&gt;
* If players want to increase DPS uptime, the melee DPS can stack together and rotate clockwise or counter-clockwise together around Kefka. Healers and Tanks will have to dodge their AoEs inside the towers, however.&lt;br /&gt;
&lt;br /&gt;
Once the DPS resolves their 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039;, they should run next to (but not into) the tank&#039;s 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; to include the tanks in the stack marker.&lt;br /&gt;
[[File:O8S Trine Big.png|alt=The two potential patterns for Trine (Big).|thumb|The two potential patterns for Trine (Big).]]&lt;br /&gt;
The mini-phase will end with &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Kefka will follow up with another &#039;&#039;&#039;Celestriad&#039;&#039;&#039; that can be handled the same as before.&lt;br /&gt;
&lt;br /&gt;
The final attack of note is a cast of &#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This ability has two potential patterns, resulting in a safe zone on an empty edge of the arena, or directly in the center.&lt;br /&gt;
&lt;br /&gt;
Position and dodge accordingly until Kefka&#039;s third &#039;&#039;&#039;Forsaken&#039;&#039;&#039; cast.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #2 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;Forsaken #2&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party. Tanks and Healers should split to opposite east / west sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&lt;br /&gt;
|The two DPS responsible for baiting {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should split to opposite east/west edges, while the other two move south. DPS must dodge AoEs while slowly moving north towards the [[Tower#Multi-Player Tower|tower]]. &lt;br /&gt;
If the inner DPS chooses to rotate CW/CCW, it&#039;s recommended to start from the North side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;&lt;br /&gt;
|Healers and Tanks should spread along the south edge, then face Kefka outwards (future) or inwards (past) relative to the arena center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;All Things Ending + Meteor&#039;&#039;&#039;&lt;br /&gt;
|Resolve towers while DPS bring the {{I|Stack marker}} towards the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
|Tanks should bring move Kefka towards either a cardinal edge or to the center in preparation for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Avoid the side of Kefka the glowing wing is on.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank can now pull Kefka to slightly center of the arena in preparation of &#039;&#039;&#039;Trine (big)&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the safe zone, then dodge Kefka&#039;s &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Ensure tanks are the closest and farthest players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together and use heavy mitigations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Tanks must spread apart again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank now can pull Kefka to center of the arena in preparation of &#039;&#039;&#039;Forsaken #3.&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #3 ===&lt;br /&gt;
----While no new attacks will be used here, Kefka will combine several attacks from both Phase 1 and 2 in a final onslaught of terror.&lt;br /&gt;
&lt;br /&gt;
* A 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is created on the east and west side of the arena, and a 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; on the south side. Four random players are also targeted by [[knockback]] [[Tether (mechanic)|tethers]].&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;Ultima&#039;&#039;&#039; followed quickly by &#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039; shortly after the towers resolve.&lt;br /&gt;
* &#039;&#039;&#039;Graven Image #5&#039;&#039;&#039; (Sleep and Confusion tethers) is cast, with another set of 2-player &#039;&#039;&#039;Paths of Light&#039;&#039;&#039; appearing in the east and west.&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;Ultima&#039;&#039;&#039; then begins his &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039; attack rotation with &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;, &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;, and three &#039;&#039;&#039;Paths of Light&#039;&#039;&#039;.&lt;br /&gt;
* Shortly after, a 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is created in the south while Kefka casts &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;.&lt;br /&gt;
* After another cast of &#039;&#039;&#039;Ultima&#039;&#039;&#039;, Kefka combines &#039;&#039;&#039;Graven Image #4&#039;&#039;&#039; (yellow/purple half-arena orb) with a cast of &#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;.&lt;br /&gt;
* The onslaught ends, as usual, with &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To start, similar to &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;, healers and tanks will want to split to two different sides of the arena to take the two 2-player towers. DPS should take the 4-player tower in the south.&lt;br /&gt;
&lt;br /&gt;
Knockback tethers can be handled either by standing a short distance to the north of the tower, or by simply using {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
&lt;br /&gt;
Tanks must be in the same tower for &#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;, which happens shortly after towers resolve.&lt;br /&gt;
&lt;br /&gt;
Next mini-phrase of Graven Image 3 will happens, this time with 2 towers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; is removed by the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers, allowing players to run closer to the center and away from their confused comrades.&lt;br /&gt;
* For ease of handling this mechanic, party can take note of their pair positions on the previous &#039;&#039;&#039;[[Sigmascape V4.0 (Savage)#Graven Image #3 and #4|Graven Image #3]]&#039;&#039;&#039;: Pairs on northwest and southwest will handle the West tower, while pairs on northeast and southeast will handle the East tower. Players with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers will occupied the towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread out to the edges of the arena.&lt;br /&gt;
** If doing the box positions strat, players with  &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers can spread to their color coded waymark on cardinal or intercardinal of the arena.&lt;br /&gt;
&lt;br /&gt;
Healers will need to quickly heal the party to full after the &#039;&#039;&#039;Ultima&#039;&#039;&#039; in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;, which can be handled in the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DPS will need to quickly resolve their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;, as a 4-player tower appears in the south that tanks &#039;&#039;can not&#039;&#039; occupy due to Kefka&#039;s &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;. Healers can account for two of the four players required.&lt;br /&gt;
&lt;br /&gt;
Lastly, &amp;lt;u&amp;gt;tanks will need to face Kefka either east or west&amp;lt;/u&amp;gt; to prevent the combination of &#039;&#039;&#039;Graven Image #4&#039;&#039;&#039; and &#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039; from potentially covering both halves of the arena. With the former hitting east/west and the latter hitting north/south, there will always be one safe quadrant to stand in.&lt;br /&gt;
&lt;br /&gt;
With a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;, Forsaken will end.&lt;br /&gt;
&lt;br /&gt;
Kefka will rotate through his usual series of attacks before repeating &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039; a second time.&lt;br /&gt;
&lt;br /&gt;
At the end of the repeat &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;, Kefka will cast &#039;&#039;&#039;Ultima&#039;&#039;&#039; four times, gaining a stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}}&#039;&#039;&#039; &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; with each. Should players survive, Kefka will enrage with a final cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039; that wipes the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #3 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;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the two towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread to the edge. Those inside the towers can run further into the center after being woken up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party immediately in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Face Kefka to the east or west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Dodge towards the third set of triangles while avoiding Kefka&#039;s glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should split and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack back together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack in the safe zone, then dodge &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the two towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread to the edge. Those inside the towers can run further into the center after being woken up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party immediately in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Face Kefka to the east or west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima x4&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, this is the last chance to defeat Kefka.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Light of Judgment (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Diamond Weapons}}&lt;br /&gt;
*{{Item icon|Sigmascape Datalog v4.0}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Alpha&#039;s Feather}} (Drops directly from boss, must be synced)&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 Diamond Arms (IL 375)}}&lt;br /&gt;
{{Drops table row|Diamond Axe}}&lt;br /&gt;
{{Drops table row|Diamond Greatsword}}&lt;br /&gt;
{{Drops table row|Diamond Bayonet}}&lt;br /&gt;
{{Drops table row|Diamond Halberd}}&lt;br /&gt;
{{Drops table row|Diamond War Scythe}}&lt;br /&gt;
{{Drops table row|Diamond Knuckles}}&lt;br /&gt;
{{Drops table row|Diamond Katana}}&lt;br /&gt;
{{Drops table row|Diamond Daggers}}&lt;br /&gt;
{{Drops table row|Diamond Saberfangs}}&lt;br /&gt;
{{Drops table row|Diamond Bow}}&lt;br /&gt;
{{Drops table row|Diamond Musketoon}}&lt;br /&gt;
{{Drops table row|Diamond Chakrams}}&lt;br /&gt;
{{Drops table row|Diamond Rod}}&lt;br /&gt;
{{Drops table row|Diamond Grimoire}}&lt;br /&gt;
{{Drops table row|Diamond Tuck}}&lt;br /&gt;
{{Drops table row|Diamond Fan Brush}}&lt;br /&gt;
{{Drops table row|Diamond Cane}}&lt;br /&gt;
{{Drops table row|Diamond Codex}}&lt;br /&gt;
{{Drops table row|Diamond Sextant}}&lt;br /&gt;
{{Drops table row|Diamond Wings}}&lt;br /&gt;
{{Drops table row|Diamond Chest Gear Coffer (IL 370)}}&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|Diamond Weapon Coffer (IL 375)}}&lt;br /&gt;
{{Drops table row|Wind-up Kefka}}&lt;br /&gt;
{{Drops table row|Air Force 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 Sigma, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Sigma, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Sigma, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Sigma}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 Part 1|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 1 Part 2|Dancing Mad - Movement I}}&lt;br /&gt;
{{music table row|Phase 1 Part 3|Dancing Mad - Movement II}}&lt;br /&gt;
{{music table row|Phase 1 Part 4|Dancing Mad - Movement III}}&lt;br /&gt;
{{music table row|Phase 2|Dancing Mad - Movement IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;diff=1498738</id>
		<title>Sigmascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;diff=1498738"/>
		<updated>2026-07-16T17:46:21Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Expand on Graven Image #1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Sigmascape V4.0|the second tier of [[Omega (Savage)]] in general|Omega: Sigmascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Sigmascape V4.0 (Savage)&lt;br /&gt;
| description = The urge to flip switches is almost irresistible...even when you know full well the consequences for doing so. Once more your finger moves as if of its own accord, and activates the second phase of the Savage Initiative. As the gentle arrangement drifts from the terminal, you are transported to a remembered vista of the Sigmascape, each lapping wave of the song swelling the boundary of your memories...&lt;br /&gt;
| image = Sigmascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 350&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 = 15 Poetics&lt;br /&gt;
| location = Upper Tower of Ruin, Sigmascape V4.0&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|Test World of Ruin}}&lt;br /&gt;
| patch = 4.2&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Sigmascape V4.0 (Savage)&lt;br /&gt;
| id-gt = 30066&lt;br /&gt;
| id-edb = 28d9a03c886&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O8S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Weapon&#039;s Refrain (Ultimate)}}. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Kefka]]===&lt;br /&gt;
Players will find themselves suspended over an endless drop into inter-dimensional space atop a circular platform. Should any player fall over the edge for any reason, they will suffer an immediate KO, though they can be raised after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
After some playful boasting, Kefka gives his signature laugh from &#039;&#039;Final Fantasy VI&#039;&#039;. Once engaged in battle, Kefka will employ deceitful abilities and eventually summon the infamous &#039;&#039;&#039;Statue of the Gods&#039;&#039;&#039; to a glorious rendition of &#039;&#039;&#039;Dancing Mad&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like [[Sigmascape V4.0|normal mode]], Kefka will employ trickery and deceit to confuse players throughout the encounter. As a rule of thumb - whenever you see question marks within a telegraph or notice question-marked orbs floating around Kefka during upcoming mechanics, all players should do the opposite of what is expected from those mechanics.&lt;br /&gt;
&lt;br /&gt;
* For example, a [[Area of Effect#static Circle AoE|static circle AoE]] with question marks should be stood inside, as the attack will instead hit the areas outside the AoE markings.&lt;br /&gt;
Similar to [[Deltascape V4.0 (Savage)|Deltascape V4.0 Savage]], this fight contains a checkpoint and a time limit of 120 minutes. Should players reach Phase 2, any party wipes will restart from the beginning of Phase 2 until the party leaves the instance or the duty timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to the Fight: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions should be assigned.&lt;br /&gt;
&lt;br /&gt;
Each tank and healer should be assigned a different DPS partner to create four pairs.&lt;br /&gt;
&lt;br /&gt;
Each pair should have an assigned stack spot for &#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each pair should have an assigned stack spot for &#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;. Color coded spots corresponding to each pairs on cardinal or intercardinal edge of the arena is also recommended.&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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|A self-buff that causes Kefka to store an exact copy of any {{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039;, {{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} &#039;&#039;&#039;Thunder&#039;&#039;&#039;, or {{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells cast afterwards into his buff list.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Will either mark all players with [[Area of Effect#Spread Circle|spread circle]] arrows, or one player with a {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; causes the attack to be the opposite of the marker shown (i.e. &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]] will instead be an invisible {{I|Stack marker}} on one player).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Creates four criss-crossing [[Area of Effect#static Line AoE|static line AoE]] markers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; shifts the positions of the lines diagonally, causing only the cross-sections of the [[Area of Effect#static Line AoE|static line AoE]] markers to be safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Creates either a [[Area of Effect#static Circle AoE|static circle AoE]] or a [[Area of Effect#static Donut AoE|static donut AoE]] centered on Kefka.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; swaps the attack, causing the marked areas to be safe instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Kefka casts all spells stored by {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; simultaneously, removing all his buffs.&lt;br /&gt;
&lt;br /&gt;
* If the copied spell was under the effect of &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, the resulting spell will also be—but no question marks will appear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|A black circle appears under Kefka and at a random edge of the arena. Kefka teleports to the second black circle in a flash of light and casts &#039;&#039;&#039;&#039;&#039;Revolting Ruin&#039;&#039;&#039;&#039;&#039; towards the center of the arena—a [[Area of Effect#static Cone AoE|120-degree static cone AoE]] with powerful [[knockback]].&lt;br /&gt;
&lt;br /&gt;
* The black circle and the teleport itself do not deal any damage.&lt;br /&gt;
* The direction in which Kefka will teleport is random. However, if pulled in a direction, Kefka will always attempt to teleport to the furthest side from where he starts the cast as opposed to a random direction. Ex: If pulled to the north, Kefka&#039;s Timely Teleport will always position him at the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero Assault&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Knockback#Radial Knockback|radial knockback]] from Kefka with a push distance equal to a majority of the arena&#039;s length. Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image&#039;&#039;&#039;&lt;br /&gt;
|Prompts the massive statue north of the arena to initiate an attack sequence.&lt;br /&gt;
|}&lt;br /&gt;
While similar to the [[Sigmascape V4.0|normal version]] of the fight, Kefka&#039;s first phase is not only significantly longer, but &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; will no longer place question marks on the ground AoEs. Players will either have to pay attention to the orbs floating around Kefka, or to his debuffs.&lt;br /&gt;
&lt;br /&gt;
* If Kefka is being truthful about his attack, he will be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s truths icon1.png|link=File:Jester&#039;s truths icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Truths&#039;&#039;&#039; and the orbs around him will be a pale blue.&lt;br /&gt;
* If Kefka is trying to fake the players out, he will be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; and two question marks in red orbs will circle around him.&lt;br /&gt;
&lt;br /&gt;
With the addition of {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; and &#039;&#039;&#039;Mana Release&#039;&#039;&#039;, players will have to memorize which spells Kefka casts, as they will be combined together or cast in quick succession.&lt;br /&gt;
&lt;br /&gt;
Remember that {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; stores an &#039;&#039;exact copy&#039;&#039; of the spell cast. If the original spell was under the effect of &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, then the copy will also be, despite no question marks appearing.&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;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember what the next spell cast is.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Will either be a stack or a spread attack. Watch out for &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; swapping its effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be the same &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039; that was cast earlier.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Correctly identify the safe zone while handling &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #1 and #2 ===&lt;br /&gt;
-----&lt;br /&gt;
Having displayed most of his basic abilities, the &#039;&#039;&#039;Statue of the Gods&#039;&#039;&#039; will violently erupt in the background and loom over the entire raid. From this point onward, Kefka will occasionally cast &#039;&#039;&#039;Graven Image&#039;&#039;&#039;, prompting the statue to unleash its own mechanics that will overlap with abilities from Kefka himself. Certain &#039;&#039;&#039;Graven Image&#039;&#039;&#039; casts will cause Kefka to become temporarily untargetable.&lt;br /&gt;
&lt;br /&gt;
====The First Graven Image====&lt;br /&gt;
*The first set of [[Area of Effect#static Circle AoE|static circle AoEs]] are placed under four random players once the cast bar ends.&lt;br /&gt;
*Two DPS are hit by unmarked moderate damage [[Area of Effect#Spread Line or Cone|spread line]] lasers &#039;&#039;&#039;Wave Canon&#039;&#039;&#039;, followed by the second set of circle AoEs, then the other two DPS are hit.&lt;br /&gt;
*Four random players are marked with [[Tether (mechanic)|tethers]] that deal [[Knockback#Directional Knockback|directional knockback]] away from the statue while the other four players are targeted by {{I|Stack marker|stack markers}} that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. The third set of circle AoEs will spawn shortly after.&lt;br /&gt;
&lt;br /&gt;
Players should stack in the center initially to consolidate the [[Area of Effect#static Circle AoE|static circle AoEs]] before having the DPS spread equally across the center to prevent overlap on the [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
While avoiding the last set of [[Area of Effect#static Circle AoE|static circle AoEs]], everyone must make sure not to bait them at north area while players with tethers should move towards the statue to avoid being pushed off the platform. Position yourself in the way you will get knockback toward your stack partner in assigned spots. Those without tethers should be prepared to stack with their assigned {{I|Stack marker}} partner immediately after the knockback ends.&lt;br /&gt;
&lt;br /&gt;
Knockback can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}. &#039;&#039;(Note: while it is possible to knockback invul this, it is usually recommend not to, as the timeline of the fight will leave {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} barely off cooldown for the knockback during &#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This onslaught will be immediately be followed by &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;, requiring players to quickly run towards the teleport destination.&lt;br /&gt;
&lt;br /&gt;
Soon after, Kefka will cast the &#039;&#039;&#039;Second&#039;&#039;&#039; &#039;&#039;&#039;Graven Image&#039;&#039;&#039;. This cast will simply creates a large orb on the west side of the arena that deals a powerful [[Knockback#Directional Knockback|directional knockback]] away from it. This orb has a &amp;lt;u&amp;gt;random chance&amp;lt;/u&amp;gt; to teleport to the east side of the arena after 1 second—the party must be ready to adjust should this happen.&lt;br /&gt;
&lt;br /&gt;
This knockback will also resolve during the cast of &#039;&#039;&#039;Mana Release&#039;&#039;&#039;, so the party will need to immediately adjust to the correct position to dodge Kefka&#039;s AoEs afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #1 and #2 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;Graven Image #1&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center, then DPS must spread out in a line. Tethered players should run towards the statue preparing to be knocked back towards their stack partner in their assigned spot.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|Run to and behind the teleport destination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember the next two spells cast by Kefka.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Dodge and remember which area is safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Dodge and remember which area is safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #2&#039;&#039;&#039;&lt;br /&gt;
|Wait a second to check if the orb switches sides before running towards it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Find a safe zone that overlaps between the two previously casted &#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Thunder&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Kefka should be moved to the north edge of the arena in preparation for the next attack sequence.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #3 and #4 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=====Third Graven Image=====&lt;br /&gt;
*All tanks and healers will be [[Tether (mechanic)|tethered]] to one half of the statue and all DPS tethered to the other half. Which half targets which role is random.&lt;br /&gt;
**The western tethers resolve first with &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;, a [[Stack marker#Multi-Player Marker|2-player enumeration]] that leaves a {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; gravity [[Area of Effect#Puddle|puddle]] on the ground.&lt;br /&gt;
***Any &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; that does not hit 2 players will explode for party-wide damage and inflict a 30 second {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**The eastern tethers resolve two seconds after with &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;,&#039;&#039;&#039; a [[Area of Effect#Spread Circle|spread circle]] that inflicts extreme [[knockback]] to any other players hit—but does not knockback its target.&lt;br /&gt;
**The statue will create either a giant purple orb on its west side, or a giant golden orb on its east side. The western of eastern half of the arena will erupt in a damaging AoE matching the side of the orb.&lt;br /&gt;
**All players will be tethered once again, being hit by &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; in the same manner as before.&lt;br /&gt;
**Kefka will quickly follow up with &#039;&#039;&#039;Aero Assault&#039;&#039;&#039;.&lt;br /&gt;
Players will want to create four pairs, grouping a DPS with a tank or healer. Each pair should have a designated area to stand, and a designated direction to spread out to after &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There&#039;s 2 popular way to assign spots for pairing: &lt;br /&gt;
&lt;br /&gt;
# The most popular way is to assign 4 pairs into a box: tanks stack with the melee DPS of the party at northeast and northwest, with healers stack with physical range/magic DPS of the party at southeast and southwest. Alternatively, tank/melee pairs will occupied the spots at northeast and southeast, while healer/range will take the northwest and southwest spots instead - as this strategy works in conjunction with God Kefka&#039;s &#039;&#039;&#039;Forsaken #2.&#039;&#039;&#039;[[File:Screenshot 2026-07-16 165436.png|none|thumb|Box spots for Graven Image #3, this formation allows for more melee uptime]]&lt;br /&gt;
# The second, least popular way is to form a line stack vertically at the middle of the arena, leaving center slightly open for half of the party to go through during the half arena cleave.[[File:Screenshot 2026-07-16 153635.png|none|thumb|Vertical line formation for Graven Image #3. This variation leaves a small safe spot at the middle for players to pass through.]]&lt;br /&gt;
&lt;br /&gt;
Each pair will want to stack in their designated spot for &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;, then spread out to ensure &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; does not hit anyone else but its intended targets. The general consensus is support spreading east/west box formation (or west for line formation), while dps will spread north/south for box formation (or east for line for formation) &lt;br /&gt;
&lt;br /&gt;
The statue will create an orb on either its east or west side which players must avoid.&lt;br /&gt;
&lt;br /&gt;
A second round of &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; occurs that can be handled in the same way, finalized by Kefka casting &#039;&#039;&#039;Aero Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should run towards Kefka to avoid being pushed off the platform. If Kefka was not positioned to the edge of the arena prior, {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} may be required to survive. &#039;&#039;If knockback invul ({{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}) was already used during Graven Image #1, they will not be available during this set of mechanic, proceed with cautions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kefka will go through another standard rotation of attacks with the &#039;&#039;&#039;Fourth Graven Image&#039;&#039;&#039; simply being another purple/golden orb attack. Avoid the half of the arena the orb is towards and continue the fight as normal.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #3 and #4 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;Graven Image #3&#039;&#039;&#039;&lt;br /&gt;
|Stack in pairs, then spreading out in different directions after &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; hits. Avoid the half-arena orb AoE, then repeat the paired stack-and-spread again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero Assault&#039;&#039;&#039;&lt;br /&gt;
|Run to Kefka or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember the next spell Kefka casts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Remember whether this is a spread or a stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena the orb will hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be an exact copy of the previous &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Correctly dodge the AoE while handling the &#039;&#039;&#039;Fire&#039;&#039;&#039; spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and Heal.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #5 and #6 ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=====Fifth Graven Image=====&lt;br /&gt;
*The statue will emit a [[gaze]] attack and a [[Area of Effect#static Circle AoE|static circle AoE]] placed under every player.&lt;br /&gt;
**Main tank can move directly behind Kefka at the start of this mechanic and stack with party to both bait the AoEs as well as ease in dodging the resulting gaze.&lt;br /&gt;
**The statue&#039;s [[gaze]] may be randomly be afflicted by &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, turning the eye yellow with a question mark. A &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; [[gaze]] must instead be looked at, rather than avoided.&lt;br /&gt;
*All players will be [[Tether (mechanic)|tethered]] again, with tanks/healers receiving one type of tether and DPS receiving a different type of tether. Which role receives which type of tether is random.&lt;br /&gt;
**The first tether type will be from a purple eye on the statue&#039;s hand/right statue. All targeted players will be inflicted with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
**The second tether type will be from a yellow eye on the statue&#039;s face at the very top/left statue. Targeted players are inflicted with &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039;, &#039;&#039;&#039;{{Status effect|buff|damage up}} [[Damage Up]]&#039;&#039;&#039;, and &#039;&#039;&#039;{{Status effect|debuff|heavy}}&#039;&#039;&#039; &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; for 5 seconds. Confused players will uncontrollably move towards the nearest player until the confused status expires. If they reach their target, they will instantly defeat them with an auto-attack. &#039;&#039;It is imperative that players with &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; tether shouldn&#039;t, in any circumstance, using [[Sprint]], as the buff will be active during &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; duration, killing any other players the confused person reaches.&#039;&#039;&lt;br /&gt;
***Should that player pop [[Sprint]], they can right-click on the buff icon to remove it (PC), using macro to remove it on console (/statusoff [[Sprint]]) - &amp;lt;s&amp;gt;or, in the most dire or offhand situation, kill themself by jumping off the platform.&amp;lt;/s&amp;gt;&lt;br /&gt;
Finally once tethers resolve, the statue will immediatly emit another [[gaze]] attack while Kefka casts &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together to consolidate the AoEs, then resolve the statue&#039;s [[gaze]]—looking out for potential &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once [[Tether (mechanic)|tethers]] attach to players, those with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers should stack in the center while the other four run to cardinal or intercardinal positions on the outer edge of the arena. Due to the &#039;&#039;&#039;{{Status effect|debuff|heavy}}&#039;&#039;&#039; &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; debuff, the players on the edges of the arena should not be able to reach the center before the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; expires.&lt;br /&gt;
&lt;br /&gt;
A second [[gaze]] attack occurs from the statue again, which players should resolve before running towards Kefka&#039;s &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Kefka will once again attack as normal, with the final &#039;&#039;&#039;Sixth Graven Image&#039;&#039;&#039; being another [[gaze]] attack from the statue.&lt;br /&gt;
&lt;br /&gt;
If Kefka is not brought to &amp;lt;u&amp;gt;60% HP&amp;lt;/u&amp;gt; before 6 minutes and 50 seconds, he will become untargetable and enrage with a lethal attack of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #5 and #6 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;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|Dodge the [[gaze]], then players tethered to the lower purple eye should stack center while the rest run to [[clock spots]] on the outer edge. Afterwards, dodge the [[gaze]] again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|Run towards the teleport location while dodging the [[gaze]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Memorize the next two spell casts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Dodge and memorize.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Dodge and memorize.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #6&#039;&#039;&#039;&lt;br /&gt;
|Avoid the [[gaze]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be the same &#039;&#039;&#039;Thunder&#039;&#039;&#039; and &#039;&#039;&#039;Blizzard&#039;&#039;&#039; as was cast prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge x3&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Kefka&#039;s first phase.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Light of Judgment (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2: God Kefka===&lt;br /&gt;
-----&lt;br /&gt;
Reaching this stage of the encounter activates a checkpoint; meaning that if you wipe for any reason, the battle will reset back to the God Kefka phase (instead of the very beginning). Despite the arena containing a very obvious shift to luminous yellow, there are no actual terrain differences. Players will remain atop a circular platform and can still fall over the edge to their immediate doom.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
&lt;br /&gt;
* Players will want to decide whether to tank Kefka in the center or at the edge for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.&lt;br /&gt;
* Tanks and healers should decide which role takes the eastern and western towers for &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039; and &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;.&lt;br /&gt;
* Each tank and healer will want an assigned waymark for &#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039; in &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Angel&#039;&#039;&#039;&lt;br /&gt;
|Sets all player&#039;s HP to 1. [[Barrier|Barriers]], however, will still remain.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Kefka casts a [[Area of Effect#static Circle AoE|static circle AoE]] underneath himself, a cross of [[Area of Effect#static Line AoE|static line AoEs]] from the arena&#039;s center, and places a {{I|Stack marker}} on a healer.&lt;br /&gt;
This is immediately followed by a [[Area of Effect#static Donut AoE|static donut AoE]] underneath himself and hitting all DPS with unmarked [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small)&#039;&#039;&#039;&lt;br /&gt;
|A total of seven yellow triangles will descend from the sky in 3 separate sets. The 3 endpoints of each triangle will burst into [[Area of Effect#static Circle AoE|static circle AoEs]] in the same order they fell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;&lt;br /&gt;
|Three small triangles and one massive triangle descend from the sky in one of two random patterns, with each endpoint detonating into [[Area of Effect#static Circle AoE|static circle AoEs]]. The AoEs created by the massive triangle are, similarly, much larger than usual.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Kefka&#039;s wings will glow white, though which of the two wings glow is random. Kefka will fire a massive [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] from his glowing side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|The closest and farthest players are hit by large [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker|Stack attack}} followed by &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; two seconds later—a [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] from Kefka&#039;s front or back.&lt;br /&gt;
&lt;br /&gt;
* If Kefka cast &#039;&#039;&#039;Futures Numbered&#039;&#039;&#039;, then &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; will be a frontal cone AoE. If &#039;&#039;&#039;Pasts Forgotten&#039;&#039;&#039; was cast, it will be a rear cone AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forsaken&#039;&#039;&#039;&lt;br /&gt;
|Deals extreme party-wide damage and begins a new sequence of attacks—indicating the start of a mini-phase.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O8S Celestriad Positioning.png|alt=Positioning for Celestriad by moving Kefka north.|thumb|215x215px|A common strategy for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.]]&lt;br /&gt;
Phase 2 will require precise positioning and constant awareness from each role. Tanks will need repeatedly need to move and face Kefka in preparation for certain attacks while DPS handle various types of AoEs.&lt;br /&gt;
&lt;br /&gt;
The first obstacle players will encounter is &#039;&#039;&#039;Celestriad&#039;&#039;&#039;, which is all of Kefka&#039;s &#039;&#039;&#039;Fire&#039;&#039;&#039;, &#039;&#039;&#039;Thunder&#039;&#039;&#039;, and &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells cast in quick succession. Healers and Tanks will need to stack together while DPS will need to spread out, all while avoiding the [[Area of Effect#Static Circle AoE|static circle]] and [[Area of Effect#Static Donut AoE|static donut AoEs]].&lt;br /&gt;
&lt;br /&gt;
The two primary methods to handling &#039;&#039;&#039;Celestriad&#039;&#039;&#039; is either positioning Kefka in the center of the arena, or at the far northern edge.&lt;br /&gt;
&lt;br /&gt;
* If tanking Kefka at the north edge, Tanks and healers typically stack together in one of the northern corners of the safezone. One DPS will be south of the stack while the other three DPS are spread out on the opposite side of the circle AoE.&lt;br /&gt;
** Once the [[Area of Effect#Static Circle AoE|static circle AoE]] disappears, the DPS players will move into the safe zone, staying at its outer edge to maximize the distance between each other until the [[Area of Effect#Spread Circle|spread circles]] detonate.&lt;br /&gt;
* If tanking Kefka in the center, players will need to be assigned different intercardinal safe zones. Tanks and healers will occupy one, and two DPS will have to share another. Once the [[Area of Effect#static Line AoE|static line AoEs]] disappear, the DPS sharing a corner will have to quickly separate before the [[Area of Effect#Spread Circle|spread circles]] detonate 1 second later.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Opening 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;Heartless Angel&#039;&#039;&#039;&lt;br /&gt;
|Heal all the players quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|If planning to use the northern &#039;&#039;&#039;Celestriad&#039;&#039;&#039; strat, start moving Kefka to the north.&lt;br /&gt;
&#039;&#039;This &#039;&#039;&#039;Ultima,&#039;&#039;&#039; and only this, can be taken with no mitigation, although healing to full is still needed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Healers and tanks must stack together while DPS spread apart, all while avoiding the circle, line, and donut AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| During or after this &#039;&#039;&#039;Ultima&#039;&#039;&#039; cast, the main tank can preposition Kefka to slightly center of the arena in preparation for &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #1 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Sets all player&#039;s HP to 1. Players &#039;&#039;not&#039;&#039; at full health will receive a 12 second {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; debuff, preventing any and all healing. Players at full HP will only be debuffed for 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring exactly 2 or 4 players inside, matching the number of small glowing orange orbs circling its ring. Deals no damage.&lt;br /&gt;
If an incorrect number of players are inside the tower, all players are debuffed with a stack of {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mad Heads&#039;&#039;&#039;&lt;br /&gt;
|Floating heads that attach a [[Tether (mechanic)#Chase Tether|chase tether]] to each DPS player. Explodes on contact with &#039;&#039;any&#039;&#039; player for moderate magic damage and inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
If its target dies or 15 seconds pass, &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; will self-destruct, dealing no damage but inflicting a stack of {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on all players for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
A deceptive phase in that while players will be repeatedly set to 1 HP, most attacks do not deal any damage. Failed mechanics will often result in {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; stacks rather than death, but the loss of damage output can easily result in a failure to defeat Kefka before they enrage.&lt;br /&gt;
&lt;br /&gt;
Kefka can be tanked in the center of the arena for the duration of this phase.&lt;br /&gt;
&lt;br /&gt;
Healers must start this phase by ensuring all players are healed to 100% HP immediately. Any players not at full HP will have their {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; debuff timer tripled, likely resulting in their death.&lt;br /&gt;
&lt;br /&gt;
Kefka will cast &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;; a 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; tower appears in the &amp;lt;u&amp;gt;east&amp;lt;/u&amp;gt;, &amp;lt;u&amp;gt;west&amp;lt;/u&amp;gt;, and &amp;lt;u&amp;gt;center&amp;lt;/u&amp;gt; of the arena; two &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; appear in the east; and two &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; appear in the west.&lt;br /&gt;
&lt;br /&gt;
DPS players should fill the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers on the east and west, taking the tower closest to their tethered &#039;&#039;&#039;Mad Head&#039;&#039;&#039; to prevent it from crossing over the center and colliding with others. There are two ways to do this: Cross tethers and Near tethers&lt;br /&gt;
&lt;br /&gt;
* Cross tethers/cross skulls: DPS take the tower furthest away from their skull. If doing this, the DPS should take care not crossing their tether inside the middle tower.&lt;br /&gt;
* Far tethers/skulls: DPS take the tower nearest to their skull, but stretches the tether as far as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:CrossTethers o8s f1.png|center|thumb|DPS cross skull tethers for Forsaken #1]]&lt;br /&gt;
[[File:Screenshot 2026-07-16 162929.png|center|thumb|Each DPS takes the tower nearest to their skull]]&lt;br /&gt;
Both healers should take the center tower and prepare to use heavy AoE healing the instant {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; expires.&lt;br /&gt;
&lt;br /&gt;
Once the towers resolve, DPS should avoid their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; until they have been sufficiently healed enough to intentionally collide with their &#039;&#039;&#039;Mad Head&#039;&#039;&#039; and detonate it.&lt;br /&gt;
&lt;br /&gt;
This will be followed up by &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;, requiring DPS and healers to &#039;&#039;avoid&#039;&#039; being the closest and farthest players, and additionally avoiding standing near the tanks.&lt;br /&gt;
&lt;br /&gt;
Kefka will then repeat the process a second time with a cast of &#039;&#039;&#039;Ultima&#039;&#039;&#039; into &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Handle the sequence the same way as before and the onslaught will end with a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #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;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|Heal all players to full immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|DPS should take the towers closest to their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; while healers take the center towers. Heal all DPS once the debuff expires, then DPS can detonate their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal all players to full immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Repeat as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Move to where the third set of &#039;&#039;&#039;Trines&#039;&#039;&#039; fell that is also opposite to Kefka&#039;s glowing wing, then move into where the first set of &#039;&#039;&#039;Trines&#039;&#039;&#039; appeared after they exploded.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Afterwards, if &#039;&#039;&#039;Future&#039;&#039;&#039; was cast, avoid Kefka&#039;s front. If &#039;&#039;&#039;Past&#039;&#039;&#039;, avoid Kefka&#039;s rear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should move away while healers focus on healing the main tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank can now preposition Kefka to center of the arena to prepare for &#039;&#039;&#039;Forsaken #2.&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #2 ===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&lt;br /&gt;
|The two farthest DPS players are marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, dropping 4 consecutive lava [[Area of Effect#Puddle|puddles]] over time. Two other DPS will be chased by 5 [[Area of Effect#Homing AoE|Homing AoEs]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;&lt;br /&gt;
|Kefka splits into four, jumping onto each tank and healer&#039;s position and dealing AoE damage.&lt;br /&gt;
Three seconds after, each Kefka will face his target&#039;s current location and cast &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, being either a frontal (future) or rear (past) [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] depending on the prior cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Proximity AoE|proximity AoE]] is placed underneath a DPS player, who is simultaneously targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O8S Forsaken 2.gif|alt=A strategy for Forsaken 2.|thumb|If &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; is cast instead, Tanks and Healers will want to face the Kefka clones towards the edges until &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; begins casting.]]&lt;br /&gt;
Kefka will utilize an extremely restrictive combination of AoE attacks, forcing all players to move in very specific directions while simultaneously resolving towers.&lt;br /&gt;
&lt;br /&gt;
* A 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; tower appears on the east and west side of the arena.&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&#039;&#039;, followed immediately by either &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; or &#039;&#039;&#039;Past&#039;s End&#039;&#039;&#039;.&lt;br /&gt;
* A 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; appears on the north edge of the arena.&lt;br /&gt;
* Kefka begins casting &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, and a 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; appears on the east and west edges of the arena.&lt;br /&gt;
* A second set of 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers appears on the east and west sides of the arena while a DPS player is targeted by &#039;&#039;&#039;Meteor&#039;&#039;&#039;.&lt;br /&gt;
* The mini-phase is ended with a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To start, both tanks and healers will want to assign positions: One role should take the west towers and the other the east towers.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will need a unique position on the south edge of the arena to spread to for &#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks and Healers will first resolve their assigned towers, then spread to their assigned position in the south. After Kefka splits into four, tanks and healers will either need to hold still (if &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; was cast) or run through Kefka towards the center (if &#039;&#039;&#039;Past&#039;s End&#039;&#039;&#039;) to avoid &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; from hitting the entire party. Once Kefka begins casting &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, tanks and healers can simply focus on taking their assigned towers again.&lt;br /&gt;
&lt;br /&gt;
The ranged DPS marked by {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; will want to split to the east and west cardinal edges to start baiting the mechanic, slowly inching towards the north where the 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is—waiting until the 4th [[Area of Effect#Puddle|puddle]] drops before entering the tower.&lt;br /&gt;
&lt;br /&gt;
The unmarked melee DPS will want to stack in the south and run together, slowly dropping their AoEs closer to the north until the 5th and final one appears—after-which they can enter the tower as well.&lt;br /&gt;
&lt;br /&gt;
* If players want to increase DPS uptime, the melee DPS can stack together and rotate clockwise or counter-clockwise together around Kefka. Healers and Tanks will have to dodge their AoEs inside the towers, however.&lt;br /&gt;
&lt;br /&gt;
Once the DPS resolves their 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039;, they should run next to (but not into) the tank&#039;s 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; to include the tanks in the stack marker.&lt;br /&gt;
[[File:O8S Trine Big.png|alt=The two potential patterns for Trine (Big).|thumb|The two potential patterns for Trine (Big).]]&lt;br /&gt;
The mini-phase will end with &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Kefka will follow up with another &#039;&#039;&#039;Celestriad&#039;&#039;&#039; that can be handled the same as before.&lt;br /&gt;
&lt;br /&gt;
The final attack of note is a cast of &#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This ability has two potential patterns, resulting in a safe zone on an empty edge of the arena, or directly in the center.&lt;br /&gt;
&lt;br /&gt;
Position and dodge accordingly until Kefka&#039;s third &#039;&#039;&#039;Forsaken&#039;&#039;&#039; cast.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #2 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;Forsaken #2&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party. Tanks and Healers should split to opposite east / west sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&lt;br /&gt;
|The two DPS responsible for baiting {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should split to opposite east/west edges, while the other two move south. DPS must dodge AoEs while slowly moving north towards the [[Tower#Multi-Player Tower|tower]]. &lt;br /&gt;
If the inner DPS chooses to rotate CW/CCW, it&#039;s recommended to start from the North side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;&lt;br /&gt;
|Healers and Tanks should spread along the south edge, then face Kefka outwards (future) or inwards (past) relative to the arena center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;All Things Ending + Meteor&#039;&#039;&#039;&lt;br /&gt;
|Resolve towers while DPS bring the {{I|Stack marker}} towards the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
|Tanks should bring move Kefka towards either a cardinal edge or to the center in preparation for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Avoid the side of Kefka the glowing wing is on.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank can now pull Kefka to slightly center of the arena in preparation of &#039;&#039;&#039;Trine (big)&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the safe zone, then dodge Kefka&#039;s &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Ensure tanks are the closest and farthest players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together and use heavy mitigations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Tanks must spread apart again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank now can pull Kefka to center of the arena in preparation of &#039;&#039;&#039;Forsaken #3.&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #3 ===&lt;br /&gt;
----While no new attacks will be used here, Kefka will combine several attacks from both Phase 1 and 2 in a final onslaught of terror.&lt;br /&gt;
&lt;br /&gt;
* A 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is created on the east and west side of the arena, and a 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; on the south side. Four random players are also targeted by [[knockback]] [[Tether (mechanic)|tethers]].&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;Ultima&#039;&#039;&#039; followed quickly by &#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039; shortly after the towers resolve.&lt;br /&gt;
* &#039;&#039;&#039;Graven Image #5&#039;&#039;&#039; (Sleep and Confusion tethers) is cast, with another set of 2-player &#039;&#039;&#039;Paths of Light&#039;&#039;&#039; appearing in the east and west.&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;Ultima&#039;&#039;&#039; then begins his &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039; attack rotation with &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;, &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;, and three &#039;&#039;&#039;Paths of Light&#039;&#039;&#039;.&lt;br /&gt;
* Shortly after, a 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is created in the south while Kefka casts &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;.&lt;br /&gt;
* After another cast of &#039;&#039;&#039;Ultima&#039;&#039;&#039;, Kefka combines &#039;&#039;&#039;Graven Image #4&#039;&#039;&#039; (yellow/purple half-arena orb) with a cast of &#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;.&lt;br /&gt;
* The onslaught ends, as usual, with &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To start, similar to &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;, healers and tanks will want to split to two different sides of the arena to take the two 2-player towers. DPS should take the 4-player tower in the south.&lt;br /&gt;
&lt;br /&gt;
Knockback tethers can be handled either by standing a short distance to the north of the tower, or by simply using {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
&lt;br /&gt;
Tanks must be in the same tower for &#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;, which happens shortly after towers resolve.&lt;br /&gt;
&lt;br /&gt;
Next mini-phrase of Graven Image 3 will happens, this time with 2 towers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; is removed by the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers, allowing players to run closer to the center and away from their confused comrades.&lt;br /&gt;
* For ease of handling this mechanic, party can take note of their pair positions on the previous &#039;&#039;&#039;[[Sigmascape V4.0 (Savage)#Graven Image #3 and #4|Graven Image #3]]&#039;&#039;&#039;: Pairs on northwest and southwest will handle the West tower, while pairs on northeast and southeast will handle the East tower. Players with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers will occupied the towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread out to the edges of the arena.&lt;br /&gt;
** If doing the box positions strat, players with  &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers can spread to their color coded waymark on cardinal or intercardinal of the arena.&lt;br /&gt;
&lt;br /&gt;
Healers will need to quickly heal the party to full after the &#039;&#039;&#039;Ultima&#039;&#039;&#039; in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;, which can be handled in the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DPS will need to quickly resolve their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;, as a 4-player tower appears in the south that tanks &#039;&#039;can not&#039;&#039; occupy due to Kefka&#039;s &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;. Healers can account for two of the four players required.&lt;br /&gt;
&lt;br /&gt;
Lastly, &amp;lt;u&amp;gt;tanks will need to face Kefka either east or west&amp;lt;/u&amp;gt; to prevent the combination of &#039;&#039;&#039;Graven Image #4&#039;&#039;&#039; and &#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039; from potentially covering both halves of the arena. With the former hitting east/west and the latter hitting north/south, there will always be one safe quadrant to stand in.&lt;br /&gt;
&lt;br /&gt;
With a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;, Forsaken will end.&lt;br /&gt;
&lt;br /&gt;
Kefka will rotate through his usual series of attacks before repeating &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039; a second time.&lt;br /&gt;
&lt;br /&gt;
At the end of the repeat &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;, Kefka will cast &#039;&#039;&#039;Ultima&#039;&#039;&#039; four times, gaining a stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}}&#039;&#039;&#039; &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; with each. Should players survive, Kefka will enrage with a final cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039; that wipes the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #3 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;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the two towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread to the edge. Those inside the towers can run further into the center after being woken up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party immediately in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Face Kefka to the east or west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Dodge towards the third set of triangles while avoiding Kefka&#039;s glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should split and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack back together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack in the safe zone, then dodge &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the two towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread to the edge. Those inside the towers can run further into the center after being woken up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party immediately in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Face Kefka to the east or west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima x4&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, this is the last chance to defeat Kefka.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Light of Judgment (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Diamond Weapons}}&lt;br /&gt;
*{{Item icon|Sigmascape Datalog v4.0}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Alpha&#039;s Feather}} (Drops directly from boss, must be synced)&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 Diamond Arms (IL 375)}}&lt;br /&gt;
{{Drops table row|Diamond Axe}}&lt;br /&gt;
{{Drops table row|Diamond Greatsword}}&lt;br /&gt;
{{Drops table row|Diamond Bayonet}}&lt;br /&gt;
{{Drops table row|Diamond Halberd}}&lt;br /&gt;
{{Drops table row|Diamond War Scythe}}&lt;br /&gt;
{{Drops table row|Diamond Knuckles}}&lt;br /&gt;
{{Drops table row|Diamond Katana}}&lt;br /&gt;
{{Drops table row|Diamond Daggers}}&lt;br /&gt;
{{Drops table row|Diamond Saberfangs}}&lt;br /&gt;
{{Drops table row|Diamond Bow}}&lt;br /&gt;
{{Drops table row|Diamond Musketoon}}&lt;br /&gt;
{{Drops table row|Diamond Chakrams}}&lt;br /&gt;
{{Drops table row|Diamond Rod}}&lt;br /&gt;
{{Drops table row|Diamond Grimoire}}&lt;br /&gt;
{{Drops table row|Diamond Tuck}}&lt;br /&gt;
{{Drops table row|Diamond Fan Brush}}&lt;br /&gt;
{{Drops table row|Diamond Cane}}&lt;br /&gt;
{{Drops table row|Diamond Codex}}&lt;br /&gt;
{{Drops table row|Diamond Sextant}}&lt;br /&gt;
{{Drops table row|Diamond Wings}}&lt;br /&gt;
{{Drops table row|Diamond Chest Gear Coffer (IL 370)}}&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|Diamond Weapon Coffer (IL 375)}}&lt;br /&gt;
{{Drops table row|Wind-up Kefka}}&lt;br /&gt;
{{Drops table row|Air Force 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 Sigma, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Sigma, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Sigma, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Sigma}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 Part 1|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 1 Part 2|Dancing Mad - Movement I}}&lt;br /&gt;
{{music table row|Phase 1 Part 3|Dancing Mad - Movement II}}&lt;br /&gt;
{{music table row|Phase 1 Part 4|Dancing Mad - Movement III}}&lt;br /&gt;
{{music table row|Phase 2|Dancing Mad - Movement IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V2.0_(Savage)&amp;diff=1498731</id>
		<title>Alphascape V2.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V2.0_(Savage)&amp;diff=1498731"/>
		<updated>2026-07-16T17:16:31Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Add note and tip for phrase 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V2.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V2.0 (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 V2.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 375&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 30 Poetics&lt;br /&gt;
| location = The Dragonstar, Psiscape V2.0&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 V2.0 (Savage)&lt;br /&gt;
| id-gt = 30074&lt;br /&gt;
| id-edb = aa718108575&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O10S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Midgardsormr (Alphascape)|Midgardsormr]] ==&lt;br /&gt;
Players will take on [[Midgardsormr]] within a square-shaped arena that contains no death-walls or passive hazards. Below is a list of all abilities used during the encounter and in the order that they occur.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----Like [[Alphascape V2.0|normal mode]], Midgardsormr will indicate large AoE attacks by combining horizontal and vertical spins. Unlike normal mode, there is the new possibility for a &#039;&#039;&#039;Vertical + Horizontal&#039;&#039;&#039; spin. Additionally, these spins may be spaced apart with other attacks between.&lt;br /&gt;
&lt;br /&gt;
There is an easy way to discern the type of upcoming attack:&lt;br /&gt;
&lt;br /&gt;
* If the first spin is &#039;&#039;&#039;Horizontal&#039;&#039;&#039;, the AoE will be circular ([[Area of Effect#Static Circle AoE|static circle AoE]] or [[Area of Effect#Static Donut AoE|donut AoE]]).&lt;br /&gt;
* If the first spin is &#039;&#039;&#039;Vertical&#039;&#039;&#039;, the attack will be a cross of [[Area of Effect#Static Line AoE|static line AoEs]].&lt;br /&gt;
&lt;br /&gt;
Getting hit by any of these attacks inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Azure Wings&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Circle AoE|static circle AoE]] underneath Midgardsormr. Indicated by a &#039;&#039;&#039;Horizontal + Horizontal&#039;&#039;&#039; spin.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stygian Maw&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] underneath Midgardsormr. Indicated by a &#039;&#039;&#039;Horizontal + Vertical&#039;&#039;&#039; spin.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloodied Maw&#039;&#039;&#039;&lt;br /&gt;
|A cross of [[Area of Effect#Static Line AoE|static line AoEs]] from Midgardsormr&#039;s cardinals, based on the direction he is facing. Indicated by a &#039;&#039;&#039;Vertical + Vertical&#039;&#039;&#039; spin.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crimson Wings&#039;&#039;&#039;&lt;br /&gt;
|A cross of [[Area of Effect#Static Line AoE|static line AoEs]] rotated to Midgardsormr&#039;s inter-cardinals, based on the direction he is facing. Indicated by a &#039;&#039;&#039;Vertical + Horizontal&#039;&#039;&#039; spin.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tail End&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]]. Cast very frequently.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Multi-hit stack|multi-hit stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Spread Line or Cone|spread line]] attack targeting all players, indicated by brown glowing arrows.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Lightning [[Area of Effect#Spread Circle|spread circles]] placed on four random non-tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Horrid Roar&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Static Circle AoE|static circle AoE]] under all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Time Immemorial&#039;&#039;&#039;&lt;br /&gt;
|The two highest enmity players are circled by blue and yellow chains. The blue chains inflict {{Status effect|debuff|File:Death from above icon1.png|link=File:Death from above icon1.png}} &#039;&#039;&#039;Death from Above&#039;&#039;&#039;, and the yellow inflicts {{Status effect|debuff|File:Death from below icon1.png|link=File:Death from below icon1.png}} &#039;&#039;&#039;Death from Below&#039;&#039;&#039;.&lt;br /&gt;
The former inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;Doom&#039;&#039;&#039; if the player is melee-attacked by a flying enemy, while the latter does the same if melee-attacked by a grounded enemy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Northern Cross&#039;&#039;&#039;&lt;br /&gt;
|Transforms the arena into an [[Other Mechanics#Ice Floor|ice floor]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dry Ice&#039;&#039;&#039;&lt;br /&gt;
|Targets both healers with ice [[Area of Effect#Spread Circle|spread circles]]. These become ice [[Area of Effect#Puddle|puddles]] that inflict {{Status effect|debuff|Deep freeze}} &#039;&#039;&#039;[[Deep Freeze]]&#039;&#039;&#039; and grow larger twice over a short period of time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&lt;br /&gt;
|Places a repeatedly exploding pillar of fire at the location of two random DPS players.&lt;br /&gt;
|}&lt;br /&gt;
A majority of this first phase will be properly dodging the attacks indicated by the spins, as they will be combined with other attacks to limit the space players have to safely spread out.&lt;br /&gt;
&lt;br /&gt;
Players should prepare [[Clock spots|clock spot]] position assignments for the &#039;&#039;&#039;Horizontal&#039;&#039;&#039; attacks and cardinal/inter-cardinal assignments for the &#039;&#039;&#039;Vertical&#039;&#039;&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
Since Midgardsormr&#039;s &#039;&#039;&#039;Vertical&#039;&#039;&#039; attacks are based on the direction he is facing at the start of the cast, the tank should always try to stay directly north to ensure safe zones are consistent.&lt;br /&gt;
&lt;br /&gt;
The last attack of note is &#039;&#039;&#039;Time Immemorial&#039;&#039;&#039;. As Midgardsormr is flying for the entirety of this phase, the tank marked by the golden chains will want to maintain enmity.&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;Crimson Wings&#039;&#039;&#039;&lt;br /&gt;
|Face Midgardsormr north prior and spread to cardinals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Stack, mitigate, and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Azure Wings&#039;&#039;&#039;&lt;br /&gt;
|Move away from Midgardsormr.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail End&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. Tank swap optional to help conserve mitigations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Horizontal Attack +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039;&lt;br /&gt;
|All players will have to spread to [[clock spots]] underneath Midgardsormr or away from him. Whether it is a circle AoE or a donut is random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail End&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vertical Attack +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Thunderstorms&#039;&#039;&#039;&lt;br /&gt;
|Spread out either to inter-cardinals or cardinals depending on the spin.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Time Immemorial&#039;&#039;&#039;&lt;br /&gt;
|The tank with the golden chain ({{Status effect|debuff|File:Death from below icon1.png|link=File:Death from below icon1.png}} &#039;&#039;&#039;Death from Below&#039;&#039;&#039;) should provoke.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail End&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Northern Cross&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Horizontal Attack&#039;&#039;&#039;&lt;br /&gt;
|Slide underneath or away depending on the spin.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dry Ice + Akh Rhai&#039;&#039;&#039;&lt;br /&gt;
|Healers should drop the puddles into the corners while DPS spread out and move away from the pillars of fire.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Horizontal Attack +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Horrid Roar&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots around Midgardsormr prior, then either move underneath or away depending on the spin.&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 ===&lt;br /&gt;
-----&lt;br /&gt;
After 3 minutes and 15 seconds, Midgardsormr will leave the arena, summoning 7 &#039;&#039;&#039;&#039;&#039;Immortal Keys&#039;&#039;&#039;&#039;&#039; and an &#039;&#039;&#039;&#039;&#039;Ancient Dragon&#039;&#039;&#039;&#039;&#039; in his place. He will additionally begin charging an &#039;&#039;Aether gauge&#039;&#039; that will wipe the party if it fills to 100.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, &#039;&#039;&#039;&#039;&#039;Immortal Keys&#039;&#039;&#039;&#039;&#039; will also be randomly tethered to each other, gaining {{Status effect|buff|File:Invincibility icon1.png|link=File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; if tethered to two or more objects.&lt;br /&gt;
&lt;br /&gt;
Players will need to destroy all the Immortal Keys starting from the end-points before finally killing the Ancient Dragon to end the phase.&lt;br /&gt;
&lt;br /&gt;
Tanks will still be debuffed with {{Status effect|debuff|File:Death from above icon1.png|link=File:Death from above icon1.png}} &#039;&#039;&#039;Death from Above&#039;&#039;&#039; and {{Status effect|debuff|File:Death from below icon1.png|link=File:Death from below icon1.png}} &#039;&#039;&#039;Death from Below&#039;&#039;&#039;, and as the Ancient Dragon is &#039;&#039;not flying&#039;&#039;, the tank debuffed with the former will have to hold enmity.&lt;br /&gt;
&lt;br /&gt;
The Ancient Dragon will use two basic abilities:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frost Breath&#039;&#039;&#039; - A powerful [[Area of Effect#Cleave|cleave]] breath.&lt;br /&gt;
*&#039;&#039;&#039;Rime Wreath&#039;&#039;&#039; - Unavoidable party-wide damage.&lt;br /&gt;
On defeat, the Ancient Dragon will drop a [[Area of Effect#Static Circle AoE|static circle AoE]], as well as a small white circle that a single player can touch to receive an {{Status effect|buff|File:Arcane bulwark icon1.png|link=File:Arcane bulwark icon1.png}} &#039;&#039;&#039;Arcane Bulwark&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The {{Status effect|buff|File:Arcane bulwark icon1.png|link=File:Arcane bulwark icon1.png}} &#039;&#039;&#039;Arcane Bulwark&#039;&#039;&#039; grants the user a ~400,000 HP [[barrier]], but will be transferred to other players on touch. After transferal, the previous owner will be debuffed with {{Status effect|debuff|File:Defenseless icon1.png|link=File:Defenseless icon1.png}} &#039;&#039;&#039;Defenseless&#039;&#039;&#039;, preventing them from receiving the bulwark again.&lt;br /&gt;
** If the barrier health is low, the buff will become a {{Status effect|buff|File:Crumbling bulwark icon1.png|link=File:Crumbling bulwark icon1.png}} &#039;&#039;&#039;Crumbling Bulwark&#039;&#039;&#039;. This purely serves as a visual indicator stating that the bulwark does not have enough health to fully block the next attack.&lt;br /&gt;
&lt;br /&gt;
Once all enemies are defeated, the {{Status effect|debuff|File:Death from below icon1.png|link=File:Death from below icon1.png}} &#039;&#039;&#039;Death from Below&#039;&#039;&#039; tank should grab the {{Status effect|buff|File:Arcane bulwark icon1.png|link=File:Arcane bulwark icon1.png}} &#039;&#039;&#039;Arcane Bulwark&#039;&#039;&#039; and avoid accidentally passing it to other players.&lt;br /&gt;
&lt;br /&gt;
Midgardsormr will cast &#039;&#039;&#039;Protostar&#039;&#039;&#039;, dealing high party-wide damage three times in succession, and begin the next phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Cauterize&#039;&#039;&#039;&lt;br /&gt;
|Midgardsormr appears at a random edge of the arena, then after a few seconds, dashes straight across in a [[Area of Effect#Static Line AoE|Line AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crimson Breath&#039;&#039;&#039;&lt;br /&gt;
|A red arrow placed on a random DPS or healer indicating a [[Area of Effect#Spread Line or Cone|90-degree spread cone]] attack. Deals ~65,000 damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Blast&#039;&#039;&#039;&lt;br /&gt;
|A group of three fire orbs that explode into massive [[Area of Effect#Static Line AoE|static line AoEs]] in all cardinal directions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hot Tail&#039;&#039;&#039;&lt;br /&gt;
|Midgardsormr places a [[Tether (mechanic)#Transferable Tether|transferable tether]] on a random player, then after ~20 seconds, fires a ~65,000 damage [[Area of Effect#Static Line AoE|static line AoE]] from his front and back aimed at target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exaflare&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Moving AoE|moving AoE]] placed on random edges of the arena.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O10S Phase 3.gif|alt=The Flame Blast + Hot Tail attack series and how to survive it.|thumb|The Flame Blast + Hot Tail attack series and how to survive it.]]&lt;br /&gt;
Midgardsormr places &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; under all players, &#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; on four random DPS or healers, and prepared &#039;&#039;&#039;Cauterize&#039;&#039;&#039;. After two rounds of this attack sequence, he will return to the arena—&#039;&#039;grounded&#039;&#039; this time.&lt;br /&gt;
&lt;br /&gt;
As he is no longer flying, the tank with {{Status effect|debuff|File:Death from above icon1.png|link=File:Death from above icon1.png}} &#039;&#039;&#039;Death from Above&#039;&#039;&#039; will want to maintain enmity for the entirety of this phase.&lt;br /&gt;
&lt;br /&gt;
Phase 3 primarily consists of proper use of the {{Status effect|buff|File:Arcane bulwark icon1.png|link=File:Arcane bulwark icon1.png}} &#039;&#039;&#039;Arcane Bulwark&#039;&#039;&#039; to shield against &#039;&#039;&#039;Crimson Breath&#039;&#039;&#039; and &#039;&#039;&#039;Hot Tail&#039;&#039;&#039;. Note that the buff is simply an extremely large [[Barrier|health barrier]], and that taking extra unnecessary damage will result in the bulwark failing to fully protect from later attacks.&lt;br /&gt;
&lt;br /&gt;
There are two attacks of note in this phase:&lt;br /&gt;
&lt;br /&gt;
* Midgardsormr will attack with &#039;&#039;&#039;Crimson Breath&#039;&#039;&#039; four times in a row. The tank with {{Status effect|buff|File:Arcane bulwark icon1.png|link=File:Arcane bulwark icon1.png}} &#039;&#039;&#039;Arcane Bulwark&#039;&#039;&#039; should stand just to the left of the boss with all the healers and DPS close behind. When a player is marked with a red arrow, they will run to the boss&#039;s left, taking the Bulwark, with the now {{Status effect|debuff|File:Defenseless icon1.png|link=File:Defenseless icon1.png}} &#039;&#039;&#039;Defenseless&#039;&#039;&#039; player running to Midgardsormr&#039;s back out of breath range.&lt;br /&gt;
** It is not necessary, nor recommended, to be on the outside of Midgardsormr&#039;s targeting ring during these attacks. Players should stand as close to his center as possible without risking overlapping the cone AoE in order to reduce run time.&lt;br /&gt;
** The resulting &#039;&#039;&#039;Crimson Breath&#039;&#039;&#039; cleave, once appears as a red marker on a player, will stay on even if that marked player is dead, which can result in shenanigan where Midgarsormr will turn around and cleave the area of that dead player&#039;s direction, often results in party wipe.&lt;br /&gt;
* The other notable attack is &#039;&#039;&#039;Flame Blast + Hot Tail&#039;&#039;&#039;. This attack functions almost identically to its prior iteration in [[The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage#Phase 4 (Heart of the Dragon): 40% - 0%|The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage]], with the exception of &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; now being an unavoidable [[Tether (mechanic)#Transferable Tether|transferable tether]]. This attack can be handled in almost the exact same way, only difference being that the player with {{Status effect|buff|File:Arcane bulwark icon1.png|link=File:Arcane bulwark icon1.png}} &#039;&#039;&#039;Arcane Bulwark&#039;&#039;&#039; needs to take the tether, avoid bumping into others, and then point Midgardsormr to either the opposite corner or a safe cardinal while the other players run to the safe area.&lt;br /&gt;
** To lessen the risk of accidentally transferring the Bulwark, the tethered player can wait in the center until the &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; circles appear, then dodging to the edge of the safe corner afterwards.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; finishes casting, Midgardsormr will leave the arena again and begin another two attacks of &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, but combined with &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; and &#039;&#039;&#039;Exaflare&#039;&#039;&#039; this time.&lt;br /&gt;
&lt;br /&gt;
When Midgardsormr returns to the arena, they will be &#039;&#039;flying&#039;&#039; again and remain so until enrage.&lt;br /&gt;
&lt;br /&gt;
The rest of the fight will go similarly to Phase 1 with some minor variations.&lt;br /&gt;
&lt;br /&gt;
After 10 minutes, Midgardsormr will enrage with a never-ending cast of &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Attack 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;Horrid Roar + Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Cauterize x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs and spread out, avoiding where Midgardsormr is facing. The {{Status effect|buff|File:Arcane bulwark icon1.png|link=File:Arcane bulwark icon1.png}} &#039;&#039;&#039;Arcane Bulwark&#039;&#039;&#039; tank must stay away from others to prevent accidentally transferring the buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Time Immemorial&#039;&#039;&#039;&lt;br /&gt;
|The tank with {{Status effect|debuff|File:Death from above icon1.png|link=File:Death from above icon1.png}} &#039;&#039;&#039;Death from Above&#039;&#039;&#039; must maintain enmity.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crimson Breath x4&#039;&#039;&#039;&lt;br /&gt;
|The marked player should be given the {{Status effect|buff|File:Arcane bulwark icon1.png|link=File:Arcane bulwark icon1.png}} &#039;&#039;&#039;Arcane Bulwark&#039;&#039;&#039; at Midgardsormr&#039;s side while the rest of the party stays to the boss&#039;s back.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Horrid Roar&#039;&#039;&#039;&lt;br /&gt;
|Stand in the corner where the third set of &#039;&#039;&#039;Flame Blasts&#039;&#039;&#039; appeared, except for the {{Status effect|buff|File:Arcane bulwark icon1.png|link=File:Arcane bulwark icon1.png}} &#039;&#039;&#039;Arcane Bulwark&#039;&#039;&#039; player, who should stand center first, then dodge to into the third set after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Blast x3&#039;&#039;&#039;&lt;br /&gt;
|Move to the center after it explodes, then separate to a safe zone away from Midgardsormr.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hot Tail&#039;&#039;&#039;&lt;br /&gt;
|The tethered player with {{Status effect|buff|File:Arcane bulwark icon1.png|link=File:Arcane bulwark icon1.png}} &#039;&#039;&#039;Arcane Bulwark&#039;&#039;&#039; should face Midgardsormr away from the rest of the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Horrid Roar + Exaflare&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Cauterize x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and spread out. Afterwards, the tank with {{Status effect|debuff|File:Death from below icon1.png|link=File:Death from below icon1.png}} &#039;&#039;&#039;Death from Below&#039;&#039;&#039; must immediately provoke.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tail End&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Stack and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Horrid Roar + Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|All players will be targeted by &#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; this time. Spread out to clock spots.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail End&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Horizontal Attack +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots and move under or away from Midgardsormr depending on the spin.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Time Immemorial&#039;&#039;&#039;&lt;br /&gt;
|The tank with {{Status effect|debuff|File:Death from below icon1.png|link=File:Death from below icon1.png}} &#039;&#039;&#039;Death from Below&#039;&#039;&#039; must maintain enmity.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dry Ice + Exaflare&#039;&#039;&#039;&lt;br /&gt;
|Place the puddles in the corners.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Stack together away from the puddles and the &#039;&#039;&#039;Exaflares&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Northern Cross&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots underneath Midgardsormr in preparation for the next attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Horizontal Attack +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039;&lt;br /&gt;
|If the second flip is &#039;&#039;&#039;Vertical&#039;&#039;&#039;, don&#039;t move. If it&#039;s &#039;&#039;&#039;Horizontal&#039;&#039;&#039;, slide away while maintaining clock spots.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Horrid Roar&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&lt;br /&gt;
|DPS should move away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail End x2&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Horizontal Attack +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots and move under or away from Midgardsormr depending on the spin.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Time Immemorial&#039;&#039;&#039;&lt;br /&gt;
|The tank with {{Status effect|debuff|File:Death from below icon1.png|link=File:Death from below icon1.png}} &#039;&#039;&#039;Death from Below&#039;&#039;&#039; must maintain enmity.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dry Ice + Exaflare&#039;&#039;&#039;&lt;br /&gt;
|Place the puddles in the corners.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Stack together away from the puddles and the &#039;&#039;&#039;Exaflares&#039;&#039;&#039;. Party can safely stack inside where the first &#039;&#039;&#039;Exaflare&#039;&#039;&#039; spawn. This is the party&#039;s last chance to defeat Midgardsormr.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Akh Morn (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v2.0}}&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|Omega Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot 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 Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&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|Primogenitor}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Deltascape_V3.0_(Savage)&amp;diff=1498730</id>
		<title>Deltascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Deltascape_V3.0_(Savage)&amp;diff=1498730"/>
		<updated>2026-07-16T17:07:46Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Add an alt way to tank the add during cave board phrase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Deltascape V3.0|the first tier of [[Omega (Savage)]] in general|Omega: Deltascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Deltascape V3.0 (Savage)&lt;br /&gt;
| description = &lt;br /&gt;
| image = Deltascape V3.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 320&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 15 Poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Audience Chamber, Deltascape V3.0&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|The Anomaly}}&lt;br /&gt;
| patch = 4.05&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Deltascape V3.0 (Savage)&lt;br /&gt;
| id-gt = 30055&lt;br /&gt;
| id-edb = 1b57dd15e71&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O3S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Halicarnassus (Deltascape)|Halicarnassus]] ==&lt;br /&gt;
{{evt|service=youtube|id=binii62IQPw|dimensions=285|align=right|description=Deltascape V3.0 (Savage) Guide}}The fight takes place in a 4x4 arena of tiles. These tiles will not only be used to dictate the range and placement of mechanics, but the effect of certain abilities.&lt;br /&gt;
&lt;br /&gt;
Players will want to assign [[Clock spots|clock spot]] positions.&lt;br /&gt;
&lt;br /&gt;
Additionally, each player will want to be assigned to a different one of the 8 tiles from the middle 2 rows for &#039;&#039;&#039;Phase 3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Blank Board ===&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 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Critical Hit&#039;&#039;&#039;&lt;br /&gt;
|A casted [[tankbuster]] that always critically hits.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade Holy (Pole Shift)&#039;&#039;&#039;&lt;br /&gt;
|Three random players are marked with [[Area of Effect#Spread Circle|spread circles]], one other player with a {{I|Stack marker}}, and all four are [[Tether (mechanic)|tethered]] into pairs.&lt;br /&gt;
Halicarnassus then casts &#039;&#039;&#039;Pole Shift&#039;&#039;&#039;, swapping the positions of the tethered players with their partner right before their mechanics resolve.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Haste&#039;&#039;&#039;&lt;br /&gt;
|Buffs Halicarnassus with {{Status effect|buff|haste}} &#039;&#039;&#039;[[Haste (status effect)|Haste]]&#039;&#039;&#039; for 5 seconds, reducing her next spell to a 2 second cast. Always followed by &#039;&#039;&#039;Thunder III&#039;&#039;&#039;, &#039;&#039;&#039;Fire III&#039;&#039;&#039;, or &#039;&#039;&#039;Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Circle AoE|Static circle AoE]] centered on Halicarnassus. Inflicts &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039; and a 3 second {{Status effect|debuff|deep freeze}} &#039;&#039;&#039;[[Deep Freeze]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade Thunder III&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|Static line AoE]] aimed at a random player. Inflicts &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039; and a 12 second curable {{Status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade Fire III&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|Static donut AoE]] centered on Halicarnassus. Inflicts &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039; and a 18 second curable {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Blank)&#039;&#039;&#039;&lt;br /&gt;
|Hits each player with an unmarked, thin [[Area of Effect#Spread Line or Cone|spread cone AoE]] at the end of the cast.&lt;br /&gt;
&lt;br /&gt;
* The function of this ability will change with each phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Playing Field&#039;&#039;&#039;&lt;br /&gt;
|Creates six tiles on the ground, two marked for DPS, two for healers, and two for tanks. Mechanics resolve at the end of the cast, &#039;&#039;&#039;The Game&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each tile left empty, or without the correct role inside, inflicts a stack of &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;, &#039;&#039;&#039;{{Status effect|debuff|infirmity}}&#039;&#039;&#039; &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039;, and &#039;&#039;&#039;{{Status effect|debuff|damage down}}&#039;&#039;&#039; &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to the entire party.&lt;br /&gt;
* Players on the wrong tile are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oink&#039;&#039;&#039;&lt;br /&gt;
|All players are marked with [[Stack marker#Red Triangle Markers|red triangle markers]]. Failing to stack with at least one other player inflicts &#039;&#039;&#039;{{Status effect|debuff|File:Piggy icon4.png|link=File:Piggy icon4.png}}&#039;&#039;&#039; &#039;&#039;&#039;Piggy&#039;&#039;&#039; for 25 seconds, transforming the player into a pig.&lt;br /&gt;
|}&lt;br /&gt;
Players will want to take note of the &#039;&#039;&#039;The Queen&#039;s Waltz&#039;&#039;&#039;, as the functionality of this ability will change to match the board state.&lt;br /&gt;
&lt;br /&gt;
In Phase 1, &#039;&#039;&#039;The Queen&#039;s Waltz&#039;&#039;&#039; is similar to Protean Wave from [[Alexander - The Arm of the Father (Savage)|The Arm of the Father (Savage)]]; all players will want to spread out in a circle around Halicarnassus. This can be simplified by utilizing [[Clock spots|clock spot]] positions.&lt;br /&gt;
&lt;br /&gt;
Halicarnassus also has three &#039;&#039;&#039;Spellblade (Element)&#039;&#039;&#039; spells. Which spell is cast is often chosen randomly, and occasionally buffed by {{Status effect|buff|haste}} &#039;&#039;&#039;[[Haste (status effect)|Haste]]&#039;&#039;&#039;. Players will need to maintain quick reaction times throughout the fight.&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first ability to look out for is &#039;&#039;&#039;Spellblade Holy (Pole Shift)&#039;&#039;&#039;. The player with the {{I|Stack marker}} will be tethered to one of the players with a [[Area of Effect#Spread Circle|spread circle]] and have their positions swapped right before their mechanics resolve.&lt;br /&gt;
&lt;br /&gt;
The [[Area of Effect#Spread Circle|spread circle]] player tethered to the stack marker should stand next to the boss, and all unmarked players should stand inside the spread circle. Once &#039;&#039;&#039;Pole Shift&#039;&#039;&#039; is cast, the {{I|Stack marker}} will be moved directly on top of the group next to the boss.&lt;br /&gt;
&lt;br /&gt;
All other marked players should spread out to ensure they do not overlap their damage to others after &#039;&#039;&#039;Pole Shift&#039;&#039;&#039;.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;The other ability to look out for is &#039;&#039;&#039;The Playing Field&#039;&#039;&#039;. The two healer and two tank spots will be on opposite sides of the arena, so healers and tanks will want to decide who goes to which side to ensure all tiles are correctly occupied.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;&#039;The Playing Field&#039;&#039;&#039; is immediately followed by &#039;&#039;&#039;Oink&#039;&#039;&#039; first. All players should stack together in the center initially to avoid being turned into a &#039;&#039;&#039;{{Status effect|debuff|File:Piggy icon4.png|link=File:Piggy icon4.png}}&#039;&#039;&#039; &#039;&#039;&#039;Pig&#039;&#039;&#039;. Pigs are not seen as any of the three roles types and thus are instantly killed by &#039;&#039;&#039;The Game&#039;&#039;&#039;.&amp;lt;/blockquote&amp;gt;At the end of every phase, Halicarnassus will cast &#039;&#039;&#039;Panel Swap&#039;&#039;&#039;. This ability changes the state of the arena and indicates the start of a new phase.&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;Critical Hit&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade Holy (Pole Shift)&#039;&#039;&#039;&lt;br /&gt;
|The [[Area of Effect#Spread Circle|spread circle]] player tethered to the {{I|Stack marker}} should stand near the boss with the rest of the group. The other marked players should spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Blank)&#039;&#039;&#039;&lt;br /&gt;
|Spread out in a circle around Halicarnassus.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Haste&#039;&#039;&#039;&lt;br /&gt;
|Stand at a short distance away from Halicarnassus in preparation for the next cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade (Element)&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoE quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Playing Field&#039;&#039;&#039;&lt;br /&gt;
|Stand together in preparation for &#039;&#039;&#039;Oink&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oink&#039;&#039;&#039;&lt;br /&gt;
|Stay stacked together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Game&#039;&#039;&#039;&lt;br /&gt;
|Spread out to tiles with matching role types. One tank and one healer will be needed on each side of the arena, so split accordingly.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Panel Swap&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 2 - Forest Board ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Briars&#039;&#039;&#039;&lt;br /&gt;
|Six tiles in two random opposite corners will be filled with &#039;&#039;&#039;Briars&#039;&#039;&#039;. When stepped into, players are inflicted with {{Status effect|debuff|File:Briar icon1.png|link=File:Briar icon1.png}} &#039;&#039;&#039;Briar&#039;&#039;&#039;, slowing and dealing damage over time, as well as inflicting &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mindjack&#039;&#039;&#039;&lt;br /&gt;
|Debuffs players with a random direction of {{Status effect|debuff|forced march}} &#039;&#039;&#039;[[Forced March]]&#039;&#039;&#039;[[Forced March|.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Place Token (Forest)&#039;&#039;&#039;&lt;br /&gt;
|Creates a &#039;&#039;&#039;&#039;&#039;White Flame&#039;&#039;&#039;&#039;&#039; enemy that deals [[tankbuster]]-level damage with its auto-attacks. Casts &#039;&#039;&#039;White Wind&#039;&#039;&#039;, which will heal Halicarnassus 10% of her HP if within 20y.&lt;br /&gt;
&lt;br /&gt;
* The function of &#039;&#039;&#039;Place Token&#039;&#039;&#039; will change with each phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Forest)&#039;&#039;&#039;&lt;br /&gt;
|Attaches [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]] to all players which inflict stacks of &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039; repeatedly until broken. Tethers will always be attach a DPS player to a random tank or healer.&lt;br /&gt;
&lt;br /&gt;
* Is always combined with &#039;&#039;&#039;Spellblade Fire III&#039;&#039;&#039;, and later, the start of the {{Status effect|debuff|forced march}} &#039;&#039;&#039;[[Forced March]]&#039;&#039;&#039; effect.&lt;br /&gt;
|}&lt;br /&gt;
The tiles will change to grass, with six tiles in opposite corners  filling with &#039;&#039;&#039;&#039;&#039;Briars&#039;&#039;&#039;&#039;&#039;. Players will want to take note of which two corners are safe to survive &#039;&#039;&#039;The Queen&#039;s Waltz&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When the &#039;&#039;&#039;&#039;&#039;White Flame&#039;&#039;&#039;&#039;&#039; enemy is created, the off-tank will want to immediately grab this enemy&#039;s enmity and move it to the opposite side of the arena. If Halicarnassus is hit with &#039;&#039;&#039;White Wind&#039;&#039;&#039;, the amount healed risks the group being unable to defeat the boss before enrage.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primary attack of note in this phase is &#039;&#039;&#039;The Queen&#039;s Waltz&#039;&#039;&#039; combined with {{Status effect|debuff|forced march}} &#039;&#039;&#039;[[Forced March]]&#039;&#039;&#039;.Healers and tanks are always tethered to DPS players, so the group will want to decide which roles run to which corner of the arena (i.e tanks/healers run to northern corners, while DPS to the southern ones).&lt;br /&gt;
&lt;br /&gt;
As it will be random whether the Northeast+Southwest corners or the Northwest+Southeast corners are safe, players will need to be prepared to adjust accordingly every attempt.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;The Queen&#039;s Waltz (Forest)&#039;&#039;&#039;&lt;br /&gt;
|Tanks/healers and DPS must stack near the center first for the tether, then run to opposite assigned corners to break the tethers&#039;&#039;—running outside the &#039;&#039;&#039;Spellblade Fire III&#039;&#039;&#039; range&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Haste&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Quickly dodge out of the way.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Hit&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Place Token (Forest)&#039;&#039;&#039;&lt;br /&gt;
|The off-tank must grab the &#039;&#039;&#039;&#039;&#039;White Flame&#039;&#039;&#039;&#039;&#039; and moved far away from Halicarnassus. Mitigate and kill this enemy quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Haste&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|As all other players will be attacking the &#039;&#039;&#039;&#039;&#039;White Flame&#039;&#039;&#039;&#039;&#039;, only the main tank should need to dodge this.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mindjack&#039;&#039;&#039;&lt;br /&gt;
|Take note of the {{Status effect|debuff|forced march}} &#039;&#039;&#039;[[Forced March]]&#039;&#039;&#039; buff and prepare to point it towards the assigned corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Forest)&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center and aim {{Status effect|debuff|forced march}} &#039;&#039;&#039;[[Forced March]]&#039;&#039;&#039; towards the assigned corners&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Panel Swap&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 3 - Cave Board ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ribbit&#039;&#039;&#039;&lt;br /&gt;
|A large 150 degree [[Area of Effect#Static Cone AoE|frontal cone AoE]] aimed at a random player that debuffs with {{Status effect|debuff|File:toad icon1.png|link=File:toad icon1.png}} &#039;&#039;&#039;Toad&#039;&#039;&#039; for 25 seconds, transforming players into a toad.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Place Dark Token&#039;&#039;&#039;&lt;br /&gt;
|Places three &#039;&#039;&#039;&#039;&#039;Soul Reapers&#039;&#039;&#039;&#039;&#039; on random tiles that soon charge straight across in the direction they are facing. Deals high damage, [[knockback]], and inflicts both &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|damage down}}&#039;&#039;&#039; &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Place Token (Cave)&#039;&#039;&#039;&lt;br /&gt;
|Creates a &#039;&#039;&#039;&#039;&#039;Great Dragon&#039;&#039;&#039;&#039;&#039; enemy that attacks with an extremely high damage [[Area of Effect#Cleave|cleave]] breath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Cave)&#039;&#039;&#039;&lt;br /&gt;
|Deals damage to all players and causes spikes to erupt from &#039;&#039;all non-blue tiles&#039;&#039;, dealing higher damage and inflicting &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039; to players on top of them.&lt;br /&gt;
|}&lt;br /&gt;
The arena will change once again. While most of the tiles are covered in grey rocks, four tiles in a diagonal pattern become blue crystals. These blue crystal tiles are the safe spots from &#039;&#039;&#039;The Queen&#039;s Waltz (Cave)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The off-tank will want to grab the &#039;&#039;&#039;&#039;&#039;Great Dragon&#039;&#039;&#039;&#039;&#039; and move it to a blue crystal corner while the rest of the group stacks together in front of Halicarnassus with her faced away from the dragon. The purpose of this is to intentionally aim &#039;&#039;&#039;Ribbit&#039;&#039;&#039; away from the off-tank. Once she starts casting &#039;&#039;&#039;Ribbit&#039;&#039;&#039;, players can move behind her and start attacking the &#039;&#039;&#039;&#039;&#039;Great Dragon&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Alternatively, since only &#039;&#039;&#039;&#039;&#039;Great Dragon&#039;&#039;&#039;&#039;&#039; add can cleave during this phrase, the off-tank can also tank it on the side of the main-tank on the same tile, aiming it away from the rest of the party, with everyone being able to burn it down. &lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Place Dark Token&#039;&#039;&#039; is cast, players will need to search for the one crystal floor that does not have a &#039;&#039;&#039;&#039;&#039;Soul Reaper&#039;&#039;&#039;&#039;&#039; aiming at it.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Place Token (Cave)&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should move the &#039;&#039;&#039;&#039;&#039;Great Dragon&#039;&#039;&#039;&#039;&#039; to a blue crystal corner, or tank it sideway on the same tile at the main-tank, aiming it away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Cave)&#039;&#039;&#039;&lt;br /&gt;
|All players should stack in front of Halicarnassus on a blue crystal tile, with her facing away from the &#039;&#039;&#039;&#039;&#039;Great Dragon&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ribbit&#039;&#039;&#039;&lt;br /&gt;
|Run behind Halicarnassus and begin attacking the &#039;&#039;&#039;&#039;&#039;Great Dragon&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Hit&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Place Dark Token&#039;&#039;&#039;&lt;br /&gt;
|Find the one safe blue crystal tile that is not being aimed at by a &#039;&#039;&#039;&#039;&#039;Soul Reaper&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Cave)&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Haste&#039;&#039;&#039;&lt;br /&gt;
|Move away from Halicarnassus.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade Blizzard III&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Panel Swap&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 4 - Library Board ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Squelch&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Gaze|gaze]] attack. Failing to look away inflicts {{Status effect|debuff|File:imp icon1.png|link=File:imp icon1.png}} &#039;&#039;&#039;Imp&#039;&#039;&#039; for 25 seconds, turning the player into a imp/kappa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Place Token (Library)&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Apanda&#039;&#039;&#039;&#039;&#039; enemy. Deals high damage and casts &#039;&#039;&#039;Magic Hammer&#039;&#039;&#039; at the same time as &#039;&#039;&#039;The Queen&#039;s Waltz&#039;&#039;&#039;, targeting all players with [[Area of Effect#Static Circle AoE|Static circle AoEs]]. After 30 seconds, will gain a lethally powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Library)&#039;&#039;&#039;&lt;br /&gt;
|A book slams onto every tile occupied by a player, dealing 55% of the players max health as damage. If two or more players are in a single tile, they will be hit by multiple books—killing them instantly.&lt;br /&gt;
&lt;br /&gt;
* This attack deals [[Unique Damage|unique damage]] and ignores both shields and mitigations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade Holy (Library)&#039;&#039;&#039;&lt;br /&gt;
|Four players are marked with &#039;&#039;physical&#039;&#039; damage [[Area of Effect#Spread Circle|spread circles]], two with &#039;&#039;magic&#039;&#039; damage {{I|Stack marker|stack markers}}, and two players are unmarked. Each attack deals high amounts of damage.&lt;br /&gt;
&lt;br /&gt;
* Mechanics will resolve at the same time as &#039;&#039;&#039;The Queen&#039;s Waltz&#039;&#039;&#039; is cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Buffing Folios&#039;&#039;&#039;&lt;br /&gt;
|Books occupy both the north and south row of tiles. The north contains four green books that grant {{Status effect|buff|physical vulnerability down}} &#039;&#039;&#039;[[Physical Vulnerability Down]]&#039;&#039;&#039; for 8 seconds when touched. The south contains four blue books that grant {{Status effect|buff|magic vulnerability down}} &#039;&#039;&#039;[[Magic Vulnerability Down]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* After taking a book, players will also receive an 8 second {{Status effect|debuff|File:Out of the action icon1.png|link=File:Out of the action icon1.png}} &#039;&#039;&#039;Out of the Action&#039;&#039;&#039; debuff, preventing them from attacking or using abilities.&lt;br /&gt;
* Books can only be used once, disappearing once taken by a player.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O3S Phase4 Positioning.png|alt=Positioning to survive The Queen&#039;s Waltz.|thumb|[[Waymarks]] and positioning to survive The Queen&#039;s Waltz (Library) combined with Magic Hammer.]]&lt;br /&gt;
The arena changes once again, the north and south side being covered with &#039;&#039;&#039;Buffing Folios&#039;&#039;&#039; to be saved for later with &#039;&#039;&#039;Spellblade Holy (Library)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The most dangerous and healing intensive phase, players will immediately and frequently need to spread to separate tiles for &#039;&#039;&#039;The Queen&#039;s Waltz&#039;&#039;&#039;. If there are two or more players on a tile when this cast completes, all players on that tile will be killed.&lt;br /&gt;
[[File:O3S Spellblade Holy Positioning.png|alt=Player positioning for Spellblade Holy.|thumb|191x191px|Player positioning for Spellblade Holy.]]&lt;br /&gt;
Due to how much positioning is required for this phase, both Halicarnassus and the &#039;&#039;&#039;&#039;&#039;Apanda&#039;&#039;&#039;&#039;&#039; should be tanked in the direct center of the room whenever possible.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Once &#039;&#039;&#039;Place Token&#039;&#039;&#039; creates the &#039;&#039;&#039;&#039;&#039;Apanda&#039;&#039;&#039;&#039;&#039;, the off-tank should bring it to the center and all DPS should attempt to kill it as fast as possible while moving to their assigned [[waymarks]].&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;The Queen&#039;s Waltz&#039;&#039;&#039; is cast while the &#039;&#039;&#039;&#039;&#039;Apanda&#039;&#039;&#039;&#039;&#039; lives, a &#039;&#039;&#039;Magic Hammer&#039;&#039;&#039; [[Area of Effect#Static Circle AoE|AoE]] will be placed on each player at the same time the books drop. Players will need to stand in a corner of a tile prior and immediately move out of the AoE the instant the books drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Lastly, Halicarnassus will cast a unique version of &#039;&#039;&#039;Spellblade Holy&#039;&#039;&#039; that can only be survived utilizing the &#039;&#039;&#039;Buffing Folios&#039;&#039;&#039; on the north and south tiles.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
All players marked with [[Area of Effect#Spread Circle|spread circles]] should run into one of the {{Status effect|buff|physical vulnerability down}} &#039;&#039;&#039;[[Physical Vulnerability Down]]&#039;&#039;&#039; folios in the north and stay inside the tile.&lt;br /&gt;
&lt;br /&gt;
The two players with {{I|Stack marker|stack markers}} must take one of the two center-south {{Status effect|buff|magic vulnerability down}} &#039;&#039;&#039;[[Magic Vulnerability Down]]&#039;&#039;&#039; folios, and then stand at the edge of the tile &#039;&#039;standing adjacent to the untaken corner folio&#039;&#039;&#039;&#039;&#039;.&#039;&#039;&#039; The two unmarked players will each take a {{Status effect|buff|magic vulnerability down}} &#039;&#039;&#039;[[Magic Vulnerability Down]]&#039;&#039;&#039; folio and stand at the edge of their own tile so that they are &#039;&#039;inside&#039;&#039; the {{I|Stack marker|stack marker}} but still on a separate tile. &lt;br /&gt;
&lt;br /&gt;
Halicarnassus will follow up all these attacks immediately with &#039;&#039;&#039;The Queen&#039;s Waltz&#039;&#039;&#039;, killing any player standing in the same tile as another.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;The Queen&#039;s Waltz (Library)&#039;&#039;&#039;&lt;br /&gt;
|Spread out to different assigned tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oink&#039;&#039;&#039;&lt;br /&gt;
|Stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Place Token (Library)&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should immediately bring this to the center while all players begin to move to their designated [[waymarks]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Library)&#039;&#039;&#039;&lt;br /&gt;
|Once the books fall, all players should run to the opposite corner of their tile to dodge &#039;&#039;&#039;Magic Hammer&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Squelch&#039;&#039;&#039;&lt;br /&gt;
|Look away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Hit&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade Holy (Library) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;The Queen&#039;s Waltz (Library)&#039;&#039;&#039;&lt;br /&gt;
|Players with [[Area of Effect#Spread Circle|spread circles]] run to north &#039;&#039;&#039;Folio&#039;&#039;&#039; tiles while {{I|Stack marker|stack markers}} and unmarked players run to the south &#039;&#039;&#039;Folios&#039;&#039;&#039; and stack in pairs of two, while all staying in separate tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Panel Swap&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 5 - Mixed Board ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Playing Field&#039;&#039;&#039;&lt;br /&gt;
|Similar to Phase 1, but the tiles have been replaced with two pig, two frog, and two imp/kappa icons.&lt;br /&gt;
&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Ribbit&#039;&#039;&#039;, &#039;&#039;&#039;Squelch&#039;&#039;&#039;, and &#039;&#039;&#039;Oink&#039;&#039;&#039; in a random order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Place Dark Token&#039;&#039;&#039;&lt;br /&gt;
|Four &#039;&#039;&#039;&#039;&#039;Soul Reapers&#039;&#039;&#039;&#039;&#039; each attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random player, one creates a [[Area of Effect#Static Circle AoE|Static circle AoE]] in the center, and four charge around the perimeter tiles of the arena.&lt;br /&gt;
&lt;br /&gt;
* Always combined with &#039;&#039;&#039;Mindjack&#039;s {{Status effect|debuff|forced march}} [[Forced March]]&#039;&#039;&#039; effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Random)&#039;&#039;&#039;&lt;br /&gt;
|Halicarnassus will jump to a random tile and use &#039;&#039;&#039;The Queen&#039;s Waltz&#039;&#039;&#039; matching the phase of the tile she is standing on.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Place Token (Mixed)&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Iron Giant&#039;&#039;&#039;&#039;&#039; enemy in the east and six &#039;&#039;&#039;&#039;&#039;Ninja&#039;&#039;&#039;&#039;&#039; enemies in the west.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;&#039;&#039;Iron Giant&#039;&#039;&#039;&#039;&#039; uses [[Area of Effect#Cleave|cleaves]] and casts the [[Interrupt|interruptible]] spell &#039;&#039;&#039;Overheat&#039;&#039;&#039;, which will grant it a powerful &#039;&#039;&#039;{{Status effect|buff|File:physical damage up icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Physical Damage Up&#039;&#039;&#039; buff.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;&#039;&#039;Ninjas&#039;&#039;&#039;&#039;&#039; have no standout abilities, but gain a powerful &#039;&#039;&#039;{{Status effect|buff|damage up}} [[Damage Up]]&#039;&#039;&#039; after 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Haste III&#039;&#039;&#039;&lt;br /&gt;
|Buffs Halicarnassus with {{Status effect|buff|haste}} &#039;&#039;&#039;[[Haste (status effect)|Haste]]&#039;&#039;&#039; for 35 seconds, halving all cast times.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O3S Dark Token Movement.png|alt=Potential movement options with Forced March during Dark Token.|thumb|During &#039;&#039;&#039;Place Dark Token&#039;&#039;&#039;, &#039;&#039;&#039;{{Status effect|debuff|forced march}} [[Forced March]]&#039;&#039;&#039; can move players from one cardinal edge to the other, or from a tile&#039;s center diagonally to the opposite corner.]]&lt;br /&gt;
The arena will change one last time, becoming a mismatched mix of tiles from all prior phases.&lt;br /&gt;
&lt;br /&gt;
A key mechanic to this phase is &#039;&#039;&#039;The Queen&#039;s Waltz&#039;&#039;&#039;. Halicarnassus will jump to a random tile, and &#039;&#039;&#039;The Queen&#039;s Waltz&#039;&#039;&#039; will match the phase of the tile she is standing on. Of note: if Halicarnassus jumps onto a &#039;&#039;&#039;Cave&#039;&#039;&#039; tile, &#039;&#039;all tiles&#039;&#039; with the exception of the four blue crystal tiles on the edges of the room will erupt with spikes. As it is completely random which tile Halicarnassus will jump to, players must react accordingly.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Halicarnassus will start with another &#039;&#039;&#039;Playing Field&#039;&#039;&#039;, but this time all the tiles will be of Pigs, Toads, and Imps/Kappas. Players will need to intentionally be hit by certain upcoming attacks to be transformed and thus fulfill the criteria of &#039;&#039;&#039;The Game.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the order of attacks is completely random, a common strategy is to assign healers to fail the first attack, tanks to fail the second attack, and DPS to fail the final attack. It is important to note that after being transformed, players &#039;&#039;still must dodge later attacks&#039;&#039; to avoid being transformed into a different creature.&lt;br /&gt;
&lt;br /&gt;
After the third attack, players can move to their matching tiles. Remember to split to different halves of the arena to ensure each tile has one matching player inside.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The last dangerous mechanic is &#039;&#039;&#039;Place Dark Token&#039;&#039;&#039; combined with &#039;&#039;&#039;Mindjack&#039;&#039;&#039;. The outside tiles of the arena all become dangerous, forcing all players to stay within the center 4 tiles.&lt;br /&gt;
&lt;br /&gt;
Additionally, four random players become marked by [[Tether (mechanic)#Proximity Tether|proximity tethers]] and must use &#039;&#039;&#039;{{Status effect|debuff|forced march}} [[Forced March]]&#039;&#039;&#039; to run to the tile opposite of the &#039;&#039;&#039;&#039;&#039;Soul Reaper&#039;&#039;&#039;&#039;&#039; targeting them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Status effect|debuff|forced march}} [[Forced March]]&#039;&#039;&#039; forces players to run just short of 2 full tile lengths in distance. Players can either stand at the edge of one tile and run cardinally to end at the opposite end of the next tile, or stand in the center of one tile and run diagonally to the corner of the next tile.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Finally, &#039;&#039;&#039;Place Token&#039;&#039;&#039; creates a large series of enemies for the party to deal with. The off-tank can hold the &#039;&#039;&#039;&#039;&#039;Iron Giant&#039;&#039;&#039;&#039;&#039; and face it away from the group, looking out to [[interrupt]] &#039;&#039;&#039;Overheat&#039;&#039;&#039;, while the main tank grabs the &#039;&#039;&#039;&#039;&#039;Ninjas&#039;&#039;&#039;&#039;&#039;. A magic {{Action icon|Limit Break}} can greatly aid in quickly defeating all the enemies before they power up.&lt;br /&gt;
&lt;br /&gt;
After 11 minutes and 20 seconds, Halicarnassus will enrage with a cast of &#039;&#039;&#039;Playing Field&#039;&#039;&#039; that can not be solved before casting &#039;&#039;&#039;The Game&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 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;Playing Field&#039;&#039;&#039;&lt;br /&gt;
|Will be two pig tiles, two toad tiles, and two imp/kappa tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oink + Squelch + Ribbit&#039;&#039;&#039;&lt;br /&gt;
|Will be cast in a random order. Healers should fail the first mechanic, tanks fail the second mechanic, and DPS fail the third mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Game&#039;&#039;&#039;&lt;br /&gt;
|Spread out to associated tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Random)&#039;&#039;&#039;&lt;br /&gt;
|Pay attention to which tile Halicarnassus is standing on and resolve the related mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade Holy (Pole Shift)&#039;&#039;&#039;&lt;br /&gt;
|Handle as in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Hit&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Mindjack + Place Dark Token&#039;&#039;&#039;&lt;br /&gt;
|Stay in the center four tiles but use &#039;&#039;&#039;{{Status effect|debuff|forced march}} [[Forced March]]&#039;&#039;&#039; to a safe corner. Players with tethers march to a diagonally opposite tile from their &#039;&#039;&#039;&#039;&#039;Soul Reaper&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Random)&#039;&#039;&#039;&lt;br /&gt;
|Pay attention to which tile Halicarnassus is standing on and resolve the related mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Haste&#039;&#039;&#039;&lt;br /&gt;
|Will use two random spells in quick succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade (Element) x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Place Token&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should grab the &#039;&#039;&#039;&#039;&#039;Iron Giant&#039;&#039;&#039;&#039;&#039; while the main tank grabs the &#039;&#039;&#039;&#039;&#039;Ninjas&#039;&#039;&#039;&#039;&#039;. [[Interrupt]] &#039;&#039;&#039;Overheat&#039;&#039;&#039; and use a magic DPS  {{Action icon|Limit Break}} if available.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Haste III&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave x4&#039;&#039;&#039;&lt;br /&gt;
|Severe AoE healing is required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Random)&#039;&#039;&#039;&lt;br /&gt;
|Pay attention to which tile Halicarnassus is standing on and resolve the related mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade (Element)&#039;&#039;&#039;&lt;br /&gt;
|Will be a fast cast due to the buff from &#039;&#039;&#039;Haste III&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Hit&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Random)&#039;&#039;&#039;&lt;br /&gt;
|Pay attention to which tile Halicarnassus is standing on and resolve the related mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade Holy (Pole Shift)&#039;&#039;&#039;&lt;br /&gt;
|Handle as in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Hit&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Mindjack + Place Dark Token&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Queen&#039;s Waltz (Random)&#039;&#039;&#039;&lt;br /&gt;
|Pay attention to which tile Halicarnassus is standing on and resolve the related mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Haste&#039;&#039;&#039;&lt;br /&gt;
|Will use two random spells in quick succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spellblade (Element) x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Playing Field&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Halicarnassus.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;The Game (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Deltascape Datalog v3.0}}&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|Genji Tsutsu-hakama Coffer (IL 340)}}&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|Genji Kabuto Coffer (IL 340)}}&lt;br /&gt;
{{Drops table row|Genji Kote Coffer (IL 340)}}&lt;br /&gt;
{{Drops table row|Genji Sune-ate Coffer (IL 340)}}&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|Omega Squared}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Deltascape_V4.0_(Savage)&amp;diff=1498728</id>
		<title>Deltascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Deltascape_V4.0_(Savage)&amp;diff=1498728"/>
		<updated>2026-07-16T16:56:08Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Reclarified on Grand Cross Delta opening&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Deltascape V4.0|the first tier of [[Omega (Savage)]] in general|Omega: Deltascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Deltascape V4.0 (Savage)&lt;br /&gt;
| description = Taken by curiosity, you activate something called the Savage Initiative at a Garlond Ironworks terminal. Apparently a program to address work-related stress, you are treated to a soothing song composed by a certain minstrel, its lush strains massaging your mind and adding vibrant flourishes to the memories of your trials within the Deltascape...&lt;br /&gt;
| image = Deltascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 320&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 = 15 Poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Parapet, Deltascape V4.0&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|The Anomaly}}&lt;br /&gt;
| patch = 4.05&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Deltascape V4.0 (Savage)&lt;br /&gt;
| id-gt = 30056&lt;br /&gt;
| id-edb = 0b519d7fd00&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O4S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Unending Coil of Bahamut (Ultimate)}}. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{evt|service=youtube|id=H0vQM2htINk|dimensions=285|align=right|description=Deltascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=hbd6uaNXp88|dimensions=285|align=right|description=Deltascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
This is the first savage raid that introduced checkpoints. Once players succeed in passing Phase 1, any wipes or fight resets will place players at the start of Phase 2 against Neo Exdeath.&lt;br /&gt;
&lt;br /&gt;
* The checkpoint occurs after Neo Exdeath becomes targetable. Should players experience a delayed death during the transition cutscene, they will not trigger the checkpoint and start back from Phase 1.&lt;br /&gt;
&lt;br /&gt;
The duty time limit has additionally been increased to 120 minutes, up from the usual 90. Should players abandon the instance or time-out, they will have to restart from Phase 1.&lt;br /&gt;
&lt;br /&gt;
Prior to the fight, players will want to assign boss-relative [[clock spots]]. While Phase 1 will want melee positioned in the south, Phase 2 onwards ideally has melee in the northern positions.&lt;br /&gt;
&lt;br /&gt;
Exdeath has a hard enrage of around 4:50.&lt;br /&gt;
&lt;br /&gt;
Neo Exdeath has a hard enrage of ~12:45.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[File:Aggressive difficulty r6.png|32px|link=]] [[Exdeath]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Exdeath Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
|Exdeath&#039;s next cast of &#039;&#039;&#039;Fire III&#039;&#039;&#039;, &#039;&#039;&#039;Blizzard III&#039;&#039;&#039;, or &#039;&#039;&#039;Thunder III&#039;&#039;&#039; happens twice in a row.&lt;br /&gt;
&lt;br /&gt;
* The above abilities will be &#039;&#039;always&#039;&#039; paired with &#039;&#039;&#039;Dualcast&#039;&#039;&#039; unless Exdeath channels to the void, changing the spell&#039;s effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|Five random players have [[Area of Effect#Static Circle AoE|Static circle AoEs]] placed underneath them. &#039;&#039;&#039;Dualcast&#039;&#039;&#039; causes five more to appear after the first set resolves.&lt;br /&gt;
&lt;br /&gt;
* If Exdeath is channeling to the void, instead becomes a [[Other Mechanics#Green Light|green light]] attack that inflicts {{Status effect|debuff|deep freeze}} &#039;&#039;&#039;[[Deep Freeze]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts {{Status effect|debuff|lightning resistance down}} &#039;&#039;&#039;[[Lightning Resistance Down|Lightning Resistance Down II]]&#039;&#039;&#039; for 6 seconds. &#039;&#039;&#039;Dualcast&#039;&#039;&#039; causes a second [[tankbuster]] aimed at the highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* If Exdeath is channeling to the void, instead creates a [[Area of Effect#Static Circle AoE|Static circle AoE]] underneath Exdeath that inflicts {{Status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all DPS with unmarked [[Area of Effect#Spread Circle|spread circle AoEs]]; &#039;&#039;&#039;Dualcast&#039;&#039;&#039; causes all tanks and healers to be hit a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If Exdeath is channeling to the void, instead inflicts all players with {{Status effect|debuff|pyretic}} &#039;&#039;&#039;[[Pyretic]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Players not at full HP are {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification|Petrified]]&#039;&#039;&#039; for 10 seconds. Players with less than 50% HP are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Decisive Battle&#039;&#039;&#039;&lt;br /&gt;
|Eight vines sprout from the center in a rotation pattern, a [[Other Mechanics#Proximity AoE|proximity AoE]] is placed in the center that deals [[knockback]], and a healer is targeted by a {{I|Stack marker}}.&lt;br /&gt;
A tree rises from the center and aims a {{Status effect|debuff|File:Zombification icon1.png|link=File:Zombification icon1.png}} &#039;&#039;&#039;Zombification&#039;&#039;&#039; [[Area of Effect#Static Cone AoE|cone AoE]] at a random player; at the same time, 1 tank, 1 healer, and 1 DPS are targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
&lt;br /&gt;
* Vines swipe with a [[knockback]] in the same order as they sprouted from the ground.&lt;br /&gt;
* All [[Knockback|knockbacks]] can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
* The tree is surrounded by a small barrier that instantly kills players if touched.&lt;br /&gt;
* At the end of the attack, Exdeath returns by teleporting on top of a random player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Knockback#Radial Knockback|radial knockback]] emitted from Exdeath that pushes players almost the full length of the arena. Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Black Hole&#039;&#039;&#039;&lt;br /&gt;
|Eight black holes are created around the arena, four of which attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the tanks and healers. All players are inflicted with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; for the duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|Extremely high unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
This phase acts as a DPS check. Players must push Exdeath to 60% HP before they finish their second cast of &#039;&#039;&#039;Meteor&#039;&#039;&#039; to initiate the next phase.&lt;br /&gt;
&lt;br /&gt;
Many of the attacks Exdeath uses are quite deadly and must be handled with precision and caution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dualcast Blizzard III&#039;&#039;&#039; and &#039;&#039;&#039;Fire III&#039;&#039;&#039; can be handled utilizing [[clock spots]], but &#039;&#039;&#039;Dualcast Thunder III&#039;&#039;&#039; requires a tank swap during its cast to ensure each tank takes a single [[tankbuster]] each.&lt;br /&gt;
&lt;br /&gt;
The first key attack to look out for is &#039;&#039;&#039;The Decisive Battle&#039;&#039;&#039;, which combines multiple attacks into a deadly chain of events:&amp;lt;blockquote&amp;gt;All players should stack up in front of the last vine that sprouts from the ground, hugging its front to survive the incoming [[knockback]] from the [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
Next, all players will need to run away from their current position to avoid the incoming {{Status effect|debuff|File:Zombification icon1.png|link=File:Zombification icon1.png}} &#039;&#039;&#039;Zombification&#039;&#039;&#039; breath.&lt;br /&gt;
&lt;br /&gt;
Lastly, the three players marked by [[Other Mechanics#Flare Marker|&#039;&#039;&#039;Flare markers&#039;&#039;&#039;]] must spread out equally in a triangle formation at the edges while the rest of the party move to an edge between two of the &#039;&#039;&#039;Flares&#039;&#039;&#039;.  To consistently achieve this, we can assign tank flare keep running ahead, healer flare stays when the flare appear, and DPS flare at this point can safely move back in the opposite direction. All players must be on an edge to ensure Exdeath re-appears on an edge for the upcoming &#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dodge the &#039;&#039;&#039;Void Spell&#039;&#039;&#039; used after Exdeath appears, then either run to Exdeath in preparation for &#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039; or use a knockback resistance ability.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The other attack series to look out for is &#039;&#039;&#039;Black Hole&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The tanks and healers should run to clock spot edges and all run the same direction either clockwise or counter clockwise. The DPS must spread out around the center avoiding &#039;&#039;&#039;Black Holes&#039;&#039;&#039; and each other&#039;s &#039;&#039;&#039;Fire III&#039;&#039;&#039; or &#039;&#039;&#039;Blizzard III&#039;&#039;&#039; AoEs.&lt;br /&gt;
&lt;br /&gt;
For the first &#039;&#039;&#039;Black Hole&#039;&#039;&#039; cast, all players will want to stack back in the center immediately after the second hit of &#039;&#039;&#039;Fire III&#039;&#039;&#039; to share the &#039;&#039;&#039;Holy&#039;&#039;&#039; {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
For the second &#039;&#039;&#039;Black Hole&#039;&#039;&#039; cast, instead the players targeted by [[Other Mechanics#Flare Marker|&#039;&#039;&#039;Flare markers&#039;&#039;&#039;]] will want to spread around the edges again while the rest of the party moves to the center for safety.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Note&amp;lt;/u&amp;gt;: It&#039;s importance to know that, due to Exdeath casting Dual Cast for his upcoming ability, DPS players should &#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039; stay or go near the supports at the edge during &#039;&#039;&#039;Black Hole&#039;&#039;&#039;, as they can and will clip themself and/or other supports, resulting in chain deaths.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Should players fail to bring Exdeath to 60% HP in time, he will cast a third &#039;&#039;&#039;Meteor&#039;&#039;&#039; that instantly wipes the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Exdeath 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;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Tank swap during the cast and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire III&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Decisive Battle&#039;&#039;&#039;&lt;br /&gt;
|Stack in front of the last vine to appear. After the knockback, run from the breath AoE while spreading the &#039;&#039;&#039;Flares&#039;&#039;&#039; out. All players should stand on the edge of the platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Random Void Spell&#039;&#039;&#039;&lt;br /&gt;
|React accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|Either run to Exdeath or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Black Hole&#039;&#039;&#039;&lt;br /&gt;
|Tanks and DPS should spread out to cardinals and rotate clockwise or counter-clockwise.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire III&#039;&#039;&#039;&lt;br /&gt;
|DPS should spread out in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|After &#039;&#039;&#039;Fire III&#039;&#039;&#039; hits the tanks and healers, players should stack together in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Tank swap during the cast and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|Use heavy party mitigations and shields.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;The Decisive Battle&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Random Void Spell&#039;&#039;&#039;&lt;br /&gt;
|React accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Black Hole&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|Spread out and stay mobile to dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flare&#039;&#039;&#039;&lt;br /&gt;
|Players with &#039;&#039;&#039;Flare&#039;&#039;&#039; should move to the edges while all others move towards the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Tank swap during the cast and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to bring Exdeath to 60% HP before enrage.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Meteor (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2: [[File:Aggressive difficulty r6.png|32px|link=]] [[Neo Exdeath]]===&lt;br /&gt;
----After a long transitory cutscene, Neo Exdeath appears. A checkpoint is created here—any party wipes afterwards will restart the fight from Phase 2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Neo Exdeath Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage that inflicts {{Status effect|debuff|File:Almagest icon1.png|link=File:Almagest icon1.png}} &#039;&#039;&#039;Almagest&#039;&#039;&#039;  on all players for 15 seconds, dealing a painful amount of damage over time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]]. Despite its visuals, it is &#039;&#039;not&#039;&#039; an AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Exdeath uses &#039;&#039;&#039;Dualcast Blizzard III,&#039;&#039;&#039; &#039;&#039;&#039;Dualcast Fire III&#039;&#039;&#039;, and &#039;&#039;&#039;Dualcast Thunder III&#039;&#039;&#039; simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] attack. Indicated by Exdeath casting &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039; and a constellation appearing in front of him. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
|A giant [[Area of Effect#Static Line AoE|Static line AoE]], either from Exdeath&#039;s center or his left and right sides. Indicated by a cast of &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039; and either large blue orbs in front of him (indicating a center AoE) or from the mouths on his sides (left and right AoEs).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
|Exdeath begins casting &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039;, with a {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; orb appearing to his left and right. Each half of the arena will be hit by the indicated &#039;&#039;&#039;Wound&#039;&#039;&#039;.&lt;br /&gt;
Players hit will be debuffed with a {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; matching the side they stood on. Any existing &#039;&#039;&#039;Wound&#039;&#039;&#039; debuffs will be replaced.&lt;br /&gt;
&lt;br /&gt;
* If players are hit by a side matching their debuff, they will die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Attack&#039;&#039;&#039;&lt;br /&gt;
|Attaches a [[Tether (mechanic)#Proximity Tether|proximity tether]] to the highest enmity player, then attacks with a large [[Tankbuster#Shared Tankbuster|shared AoE tankbuster]] that deals heavy [[knockback]] to those hit—away from Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Three [[Area of Effect#Moving AoE|moving AoEs]] are placed around the arena. Has a multiple potential placement patterns.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039;&lt;br /&gt;
|Marks the two highest enmity players with brown [[Area of Effect#Spread Line or Cone|spread cone]] arrows.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|A blue [[Area of Effect#Static Circle AoE|Static circle AoE]] underneath Exdeath that deals extreme [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light and Darkness&#039;&#039;&#039;&lt;br /&gt;
|One tank, one healer, and one DPS are marked with [[Other Mechanics#Flare Marker|flare markers]] while the other healer is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|Creates four destructible &#039;&#039;&#039;&#039;&#039;Arcane Spheres&#039;&#039;&#039;&#039;&#039; that slowly attempt to pull meteors to the ground. Always immediately followed by &#039;&#039;&#039;Edge of Death&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets every player&#039;s HP to 1.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;&lt;br /&gt;
|Resets enmity. All players are inflicted with {{Status effect|debuff|Hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039; for 3 seconds, {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039; for 15 seconds, and either {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; at random.&lt;br /&gt;
One tank, one healer, and one DPS are debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; while all other players are debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;. Exdeath then casts &#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039; and &#039;&#039;&#039;Edge of Death&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; causes afflicted players to take heavy [[knockback]] away from the source of any and all damage taken. Knockback &#039;&#039;can not be resisted&#039;&#039; with abilities.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; stores all damage taken by the afflicted. On death or debuff expiration, the afflicted player takes 100% of the stored damage and all other party members take 15.5%.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;&lt;br /&gt;
|Resets enmity as well as a body check. Each player is given two debuffs based on their role, and all players are given {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; at random. Always followed by &#039;&#039;&#039;Inner/Outer Antilight.&#039;&#039;&#039;&lt;br /&gt;
* One healer is given {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039;, the other {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; and {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039;.&lt;br /&gt;
* One tank is given {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; and {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039;, the other {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
* Two DPS have {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039;, the other two have {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death,&#039;&#039;&#039; and all four DPS have &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
** {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; requires players to take a fatal hit, after which players will survive with 1 HP and the debuff removed. If this debuff expires, afflicted players are instantly killed.&lt;br /&gt;
** {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; simply functions as a [[Other Mechanics#Gaze|gaze attack]] originating from the afflicted players. Players hit by the [[Other Mechanics#Gaze|gaze]] are {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification|Petrified]]&#039;&#039;&#039; and take damage, likely triggering &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
** {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; deals damage in a [[Area of Effect#Static Circle AoE|circle AoE]] around the afflicted on debuff expiration. Players hit other than the afflicted are debuffed with {{Status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; will not create a water spout like its previous iterations, and instead simply acts as a delayed {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A brutal onslaught of attacks, players will need to have strategies and positions prepared ahead of time to survive. DPS players may want to swap [[Clock spots|clock spot]] positions to have melee DPS up north, as Exdeath will no longer move from the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
* All players will want to keep an eye on their {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; debuff, as they must stand on the &amp;lt;u&amp;gt;opposite&amp;lt;/u&amp;gt; side of &#039;&#039;&#039;Edge of Death&#039;&#039;&#039; to survive. These debuffs will not only swap with each &#039;&#039;&#039;Edge of Death&#039;&#039;&#039;, but are randomized with each cast of &#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; can be handled utilizing [[Clock spots|clock spot]] positions and a tank swap. Players should stack together during the initial cast to consolidate the first &#039;&#039;&#039;Blizzard III&#039;&#039;&#039; AoEs that go off before the cast bar ends, then run to [[clock spots]]. After the first set of &#039;&#039;&#039;Fire III&#039;&#039;&#039; explosions, DPS can move back towards the center while tanks and healers stay near the edge for the second &#039;&#039;&#039;Fire III&#039;&#039;&#039;. The off-tank will also need to {{Action icon|Provoke}} during the cast to split the &#039;&#039;&#039;Thunder III&#039;&#039;&#039;.&lt;br /&gt;
* When &#039;&#039;&#039;Double Attack&#039;&#039;&#039; begins, both tanks should run to the center of the arena and mitigate while the rest of the party runs to the edge of the arena underneath Exdeath.&lt;br /&gt;
** Alternatively, one tank can use an invulnerability and stand directly underneath Exdeath while all other players stand at max melee range.&lt;br /&gt;
* Unless dodging an attack, Melee DPS and tanks should try to stay at the edge of Exdeath&#039;s targeting ring to have time to escape &#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;.&lt;br /&gt;
* During &#039;&#039;&#039;Light and Darkness&#039;&#039;&#039;, the party will need to assign spots in cardinal for flare players. Generally, healer flare will go south, tank flare running west and DPS flare go east of Neo Exdeath &amp;lt;u&amp;gt;&#039;&#039;before he teleports&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;.&#039;&#039; The rest of the party will stack with {{I|Stack marker}}. healer at where Neo Exdeath was.&lt;br /&gt;
&lt;br /&gt;
The two most dangerous attacks to look out for are &#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;. Additionally, as these attacks reset enmity, a tank should cast {{Action icon|Provoke}} afterwards to re-establish enmity lead.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
During the cast of &#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;, all players must stack in the center of the arena to avoid running off the platform due to {{Status effect|debuff|Hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once control is regained, players with &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; should run towards Exdeath to survive the massive [[knockback]] caused by &#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;. The tank without &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; must be the player closest to Exdeath however in order to take the brunt of the attack by using at least one mitigation.&lt;br /&gt;
&lt;br /&gt;
All other players will stack behind the non- &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; tank, with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; healer standing in the back, away from Exdeath, to ensure they take the least amount of damage. As these players do not have &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;, they will not suffer any knockback.&lt;br /&gt;
&lt;br /&gt;
Afterwards, simply hold still for {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039; before finally positioning for &#039;&#039;&#039;Edge of Death&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[File:Grand Cross Delta Strategy.png|alt=Player positioning for Grand Cross Delta.|thumb|The Line AoE will be &#039;&#039;&#039;Inner&#039;&#039;&#039; or &#039;&#039;&#039;Outer Antilight&#039;&#039;&#039; at random.]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039; will reset enmity as well as being a body check, dealing more unavoidable raidwide damage with less players alive on the field. This set of mechanic requires much more strict positioning, as players will not only have to avoid looking at those with {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039;, but stack for &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]],&#039;&#039;&#039; take a fatal hit, and all while avoiding being knocked off the platform by &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The two DPS players with {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039; can simply keep attacking Exdeath, only stopping to avoid punishment from their debuff. These players should stay in melee range of Exdeath to ensure they avoid the {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; [[Other Mechanics#Gaze|gaze]] from the other players.&lt;br /&gt;
&lt;br /&gt;
The healer with {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; should run to edge opposite of Exdeath with the tank and DPS inflicted by {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The other tank and healer should be at different cardinal edges of the arena to avoid hitting others with {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All players in the stack must look away from both {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; players and aimed to get knocked towards Exdeath. Shortly afterwards Exdeath casts &#039;&#039;&#039;Inner&#039;&#039;&#039; or &#039;&#039;&#039;Outer Antilight&#039;&#039;&#039; at random, and all {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; players must take the hit to remove their debuff. If players are too far from Exdeath when hit by &#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;, they are likely to be knocked off the platform to their death.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;For full dps up-time during &#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;, with positioning taken with Neo-Exdeath&#039;s current position at the start of the mechanic as North:&lt;br /&gt;
&lt;br /&gt;
* All DPS will stack at the front, directly under Neo-Exdeath.&lt;br /&gt;
* Healer with  &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; will go to the west and stack with the non-{{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; tank. DPS players without {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039; can also join the stack.&lt;br /&gt;
* Healer with {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; will need to go to the east.&lt;br /&gt;
* Finally, the {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; tank will go south toward the center.&lt;br /&gt;
* Once {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning,  {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} Cursed Shriek and {{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}} [[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; are resolved, players with {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; will take damage from &#039;&#039;&#039;Inner&#039;&#039;&#039; or &#039;&#039;&#039;Outer Antilight&#039;&#039;&#039; to remove their debuff.&lt;br /&gt;
* With this, only the tanks and {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; healer need to look away from {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek.&#039;&#039;&#039; With good positioning, none will need to look away at all, allowing the whole party to keep pressing on dps.&lt;br /&gt;
&lt;br /&gt;
Should players survive for 5 minutes and 45 seconds, Exdeath will cast &#039;&#039;&#039;Grand Cross Omega&#039;&#039;&#039;, indicating the half-way point of the fight.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Almagest&#039;&#039;&#039;&lt;br /&gt;
|Heavy AoE healing required for the length of the debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Stack up together during the cast, then spread out to clock spots.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center during the cast. Players with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should stand away from Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|All players with &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; should run towards Exdeath with the tank being up front. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
|Players must stand on the side opposite to their &#039;&#039;&#039;Wound&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Attack&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stack and mitigate in the center or one tank use an invulnerability directly underneath Exdeath. All other players should stay away from the targeted tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;&lt;br /&gt;
|Move to pre-assigned positions while looking away from the [[Other Mechanics#Gaze|gaze]] attacks. Players in the stack must aim to be knocked towards Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
|Players with {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; must intentionally be hit by this attack. All others must dodge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
|Heavy AoE healing required for the length of the debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should stand to opposite sides of Exdeath to aim the attacks away from the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|Move away from Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light and Darkness&#039;&#039;&#039;&lt;br /&gt;
|Flares should run away and spread to cardinal edges while the rest of the party stacks underneath Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|Destroy the &#039;&#039;&#039;&#039;&#039;Arcane Spheres&#039;&#039;&#039;&#039;&#039; as quickly as possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
|Players must stand on the side opposite to their &#039;&#039;&#039;Wound&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal all players back to full HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Attack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
|Heavy AoE healing required for the length of the debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
|Players must stand on the side opposite to their &#039;&#039;&#039;Wound&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Grand Cross Omega&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 3: Grand Cross Omega ===&lt;br /&gt;
----[[File:Grand Cross Omega Debuff List.png|alt=The debuffs assigned by Grand Cross Omega.|thumb|The debuffs assigned by Grand Cross Omega.]]&lt;br /&gt;
Exdeath will place another large series of debuffs on all players based on roles and begin a long sequence of attacks.&lt;br /&gt;
&lt;br /&gt;
* All players are inflicted with {{Status effect|debuff|Hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039; for 3 seconds and a random {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; debuff.&lt;br /&gt;
* One tank, one healer, and one DPS are inflicted with a 10 second {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039;. The other healer has a 10 second &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039;.&lt;br /&gt;
* Two DPS are inflicted with a 30 second {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; while all other players have a 30 second {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039;.&lt;br /&gt;
* One tank, one healer, and one DPS have a 43 second &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; while all other players have a 43 second {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
He then casts &#039;&#039;&#039;The Final Battle&#039;&#039;&#039;. This attack causes Exdeath to teleport to the opposite side of the arena, and then do three randomly chosen casts of &#039;&#039;&#039;Edge of Death&#039;&#039;&#039; or &#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;, teleporting to a new location with each attack.&lt;br /&gt;
&lt;br /&gt;
The assault is then finalized with &#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Like with &#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;, players will want to start by stacking in the center during the cast of &#039;&#039;&#039;Grand Cross Omega&#039;&#039;&#039; to avoid running off the platform from {{Status effect|debuff|Hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once control is regained, all players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; will want to stack under Exdeath with the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; healer. Those with {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; should spread out in the middle of the arena.&lt;br /&gt;
&lt;br /&gt;
Exdeath will teleport to the opposite side of the arena and begin casting a random &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039;. Players in the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; stack should aim to be knocked towards Exdeath into whichever area is safest.&lt;br /&gt;
&lt;br /&gt;
All players should correctly dodge the first two &#039;&#039;&#039;Flood of Naughts&#039;&#039;&#039;. If &#039;&#039;&#039;Edge of Death&#039;&#039;&#039; is cast, players will need to remember to run &amp;lt;u&amp;gt;towards&amp;lt;/u&amp;gt; Exdeath to ensure they are not shoved off the platform by &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players with {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; should intentionally fail any of the &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039;, preferably the third one, to cleanse their debuff, but still must take care not to be pushed off the platform.&lt;br /&gt;
&lt;br /&gt;
After the third &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039;, the two DPS with {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; should stand in the center while all other players look away and hold still for {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039; can be handled the same way as usual. Players with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should stay distant from Exdeath while all others should be close, with the &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; tank as the closest player.&lt;br /&gt;
&lt;br /&gt;
Heavy healing and party mitigations should be used to keep players healthy before and after the expiration of &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Should the players survive &#039;&#039;&#039;Grand Cross Omega&#039;&#039;&#039;, the fight will continue with its usual attacks until after 11 minutes.&lt;br /&gt;
&lt;br /&gt;
Exdeath will soft enrage with &#039;&#039;&#039;Neverwhere&#039;&#039;&#039;, slowly gaining {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; stacks overtime; then repeatedly cast &#039;&#039;&#039;Frenzied Fists&#039;&#039;&#039;—dealing rapid instances of unavoidable party-wide damage.&lt;br /&gt;
&lt;br /&gt;
After 16 stacks of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Exdeath will begin a 10 second cast of &#039;&#039;&#039;Almagest&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Grand Cross Omega&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center during the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Final Battle&#039;&#039;&#039;&lt;br /&gt;
|During the cast, players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; will want to stack under Exdeath with the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death or&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Inner/Outer Antilight x3&#039;&#039;&#039;&lt;br /&gt;
|Dodge/Survive the first two casts. Players with {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; should intentionally fail the third cast to cleanse their debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|Players with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should stay distant from Exdeath while all others should be close, with the &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; tank as the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
|Heavy AoE healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039;&lt;br /&gt;
|Tanks should split to opposite sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light and Darkness&#039;&#039;&#039;&lt;br /&gt;
|Stack under boss while &#039;&#039;&#039;[[Other Mechanics#Flare Marker|Flares]]&#039;&#039;&#039; spread out to other cardinals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Attack&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stack in the center and mitigate while all others run underneath Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Neverwhere&#039;&#039;&#039;&lt;br /&gt;
|Soft enrage. A DPS {{Action icon|Limit Break}} should be used if available.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Immediately heal the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frenzied Fists + Sphere x8&#039;&#039;&#039;&lt;br /&gt;
|Keep the party healthy. This is the last chance to defeat Exdeath.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Almagest (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Genji Weapons}}&lt;br /&gt;
*{{Item icon|Deltascape Datalog v4.0}}&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 Genji Arms (IL 345)}}&lt;br /&gt;
{{Drops table row|Genji Greataxe}}&lt;br /&gt;
{{Drops table row|Genji Nagamaki}}&lt;br /&gt;
{{Drops table row|Genji Naginata}}&lt;br /&gt;
{{Drops table row|Genji Chakrams}}&lt;br /&gt;
{{Drops table row|Genji Katana}}&lt;br /&gt;
{{Drops table row|Genji Phurpa}}&lt;br /&gt;
{{Drops table row|Genji Greatbow}}&lt;br /&gt;
{{Drops table row|Genji Arquebus}}&lt;br /&gt;
{{Drops table row|Genji Rod}}&lt;br /&gt;
{{Drops table row|Genji Grimoire}}&lt;br /&gt;
{{Drops table row|Genji Rapier}}&lt;br /&gt;
{{Drops table row|Genji Cane}}&lt;br /&gt;
{{Drops table row|Genji Codex}}&lt;br /&gt;
{{Drops table row|Genji Ephemeris}}&lt;br /&gt;
{{Drops table row|Genji Armor Coffer (IL 340)}}&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|Genji Weapon Coffer (IL 345)}}&lt;br /&gt;
{{Drops table row|Wind-up Exdeath}}&lt;br /&gt;
{{Drops table row|Alte Roite Prism}}&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 Delta, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Delta, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Delta, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Delta}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Decisions (Omega)}}&lt;br /&gt;
{{music table row|Phase 2|Final, Not Final}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Deltascape_V4.0_(Savage)&amp;diff=1498726</id>
		<title>Deltascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Deltascape_V4.0_(Savage)&amp;diff=1498726"/>
		<updated>2026-07-16T16:48:18Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Expand on Flare Markers for Decisive Battles. Expand on positioning during both Black Hole phrases. Clarification for Delta Attack&amp;#039;s first set of blizzards. Add Light and Darkness handling strat. Clarified stack positioning for Grand Cross Alpha. Add alt strat for Grand Cross Delta. Clarified positioning details during Grand Cross Omega&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Deltascape V4.0|the first tier of [[Omega (Savage)]] in general|Omega: Deltascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Deltascape V4.0 (Savage)&lt;br /&gt;
| description = Taken by curiosity, you activate something called the Savage Initiative at a Garlond Ironworks terminal. Apparently a program to address work-related stress, you are treated to a soothing song composed by a certain minstrel, its lush strains massaging your mind and adding vibrant flourishes to the memories of your trials within the Deltascape...&lt;br /&gt;
| image = Deltascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 320&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 = 15 Poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Parapet, Deltascape V4.0&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|The Anomaly}}&lt;br /&gt;
| patch = 4.05&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Deltascape V4.0 (Savage)&lt;br /&gt;
| id-gt = 30056&lt;br /&gt;
| id-edb = 0b519d7fd00&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O4S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Unending Coil of Bahamut (Ultimate)}}. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{evt|service=youtube|id=H0vQM2htINk|dimensions=285|align=right|description=Deltascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=hbd6uaNXp88|dimensions=285|align=right|description=Deltascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
This is the first savage raid that introduced checkpoints. Once players succeed in passing Phase 1, any wipes or fight resets will place players at the start of Phase 2 against Neo Exdeath.&lt;br /&gt;
&lt;br /&gt;
* The checkpoint occurs after Neo Exdeath becomes targetable. Should players experience a delayed death during the transition cutscene, they will not trigger the checkpoint and start back from Phase 1.&lt;br /&gt;
&lt;br /&gt;
The duty time limit has additionally been increased to 120 minutes, up from the usual 90. Should players abandon the instance or time-out, they will have to restart from Phase 1.&lt;br /&gt;
&lt;br /&gt;
Prior to the fight, players will want to assign boss-relative [[clock spots]]. While Phase 1 will want melee positioned in the south, Phase 2 onwards ideally has melee in the northern positions.&lt;br /&gt;
&lt;br /&gt;
Exdeath has a hard enrage of around 4:50.&lt;br /&gt;
&lt;br /&gt;
Neo Exdeath has a hard enrage of ~12:45.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[File:Aggressive difficulty r6.png|32px|link=]] [[Exdeath]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Exdeath Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
|Exdeath&#039;s next cast of &#039;&#039;&#039;Fire III&#039;&#039;&#039;, &#039;&#039;&#039;Blizzard III&#039;&#039;&#039;, or &#039;&#039;&#039;Thunder III&#039;&#039;&#039; happens twice in a row.&lt;br /&gt;
&lt;br /&gt;
* The above abilities will be &#039;&#039;always&#039;&#039; paired with &#039;&#039;&#039;Dualcast&#039;&#039;&#039; unless Exdeath channels to the void, changing the spell&#039;s effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|Five random players have [[Area of Effect#Static Circle AoE|Static circle AoEs]] placed underneath them. &#039;&#039;&#039;Dualcast&#039;&#039;&#039; causes five more to appear after the first set resolves.&lt;br /&gt;
&lt;br /&gt;
* If Exdeath is channeling to the void, instead becomes a [[Other Mechanics#Green Light|green light]] attack that inflicts {{Status effect|debuff|deep freeze}} &#039;&#039;&#039;[[Deep Freeze]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts {{Status effect|debuff|lightning resistance down}} &#039;&#039;&#039;[[Lightning Resistance Down|Lightning Resistance Down II]]&#039;&#039;&#039; for 6 seconds. &#039;&#039;&#039;Dualcast&#039;&#039;&#039; causes a second [[tankbuster]] aimed at the highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* If Exdeath is channeling to the void, instead creates a [[Area of Effect#Static Circle AoE|Static circle AoE]] underneath Exdeath that inflicts {{Status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all DPS with unmarked [[Area of Effect#Spread Circle|spread circle AoEs]]; &#039;&#039;&#039;Dualcast&#039;&#039;&#039; causes all tanks and healers to be hit a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If Exdeath is channeling to the void, instead inflicts all players with {{Status effect|debuff|pyretic}} &#039;&#039;&#039;[[Pyretic]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Players not at full HP are {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification|Petrified]]&#039;&#039;&#039; for 10 seconds. Players with less than 50% HP are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Decisive Battle&#039;&#039;&#039;&lt;br /&gt;
|Eight vines sprout from the center in a rotation pattern, a [[Other Mechanics#Proximity AoE|proximity AoE]] is placed in the center that deals [[knockback]], and a healer is targeted by a {{I|Stack marker}}.&lt;br /&gt;
A tree rises from the center and aims a {{Status effect|debuff|File:Zombification icon1.png|link=File:Zombification icon1.png}} &#039;&#039;&#039;Zombification&#039;&#039;&#039; [[Area of Effect#Static Cone AoE|cone AoE]] at a random player; at the same time, 1 tank, 1 healer, and 1 DPS are targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
&lt;br /&gt;
* Vines swipe with a [[knockback]] in the same order as they sprouted from the ground.&lt;br /&gt;
* All [[Knockback|knockbacks]] can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
* The tree is surrounded by a small barrier that instantly kills players if touched.&lt;br /&gt;
* At the end of the attack, Exdeath returns by teleporting on top of a random player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Knockback#Radial Knockback|radial knockback]] emitted from Exdeath that pushes players almost the full length of the arena. Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Black Hole&#039;&#039;&#039;&lt;br /&gt;
|Eight black holes are created around the arena, four of which attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the tanks and healers. All players are inflicted with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; for the duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|Extremely high unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
This phase acts as a DPS check. Players must push Exdeath to 60% HP before they finish their second cast of &#039;&#039;&#039;Meteor&#039;&#039;&#039; to initiate the next phase.&lt;br /&gt;
&lt;br /&gt;
Many of the attacks Exdeath uses are quite deadly and must be handled with precision and caution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dualcast Blizzard III&#039;&#039;&#039; and &#039;&#039;&#039;Fire III&#039;&#039;&#039; can be handled utilizing [[clock spots]], but &#039;&#039;&#039;Dualcast Thunder III&#039;&#039;&#039; requires a tank swap during its cast to ensure each tank takes a single [[tankbuster]] each.&lt;br /&gt;
&lt;br /&gt;
The first key attack to look out for is &#039;&#039;&#039;The Decisive Battle&#039;&#039;&#039;, which combines multiple attacks into a deadly chain of events:&amp;lt;blockquote&amp;gt;All players should stack up in front of the last vine that sprouts from the ground, hugging its front to survive the incoming [[knockback]] from the [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
Next, all players will need to run away from their current position to avoid the incoming {{Status effect|debuff|File:Zombification icon1.png|link=File:Zombification icon1.png}} &#039;&#039;&#039;Zombification&#039;&#039;&#039; breath.&lt;br /&gt;
&lt;br /&gt;
Lastly, the three players marked by [[Other Mechanics#Flare Marker|&#039;&#039;&#039;Flare markers&#039;&#039;&#039;]] must spread out equally in a triangle formation at the edges while the rest of the party move to an edge between two of the &#039;&#039;&#039;Flares&#039;&#039;&#039;.  To consistently achieve this, we can assign tank flare keep running ahead, healer flare stays when the flare appear, and DPS flare at this point can safely move back in the opposite direction. All players must be on an edge to ensure Exdeath re-appears on an edge for the upcoming &#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dodge the &#039;&#039;&#039;Void Spell&#039;&#039;&#039; used after Exdeath appears, then either run to Exdeath in preparation for &#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039; or use a knockback resistance ability.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The other attack series to look out for is &#039;&#039;&#039;Black Hole&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The tanks and healers should run to clock spot edges and all run the same direction either clockwise or counter clockwise. The DPS must spread out around the center avoiding &#039;&#039;&#039;Black Holes&#039;&#039;&#039; and each other&#039;s &#039;&#039;&#039;Fire III&#039;&#039;&#039; or &#039;&#039;&#039;Blizzard III&#039;&#039;&#039; AoEs.&lt;br /&gt;
&lt;br /&gt;
For the first &#039;&#039;&#039;Black Hole&#039;&#039;&#039; cast, all players will want to stack back in the center immediately after the second hit of &#039;&#039;&#039;Fire III&#039;&#039;&#039; to share the &#039;&#039;&#039;Holy&#039;&#039;&#039; {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
For the second &#039;&#039;&#039;Black Hole&#039;&#039;&#039; cast, instead the players targeted by [[Other Mechanics#Flare Marker|&#039;&#039;&#039;Flare markers&#039;&#039;&#039;]] will want to spread around the edges again while the rest of the party moves to the center for safety.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Note&amp;lt;/u&amp;gt;: It&#039;s importance to know that, due to Exdeath casting Dual Cast for his upcoming ability, DPS players should &#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039; stay or go near the supports at the edge during &#039;&#039;&#039;Black Hole&#039;&#039;&#039;, as they can and will clip themself and/or other supports, resulting in chain deaths.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Should players fail to bring Exdeath to 60% HP in time, he will cast a third &#039;&#039;&#039;Meteor&#039;&#039;&#039; that instantly wipes the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Exdeath 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;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Tank swap during the cast and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire III&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Decisive Battle&#039;&#039;&#039;&lt;br /&gt;
|Stack in front of the last vine to appear. After the knockback, run from the breath AoE while spreading the &#039;&#039;&#039;Flares&#039;&#039;&#039; out. All players should stand on the edge of the platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Random Void Spell&#039;&#039;&#039;&lt;br /&gt;
|React accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|Either run to Exdeath or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Black Hole&#039;&#039;&#039;&lt;br /&gt;
|Tanks and DPS should spread out to cardinals and rotate clockwise or counter-clockwise.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire III&#039;&#039;&#039;&lt;br /&gt;
|DPS should spread out in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|After &#039;&#039;&#039;Fire III&#039;&#039;&#039; hits the tanks and healers, players should stack together in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Tank swap during the cast and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|Use heavy party mitigations and shields.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;The Decisive Battle&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Random Void Spell&#039;&#039;&#039;&lt;br /&gt;
|React accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Black Hole&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|Spread out and stay mobile to dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flare&#039;&#039;&#039;&lt;br /&gt;
|Players with &#039;&#039;&#039;Flare&#039;&#039;&#039; should move to the edges while all others move towards the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White Hole&#039;&#039;&#039;&lt;br /&gt;
|Heal the party to full HP to avoid DPS loss from {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualcast&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Tank swap during the cast and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to bring Exdeath to 60% HP before enrage.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Meteor (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2: [[File:Aggressive difficulty r6.png|32px|link=]] [[Neo Exdeath]]===&lt;br /&gt;
----After a long transitory cutscene, Neo Exdeath appears. A checkpoint is created here—any party wipes afterwards will restart the fight from Phase 2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Neo Exdeath Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage that inflicts {{Status effect|debuff|File:Almagest icon1.png|link=File:Almagest icon1.png}} &#039;&#039;&#039;Almagest&#039;&#039;&#039;  on all players for 15 seconds, dealing a painful amount of damage over time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]]. Despite its visuals, it is &#039;&#039;not&#039;&#039; an AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Exdeath uses &#039;&#039;&#039;Dualcast Blizzard III,&#039;&#039;&#039; &#039;&#039;&#039;Dualcast Fire III&#039;&#039;&#039;, and &#039;&#039;&#039;Dualcast Thunder III&#039;&#039;&#039; simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] attack. Indicated by Exdeath casting &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039; and a constellation appearing in front of him. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
|A giant [[Area of Effect#Static Line AoE|Static line AoE]], either from Exdeath&#039;s center or his left and right sides. Indicated by a cast of &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039; and either large blue orbs in front of him (indicating a center AoE) or from the mouths on his sides (left and right AoEs).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
|Exdeath begins casting &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039;, with a {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; orb appearing to his left and right. Each half of the arena will be hit by the indicated &#039;&#039;&#039;Wound&#039;&#039;&#039;.&lt;br /&gt;
Players hit will be debuffed with a {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; matching the side they stood on. Any existing &#039;&#039;&#039;Wound&#039;&#039;&#039; debuffs will be replaced.&lt;br /&gt;
&lt;br /&gt;
* If players are hit by a side matching their debuff, they will die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Attack&#039;&#039;&#039;&lt;br /&gt;
|Attaches a [[Tether (mechanic)#Proximity Tether|proximity tether]] to the highest enmity player, then attacks with a large [[Tankbuster#Shared Tankbuster|shared AoE tankbuster]] that deals heavy [[knockback]] to those hit—away from Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Three [[Area of Effect#Moving AoE|moving AoEs]] are placed around the arena. Has a multiple potential placement patterns.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039;&lt;br /&gt;
|Marks the two highest enmity players with brown [[Area of Effect#Spread Line or Cone|spread cone]] arrows.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|A blue [[Area of Effect#Static Circle AoE|Static circle AoE]] underneath Exdeath that deals extreme [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light and Darkness&#039;&#039;&#039;&lt;br /&gt;
|One tank, one healer, and one DPS are marked with [[Other Mechanics#Flare Marker|flare markers]] while the other healer is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|Creates four destructible &#039;&#039;&#039;&#039;&#039;Arcane Spheres&#039;&#039;&#039;&#039;&#039; that slowly attempt to pull meteors to the ground. Always immediately followed by &#039;&#039;&#039;Edge of Death&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets every player&#039;s HP to 1.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;&lt;br /&gt;
|Resets enmity. All players are inflicted with {{Status effect|debuff|Hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039; for 3 seconds, {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039; for 15 seconds, and either {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; at random.&lt;br /&gt;
One tank, one healer, and one DPS are debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; while all other players are debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;. Exdeath then casts &#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039; and &#039;&#039;&#039;Edge of Death&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; causes afflicted players to take heavy [[knockback]] away from the source of any and all damage taken. Knockback &#039;&#039;can not be resisted&#039;&#039; with abilities.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; stores all damage taken by the afflicted. On death or debuff expiration, the afflicted player takes 100% of the stored damage and all other party members take 15.5%.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;&lt;br /&gt;
|Resets enmity. Each player is given two debuffs based on their role, and all players are given {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; at random. Always followed by &#039;&#039;&#039;Inner/Outer Antilight.&#039;&#039;&#039;&lt;br /&gt;
* One healer is given {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039;, the other {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; and {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039;.&lt;br /&gt;
* One tank is given {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; and {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039;, the other {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
* Two DPS have {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039;, the other two have {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death,&#039;&#039;&#039; and all four DPS have &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
** {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; requires players to take a fatal hit, after which players will survive with 1 HP and the debuff removed. If this debuff expires, afflicted players are instantly killed.&lt;br /&gt;
** {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; simply functions as a [[Other Mechanics#Gaze|gaze attack]] originating from the afflicted players. Players hit by the [[Other Mechanics#Gaze|gaze]] are {{Status effect|debuff|petrification}} &#039;&#039;&#039;[[Petrification|Petrified]]&#039;&#039;&#039; and take damage, likely triggering &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
** {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; deals damage in a [[Area of Effect#Static Circle AoE|circle AoE]] around the afflicted on debuff expiration. Players hit other than the afflicted are debuffed with {{Status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; will not create a water spout like its previous iterations, and instead simply acts as a delayed {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A brutal onslaught of attacks, players will need to have strategies and positions prepared ahead of time to survive. DPS players may want to swap [[Clock spots|clock spot]] positions to have melee DPS up north, as Exdeath will no longer move from the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
* All players will want to keep an eye on their {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; debuff, as they must stand on the &amp;lt;u&amp;gt;opposite&amp;lt;/u&amp;gt; side of &#039;&#039;&#039;Edge of Death&#039;&#039;&#039; to survive. These debuffs will not only swap with each &#039;&#039;&#039;Edge of Death&#039;&#039;&#039;, but are randomized with each cast of &#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; can be handled utilizing [[Clock spots|clock spot]] positions and a tank swap. Players should stack together during the initial cast to consolidate the first &#039;&#039;&#039;Blizzard III&#039;&#039;&#039; AoEs that go off before the cast bar ends, then run to [[clock spots]]. After the first set of &#039;&#039;&#039;Fire III&#039;&#039;&#039; explosions, DPS can move back towards the center while tanks and healers stay near the edge for the second &#039;&#039;&#039;Fire III&#039;&#039;&#039;. The off-tank will also need to {{Action icon|Provoke}} during the cast to split the &#039;&#039;&#039;Thunder III&#039;&#039;&#039;.&lt;br /&gt;
* When &#039;&#039;&#039;Double Attack&#039;&#039;&#039; begins, both tanks should run to the center of the arena and mitigate while the rest of the party runs to the edge of the arena underneath Exdeath.&lt;br /&gt;
** Alternatively, one tank can use an invulnerability and stand directly underneath Exdeath while all other players stand at max melee range.&lt;br /&gt;
* Unless dodging an attack, Melee DPS and tanks should try to stay at the edge of Exdeath&#039;s targeting ring to have time to escape &#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;.&lt;br /&gt;
* During &#039;&#039;&#039;Light and Darkness&#039;&#039;&#039;, the party will need to assign spots in cardinal for flare players. Generally, healer flare will go south, tank flare running west and DPS flare go east of Neo Exdeath &amp;lt;u&amp;gt;&#039;&#039;before he teleports&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;.&#039;&#039; The rest of the party will stack with {{I|Stack marker}}. healer at where Neo Exdeath was.&lt;br /&gt;
&lt;br /&gt;
The two most dangerous attacks to look out for are &#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;. Additionally, as these attacks reset enmity, a tank should cast {{Action icon|Provoke}} afterwards to re-establish enmity lead.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
During the cast of &#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;, all players must stack in the center of the arena to avoid running off the platform due to {{Status effect|debuff|Hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once control is regained, players with &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; should run towards Exdeath to survive the massive [[knockback]] caused by &#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;. The tank without &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; must be the player closest to Exdeath however in order to take the brunt of the attack by using at least one mitigation.&lt;br /&gt;
&lt;br /&gt;
All other players will stack behind the non- &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; tank, with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; healer standing in the back, away from Exdeath, to ensure they take the least amount of damage. As these players do not have &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;, they will not suffer any knockback.&lt;br /&gt;
&lt;br /&gt;
Afterwards, simply hold still for {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039; before finally positioning for &#039;&#039;&#039;Edge of Death&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[File:Grand Cross Delta Strategy.png|alt=Player positioning for Grand Cross Delta.|thumb|The Line AoE will be &#039;&#039;&#039;Inner&#039;&#039;&#039; or &#039;&#039;&#039;Outer Antilight&#039;&#039;&#039; at random.]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039; requires much more strict positioning, as players will not only have to avoid looking at those with {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039;, but stack for &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]],&#039;&#039;&#039; take a fatal hit, and all while avoiding being knocked off the platform by &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The two DPS players with {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039; can simply keep attacking Exdeath, only stopping to avoid punishment from their debuff. These players should stay in melee range of Exdeath to ensure they avoid the {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; [[Other Mechanics#Gaze|gaze]] from the other players.&lt;br /&gt;
&lt;br /&gt;
The healer with {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; should run to edge opposite of Exdeath with the tank and DPS inflicted by {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The other tank and healer should be at different cardinal edges of the arena to avoid hitting others with {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All players in the stack must look away from both {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; players and aimed to get knocked towards Exdeath. Shortly afterwards Exdeath casts &#039;&#039;&#039;Inner&#039;&#039;&#039; or &#039;&#039;&#039;Outer Antilight&#039;&#039;&#039; at random, and all {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; players must take the hit to remove their debuff. If players are too far from Exdeath when hit by &#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;, they are likely to be knocked off the platform to their death.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;For full dps up-time during &#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;, with positioning taken with Neo-Exdeath&#039;s current position at the start of the mechanic as North:&lt;br /&gt;
&lt;br /&gt;
* All DPS will stack at the front, directly under Neo-Exdeath.&lt;br /&gt;
* Healer with  &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; will go to the west and stack with the non{{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; tank. DPS players without{{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039; can also join the stack.&lt;br /&gt;
* Healer with {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; will need to go to the east.&lt;br /&gt;
* Finally, the {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; tank will go south toward the center.&lt;br /&gt;
* Once {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning,  {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} Cursed Shriek and {{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}} [[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; are resolved, players with {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; will take damage from &#039;&#039;&#039;Inner&#039;&#039;&#039; or &#039;&#039;&#039;Outer Antilight&#039;&#039;&#039; to remove their debuff.&lt;br /&gt;
* With this, only the tanks and {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; healer need to look away from {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek.&#039;&#039;&#039; With good positioning, none will need to look away at all, allowing the whole party to keep pressing on dps.&lt;br /&gt;
&lt;br /&gt;
Should players survive for 5 minutes and 45 seconds, Exdeath will cast &#039;&#039;&#039;Grand Cross Omega&#039;&#039;&#039;, indicating the half-way point of the fight.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Almagest&#039;&#039;&#039;&lt;br /&gt;
|Heavy AoE healing required for the length of the debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Stack up together during the cast, then spread out to clock spots.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center during the cast. Players with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should stand away from Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|All players with &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; should run towards Exdeath with the tank being up front. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
|Players must stand on the side opposite to their &#039;&#039;&#039;Wound&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Attack&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stack and mitigate in the center or one tank use an invulnerability directly underneath Exdeath. All other players should stay away from the targeted tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;&lt;br /&gt;
|Move to pre-assigned positions while looking away from the [[Other Mechanics#Gaze|gaze]] attacks. Players in the stack must aim to be knocked towards Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
|Players with {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; must intentionally be hit by this attack. All others must dodge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
|Heavy AoE healing required for the length of the debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should stand to opposite sides of Exdeath to aim the attacks away from the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
|Move away from Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light and Darkness&#039;&#039;&#039;&lt;br /&gt;
|Flares should run away and spread to cardinal edges while the rest of the party stacks underneath Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|Destroy the &#039;&#039;&#039;&#039;&#039;Arcane Spheres&#039;&#039;&#039;&#039;&#039; as quickly as possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
|Players must stand on the side opposite to their &#039;&#039;&#039;Wound&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal all players back to full HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Attack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
|Heavy AoE healing required for the length of the debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
|Players must stand on the side opposite to their &#039;&#039;&#039;Wound&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Grand Cross Omega&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 3: Grand Cross Omega ===&lt;br /&gt;
----[[File:Grand Cross Omega Debuff List.png|alt=The debuffs assigned by Grand Cross Omega.|thumb|The debuffs assigned by Grand Cross Omega.]]&lt;br /&gt;
Exdeath will place another large series of debuffs on all players based on roles and begin a long sequence of attacks.&lt;br /&gt;
&lt;br /&gt;
* All players are inflicted with {{Status effect|debuff|Hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039; for 3 seconds and a random {{Status effect|debuff|File:White wound icon1.png|link=File:White wound icon1.png}} &#039;&#039;&#039;White Wound&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Black wound icon1.png|link=File:Black wound icon1.png}} Black Wound&#039;&#039;&#039; debuff.&lt;br /&gt;
* One tank, one healer, and one DPS are inflicted with a 10 second {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039;. The other healer has a 10 second &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039;.&lt;br /&gt;
* Two DPS are inflicted with a 30 second {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; while all other players have a 30 second {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039;.&lt;br /&gt;
* One tank, one healer, and one DPS have a 43 second &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; while all other players have a 43 second {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
He then casts &#039;&#039;&#039;The Final Battle&#039;&#039;&#039;. This attack causes Exdeath to teleport to the opposite side of the arena, and then do three randomly chosen casts of &#039;&#039;&#039;Edge of Death&#039;&#039;&#039; or &#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;, teleporting to a new location with each attack.&lt;br /&gt;
&lt;br /&gt;
The assault is then finalized with &#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Like with &#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;, players will want to start by stacking in the center during the cast of &#039;&#039;&#039;Grand Cross Omega&#039;&#039;&#039; to avoid running off the platform from {{Status effect|debuff|Hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once control is regained, all players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; will want to stack under Exdeath with the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; healer. Those with {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; should spread out in the middle of the arena.&lt;br /&gt;
&lt;br /&gt;
Exdeath will teleport to the opposite side of the arena and begin casting a random &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039;. Players in the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; stack should aim to be knocked towards Exdeath into whichever area is safest.&lt;br /&gt;
&lt;br /&gt;
All players should correctly dodge the first two &#039;&#039;&#039;Flood of Naughts&#039;&#039;&#039;. If &#039;&#039;&#039;Edge of Death&#039;&#039;&#039; is cast, players will need to remember to run &amp;lt;u&amp;gt;towards&amp;lt;/u&amp;gt; Exdeath to ensure they are not shoved off the platform by &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players with {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; should intentionally fail any of the &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039;, preferably the third one, to cleanse their debuff, but still must take care not to be pushed off the platform.&lt;br /&gt;
&lt;br /&gt;
After the third &#039;&#039;&#039;Flood of Naught&#039;&#039;&#039;, the two DPS with {{Status effect|debuff|File:Crown of the gorgon icon1.png|link=File:Crown of the gorgon icon1.png}} &#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; should stand in the center while all other players look away and hold still for {{Status effect|debuff|acceleration bomb}} &#039;&#039;&#039;[[Acceleration Bomb]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039; can be handled the same way as usual. Players with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should stay distant from Exdeath while all others should be close, with the &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; tank as the closest player.&lt;br /&gt;
&lt;br /&gt;
Heavy healing and party mitigations should be used to keep players healthy before and after the expiration of &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Should the players survive &#039;&#039;&#039;Grand Cross Omega&#039;&#039;&#039;, the fight will continue with its usual attacks until after 11 minutes.&lt;br /&gt;
&lt;br /&gt;
Exdeath will soft enrage with &#039;&#039;&#039;Neverwhere&#039;&#039;&#039;, slowly gaining {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; stacks overtime; then repeatedly cast &#039;&#039;&#039;Frenzied Fists&#039;&#039;&#039;—dealing rapid instances of unavoidable party-wide damage.&lt;br /&gt;
&lt;br /&gt;
After 16 stacks of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Exdeath will begin a 10 second cast of &#039;&#039;&#039;Almagest&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Grand Cross Omega&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center during the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Final Battle&#039;&#039;&#039;&lt;br /&gt;
|During the cast, players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; {{Status effect|debuff|File:Forked_lightning_icon1.png|link=File:Forked_lightning_icon1.png}} &#039;&#039;&#039;Forked Lightning&#039;&#039;&#039; will want to stack under Exdeath with the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png|link=File:Compressed water icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death or&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Inner/Outer Antilight x3&#039;&#039;&#039;&lt;br /&gt;
|Dodge/Survive the first two casts. Players with {{Status effect|debuff|File:Beyond death icon1.png|link=File:Beyond death icon1.png}} &#039;&#039;&#039;Beyond Death&#039;&#039;&#039; should intentionally fail the third cast to cleanse their debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|Players with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png|link=File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should stay distant from Exdeath while all others should be close, with the &#039;&#039;&#039;{{Status effect|debuff|File:Off-balance icon1.png|link=File:Off-balance icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Off-Balance&#039;&#039;&#039; tank as the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
|Heavy AoE healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Delta&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Shaker&#039;&#039;&#039;&lt;br /&gt;
|Tanks should split to opposite sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light and Darkness&#039;&#039;&#039;&lt;br /&gt;
|Stack under boss while &#039;&#039;&#039;[[Other Mechanics#Flare Marker|Flares]]&#039;&#039;&#039; spread out to other cardinals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Attack&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stack in the center and mitigate while all others run underneath Exdeath.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Almagest&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Wave&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emptiness&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Grand Cross Alpha&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terminal Antilight&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edge of Death&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner/Outer Antilight&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Neverwhere&#039;&#039;&#039;&lt;br /&gt;
|Soft enrage. A DPS {{Action icon|Limit Break}} should be used if available.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Immediately heal the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frenzied Fists + Sphere x8&#039;&#039;&#039;&lt;br /&gt;
|Keep the party healthy. This is the last chance to defeat Exdeath.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Almagest (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Genji Weapons}}&lt;br /&gt;
*{{Item icon|Deltascape Datalog v4.0}}&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 Genji Arms (IL 345)}}&lt;br /&gt;
{{Drops table row|Genji Greataxe}}&lt;br /&gt;
{{Drops table row|Genji Nagamaki}}&lt;br /&gt;
{{Drops table row|Genji Naginata}}&lt;br /&gt;
{{Drops table row|Genji Chakrams}}&lt;br /&gt;
{{Drops table row|Genji Katana}}&lt;br /&gt;
{{Drops table row|Genji Phurpa}}&lt;br /&gt;
{{Drops table row|Genji Greatbow}}&lt;br /&gt;
{{Drops table row|Genji Arquebus}}&lt;br /&gt;
{{Drops table row|Genji Rod}}&lt;br /&gt;
{{Drops table row|Genji Grimoire}}&lt;br /&gt;
{{Drops table row|Genji Rapier}}&lt;br /&gt;
{{Drops table row|Genji Cane}}&lt;br /&gt;
{{Drops table row|Genji Codex}}&lt;br /&gt;
{{Drops table row|Genji Ephemeris}}&lt;br /&gt;
{{Drops table row|Genji Armor Coffer (IL 340)}}&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|Genji Weapon Coffer (IL 345)}}&lt;br /&gt;
{{Drops table row|Wind-up Exdeath}}&lt;br /&gt;
{{Drops table row|Alte Roite Prism}}&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 Delta, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Delta, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Delta, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Delta}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Decisions (Omega)}}&lt;br /&gt;
{{music table row|Phase 2|Final, Not Final}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V3.0_(Savage)&amp;diff=1498723</id>
		<title>Sigmascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V3.0_(Savage)&amp;diff=1498723"/>
		<updated>2026-07-16T15:58:33Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Expand on mechanics detail and Ultros&amp;#039; spawn spot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Sigmascape V3.0|the second tier of [[Omega (Savage)]] in general|Omega: Sigmascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Sigmascape V3.0 (Savage)&lt;br /&gt;
| description = The urge to flip switches is almost irresistible...even when you know full well the consequences for doing so. Once more your finger moves as if of its own accord, and activates the second phase of the Savage Initiative. As the gentle arrangement drifts from the terminal, you are transported to a remembered vista of the Sigmascape, each lapping wave of the song swelling the boundary of your memories...&lt;br /&gt;
| image = Sigmascape V3.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 350&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 15 Poetics&lt;br /&gt;
| location = Lower Tower of Ruin, Sigmascape V3.0&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|Test World of Ruin}}&lt;br /&gt;
| patch = 4.2&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Sigmascape V3.0 (Savage)&lt;br /&gt;
| id-gt = 30065&lt;br /&gt;
| id-edb = 6196f1cd409&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O7S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Guardian (boss)|Guardian]]===&lt;br /&gt;
Players will find themselves in an otherworldly location, akin to a mechanical factory, within a square-shaped arena surrounded by a deadly field of electricity. Any player who touches the edges of the arena for any reason will suffer {{Status effect|debuff|File:Shocked icon.png|link=File:Shocked icon.png}} &#039;&#039;&#039;Shocked&#039;&#039;&#039; for 20 seconds, a powerful damage-over-time debuff that can not be cleansed.&lt;br /&gt;
&lt;br /&gt;
Behind Guardian are two monitors: a large one on the left and a smaller one on the right. These monitors will display one of five images indicating the type of attack Guardian will use next, and potentially which attack will be saved for later.&lt;br /&gt;
&lt;br /&gt;
Guardian will randomly choose one of two potential program paths, starting with either &#039;&#039;&#039;Dadaluma&#039;&#039;&#039; or &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039;, that will determine the attack rotation for the entire fight.&lt;br /&gt;
&lt;br /&gt;
Guardian has an enrage timer of 12 minutes and 15 seconds.&lt;br /&gt;
===Phase 1===&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 Abilities&lt;br /&gt;
!Program&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; class=&amp;quot;line-right&amp;quot;| None&lt;br /&gt;
| &#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|An unmarked [[Area of Effect#Static Line AoE|Static line AoE]] aimed at a random player. Indicated by Guardian turning towards a player and charging a laser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arm &amp;amp; Hammer&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|All four DPS are marked with orange [[Area of Effect#Spread Circle|spread circle]] arrows. A green &#039;&#039;&#039;Lightning Bomb&#039;&#039;&#039; is then dropped on each marker which explodes twice in a ~10y radius.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|A random player is marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;. After 5 seconds, the player is hit with a moderate damage attack that inflicts a painful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; debuff for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
|Several missiles will appear in random locations on the edges of the arena and fly straight across, exploding if touched. For casters, the safe spots would be inside their assigned towers spot in &#039;&#039;&#039;Dadaluma Rotation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot;| Program Control&lt;br /&gt;
|&#039;&#039;&#039;Load&#039;&#039;&#039;&lt;br /&gt;
|Starts the attack sequence of whatever program is shown on the large monitor.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skip Program&#039;&#039;&#039;&lt;br /&gt;
|The program on the large monitor is &#039;&#039;&#039;Skipped&#039;&#039;&#039; and instead &#039;&#039;&#039;Loads&#039;&#039;&#039; the attack sequence shown on the smaller monitor.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Retrieve Program&#039;&#039;&#039;&lt;br /&gt;
|Starts the attack sequence of the last program that was &#039;&#039;&#039;Skipped&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Copy Program&#039;&#039;&#039;&lt;br /&gt;
|Stores a copy of the current active program into Guardian&#039;s memory banks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paste Program&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Loads&#039;&#039;&#039; the program Guardian &#039;&#039;&#039;Copied&#039;&#039;&#039;.&lt;br /&gt;
&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;| Dadaluma&lt;br /&gt;
|&#039;&#039;&#039;Load (Dadaluma)&#039;&#039;&#039;&lt;br /&gt;
|Guardian attacks with &#039;&#039;&#039;&#039;&#039;Shockwave&#039;&#039;&#039;&#039;&#039;, dealing damage and a [[Knockback#Radial Knockback|radial knockback]] from its current location. Can be resisted with &lt;br /&gt;
[[Arm&#039;s Length]] or  [[Surecast]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Chakra Burst&#039;&#039;&#039;&lt;br /&gt;
|Eight [[Tower|towers]] are created, one on each cardinal and inter-cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Run Program&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dadaluma&#039;&#039;&#039; appears and must be killed for the fight to continue.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aura Cannon&#039;&#039;&#039;&lt;br /&gt;
|A random healer or DPS player is marked with a blue circle, then hit by a large [[Area of Effect#Spread Line or Cone|spread line]] attack—inflicting damage and a powerful {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff on those hit.&lt;br /&gt;
&lt;br /&gt;
* The target role always alternates between healer and DPS, beginning with the former.&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|Bibliotaph&lt;br /&gt;
|&#039;&#039;&#039;Load (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|Guardian begins casting &#039;&#039;&#039;&#039;&#039;Demon Simulation&#039;&#039;&#039;&#039;&#039; and creates a four-player [[Tower#Summoning Circle|summoning circle]] on each cardinal direction. Any incomplete circle becomes a powerful &#039;&#039;&#039;&#039;&#039;Bibliolatrist&#039;&#039;&#039;&#039;&#039; enemy.&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;| Air Force&lt;br /&gt;
|&#039;&#039;&#039;Load (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|Guardian attacks with &#039;&#039;&#039;&#039;&#039;Diffractive Laser&#039;&#039;&#039;&#039;&#039;, an unmarked [[Area of Effect#Static Circle AoE|Static circle AoE]] around itself that deals high damage and inflicts {{Status effect|debuff|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; and {{Status effect|debuff|Vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Run Program&#039;&#039;&#039;&lt;br /&gt;
|An &#039;&#039;&#039;&#039;&#039;Air Force&#039;&#039;&#039;&#039;&#039; enemy appears in each corner of the arena and tethers to a different random DPS player. These enemies do not move but will always face their tethered target.&lt;br /&gt;
These &#039;&#039;&#039;&#039;&#039;Air Force&#039;&#039;&#039;&#039;&#039; enemies frequently aim a [[Area of Effect#Static Cone AoE|Static cone AoE]] towards their target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;&lt;br /&gt;
|Two bombs are placed near the center with a blue and red circle attached and a timer above it. After a couple seconds, either the blue or red ring will glow.&lt;br /&gt;
&lt;br /&gt;
* Stepping into the glowing ring defuses the bomb, dealing minor damage and inflicting {{Status effect|debuff|Fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down|Fire Resistance Down II]]&#039;&#039;&#039; in a small AoE for 10 seconds.&lt;br /&gt;
* Stepping into the wrong ring or letting the timer expire inflicts extreme damage and {{Status effect|debuff|Vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to the entire party.&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;| Ultros&lt;br /&gt;
|&#039;&#039;&#039;Load (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|All players are hit by unmarked &#039;&#039;&#039;&#039;&#039;Ink&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tentacle Simulation&#039;&#039;&#039;&lt;br /&gt;
|Four large [[Area of Effect#Static Circle AoE|Static circle AoEs]] are placed under random players. Tentacles burst up from these locations, then attack with a [[Area of Effect#Static Line AoE|Static line AoE]] towards whatever direction they are facing.&lt;br /&gt;
&lt;br /&gt;
* The tentacles will face the same direction as the targeted players were when the [[Area of Effect#Static Circle AoE|Static circle AoEs]] were placed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Run Program&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Ultros&#039;&#039;&#039; appears in a corner of the arena, with his spawning positions depending on whether &#039;&#039;&#039;Dadaluma&#039;&#039;&#039; or &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039; was &#039;&#039;&#039;Load&#039;&#039;&#039; first. He has no standout abilities except for an [[Interrupt|interruptible]] cast of &#039;&#039;&#039;&#039;&#039;Stoneskin&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
At the same time, Guardian will begin to fly an aim a &#039;&#039;&#039;&#039;&#039;Chain Cannon&#039;&#039;&#039;&#039;&#039; attack at a random player&#039;s location—shooting that spot multiple times before placing a [[Other Mechanics#Proximity AoE|proximity AoE]] there.&lt;br /&gt;
|}&lt;br /&gt;
The party will want to assign [[Clock spots|clock spot]] positions for several attacks, namely &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;, &#039;&#039;&#039;Super Chakra Burst&#039;&#039;&#039;, and &#039;&#039;&#039;Load (Ultros)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, two non-DPS players will want to be assigned for defusing bombs from &#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lastly, the party will want to divide into two groups of four players to handle the four [[Tower#Summoning Circle|summoning circles]] created from &#039;&#039;&#039;Load (Bibliotaph)&#039;&#039;&#039;. Each group should be assigned two circles and an order of which circle to resolve first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While much of Phase 1 is fairly straight-forward, players will be required to memorize not only what program is &#039;&#039;&#039;Skipped&#039;&#039;&#039;, but also which program is &#039;&#039;&#039;Copied&#039;&#039;&#039; for later attacks and phases.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Dadaluma&#039;&#039;&#039; program always begins with a combined &#039;&#039;&#039;Super Chakra Burst&#039;&#039;&#039; and a &#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;. Players will need to stand in their assigned towers while avoiding the incoming missiles. These missiles have narrow hitboxes, and it is possible to dodge between two missiles flying next to each other.&lt;br /&gt;
&lt;br /&gt;
Afterwards, &#039;&#039;&#039;Dadaluma&#039;&#039;&#039; will be summoned, which the off-tank should grab. The healers and DPS marked by &#039;&#039;&#039;Aura Cannon&#039;&#039;&#039; should run to the side of the boss away from the party and receive frequent healing to offset the {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Bibliotaph&#039;&#039;&#039; simply requires the party to split into two halves and resolve each [[Tower#Summoning Circle|summoning circle]] before the cast of &#039;&#039;&#039;&#039;&#039;Demon Simulation&#039;&#039;&#039;&#039;&#039; completes. Which players are in which group does not matter. There will be one [[Tower#Summoning Circle|summoning circle]] on each cardinal direction, and each group of four will have just enough time to run from one cardinal to an adjacent one (i.e. North to East / South to West).&lt;br /&gt;
&lt;br /&gt;
Should the party fail to complete all [[Tower#Summoning Circle|summoning circles]], it is possible to defeat the created &#039;&#039;&#039;&#039;&#039;Bibliolatrist&#039;&#039;&#039;&#039;&#039; enemies—these enemies are quite powerful, though, and two or more will likely result in the death of the party.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Air Force&#039;&#039;&#039; requires all DPS players to run to the corner with their tethered enemy to ensure the enemy is facing away from the center and their party. DPS must remember to dodge the [[Area of Effect#Static Cone AoE|Static cone AoEs]] created by the &#039;&#039;&#039;&#039;&#039;Air Force&#039;&#039;&#039;&#039;&#039; enemies.&lt;br /&gt;
&lt;br /&gt;
In the mean time, the two bomb defusers can handle &#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039; while the other two help destroy the &#039;&#039;&#039;&#039;&#039;Air Force&#039;&#039;&#039;&#039;&#039; enemies with the DPS.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Lastly, &#039;&#039;&#039;Ultros&#039;&#039;&#039; can be handled by having all players spread out to [[clock spots]] on &#039;&#039;&#039;Load (Ultros)&#039;&#039;&#039;, then stacking together while facing the same direction prior to &#039;&#039;&#039;Tentacle Simulation&#039;&#039;&#039; to ensure all tentacles slam towards the same area. He will spawn at southeast of the arena if &#039;&#039;&#039;Dadaluma&#039;&#039;&#039; was &#039;&#039;&#039;Load&#039;&#039;&#039; first, or northeast if &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039; was &#039;&#039;&#039;Load&#039;&#039;&#039; first.&lt;br /&gt;
&lt;br /&gt;
Finally during &#039;&#039;&#039;Run Program&#039;&#039;&#039;, the off-tank should [[interrupt]] &#039;&#039;&#039;&#039;&#039;Stoneskin&#039;&#039;&#039;&#039;&#039; and move &#039;&#039;&#039;Ultros&#039;&#039;&#039; to a corner away from where Guardian is aiming their &#039;&#039;&#039;&#039;&#039;Chain Cannon&#039;&#039;&#039;&#039;&#039;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Guardian has two potential attack rotations, one starting with &#039;&#039;&#039;Dadaluma&#039;&#039;&#039; and the other with &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039;. While the rotations are the same length, they will change the order that programs are loaded in.&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;
!class=&amp;quot;line-right&amp;quot;|Dadaluma Rotation&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|Bibliotaph Rotation&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|Move away from where Guardian is pointing.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|DPS should spread out to the edges, then move back to Guardian once the orbs appear.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|Heal the {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; target.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Load (Dadaluma)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Load (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Dadaluma&#039;&#039;&#039;, aim to be knocked back towards a corner. If &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039;, split into two assigned groups for [[Tower#Summoning Circle|summoning circles]].&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Super Chakra Burst&#039;&#039;&#039;&lt;br /&gt;
+ &#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Skip Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Load Dadaluma)&#039;&#039;&#039;&lt;br /&gt;
|Be ready to move into [[clock spots]] for [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Dadaluma)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Super Chakra Burst&#039;&#039;&#039;&lt;br /&gt;
+ &#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank grab &#039;&#039;&#039;Dadaluma&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Dadaluma)&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank grab &#039;&#039;&#039;Dadaluma&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure players marked for &#039;&#039;&#039;Aura Cannon&#039;&#039;&#039; move to the side away from the group. Keep them healthy through the {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Skip Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Load Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Dadaluma Rotation&#039;&#039;&#039;, split into two assigned groups for [[Tower#Summoning Circle|summoning circles]].&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Retrieve Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Retrieve Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|Spread out away from Guardian.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Copy Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Copy Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|Memorize which was copied for later.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Tentacle Simulation&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, DPS should move to matching corners. If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, stack behind the boss facing the same direction.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, tanks/healers should defuse bombs. If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, move them away from the &#039;&#039;&#039;&#039;&#039;Chain Cannons&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Load (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, move away from Guardian.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Load (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, spread out.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, DPS should move to matching corners.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Tentacle Simulation&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, stack behind the boss facing the same direction. If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, tanks/healers should defuse bombs.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, move them away from the &#039;&#039;&#039;&#039;&#039;Chain Cannons&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Skip Program (Dadaluma)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Load Virus Combat)&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Skip Program (Bilbiotaph)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Load Virus Combat)&#039;&#039;&#039;&lt;br /&gt;
!Begins Phase 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Virus Combat Program===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Red Light|red light]] attack that marks the entire arena in a green radar effect. Moving players are hit with high damage and inflicted with {{Status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Unusually, this attack only detects spatial movement. Casting and attacking will not trigger detection.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Viral Weapon&#039;&#039;&#039;&lt;br /&gt;
|Inflicts {{Status effect|debuff|File:Temporary misdirection icon.png|link=File:Temporary misdirection icon.png}} &#039;&#039;&#039;Temporary Misdirection&#039;&#039;&#039; on all players for 15 seconds, but removes {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039; from the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Run Program (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|Summons a &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039; enemy that frequently attacks with powerful [[Tankbuster|tankbusters]].&lt;br /&gt;
|}&lt;br /&gt;
After about 5 minutes, Guardian will load the &#039;&#039;&#039;Virus Combat&#039;&#039;&#039; program, indicating the start of the next phase.&lt;br /&gt;
[[File:O7S Virus Positioning.png|alt=Positioning for Virus Combat Program.|thumb|Positioning for Virus Combat Program.]]&lt;br /&gt;
Players will be separated into four pairs with [[Tether (mechanic)#Magnetic Tether|magnetic tethers]]. A tank will always be tethered to a healer, and DPS will only be tethered to other DPS players.&lt;br /&gt;
&lt;br /&gt;
* Two pairs will have &#039;&#039;&#039;&#039;&#039;Opposite Polarities&#039;&#039;&#039;&#039;&#039; as well as a 15 second {{Status effect|debuff|File:Searing wind icon1.png|link=File:Searing wind icon1.png}} &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; debuff—repeatedly damaging and inflicting [[knockback]] to any nearby players.&lt;br /&gt;
* Two pairs will have &#039;&#039;&#039;&#039;&#039;Matching Polarities&#039;&#039;&#039;&#039;&#039; as well as a 20 second {{Status effect|debuff|File:Abandonment icon1.png|link=File:Abandonment icon1.png}} &#039;&#039;&#039;Abandonment&#039;&#039;&#039; debuff— causing {{Status effect|debuff|Hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039; if the afflicted player does not stay within 5y of another player.&lt;br /&gt;
* One random player with {{Status effect|debuff|File:Abandonment icon1.png|link=File:Abandonment icon1.png}} &#039;&#039;&#039;Abandonment&#039;&#039;&#039; will also have {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039; for 15 seconds. If the afflicted player dies or this debuff expires, the party will wipe.&lt;br /&gt;
** {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039; can be transferred to other players by touch, resetting its timer. The previously afflicted will then have {{Status effect|debuff|File:AllaganImmunity.png|link=File:AllaganImmunity.png}} &#039;&#039;&#039;Aether Rot Immunity&#039;&#039;&#039;, preventing them from taking the debuff again.&lt;br /&gt;
&lt;br /&gt;
Of the four tether pairs, one tank+healer pair will always have an &#039;&#039;&#039;&#039;&#039;Opposite Polarity&#039;&#039;&#039;&#039;&#039; and the other a &#039;&#039;&#039;&#039;&#039;Matching Polarity&#039;&#039;&#039;&#039;&#039;. This can be used to assign [[Waymark|waymarks]] to tanks and healers based on which debuff they receive.&lt;br /&gt;
&lt;br /&gt;
Players will want to position to have all tethers parallel to each other with the {{Status effect|debuff|File:Searing wind icon1.png|link=File:Searing wind icon1.png}} &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; pairs on the outside edges and the {{Status effect|debuff|File:Abandonment icon1.png|link=File:Abandonment icon1.png}} &#039;&#039;&#039;Abandonment&#039;&#039;&#039; tethers on the inside.&lt;br /&gt;
&lt;br /&gt;
Once the tethers resolve, all players will want to hold still to ensure they safely resolve their debuffs—except for the player with {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039;, who will want to ensure they pass their debuff to their neighbor before it expires.&lt;br /&gt;
&lt;br /&gt;
Once both {{Status effect|debuff|File:Searing wind icon1.png|link=File:Searing wind icon1.png}} &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; and {{Status effect|debuff|File:Abandonment icon1.png|link=File:Abandonment icon1.png}} &#039;&#039;&#039;Abandonment&#039;&#039;&#039; expires, players will want to move back towards the center while slowly passing {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039; around.&lt;br /&gt;
&lt;br /&gt;
Guardian will cast &#039;&#039;&#039;Viral Weapon&#039;&#039;&#039; after 60 seconds, requiring {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039; to be transferred at least 5 times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Viral Weapon&#039;&#039;&#039; will remove the {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039; debuff but inflict everyone with {{Status effect|debuff|File:Temporary misdirection icon.png|link=File:Temporary misdirection icon.png}} &#039;&#039;&#039;Temporary Misdirection&#039;&#039;&#039; for 15 seconds. Players will be forced to dodge &#039;&#039;&#039;Magitek Ray&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Chain Cannon&#039;&#039;&#039;&#039;&#039; with unreliable movement.&lt;br /&gt;
&lt;br /&gt;
The fight will continue as normal, with &#039;&#039;&#039;Electric Pulse&#039;&#039;&#039; occasionally forcing players to stop moving during other abilities.&lt;br /&gt;
&lt;br /&gt;
After 12 minutes and 5 seconds, Guardian will begin a 10 second cast of &#039;&#039;&#039;Extermination Sequence&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|Dadaluma Rotation&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|Bibliotaph Rotation&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Diffractive Plasma x2&#039;&#039;&#039;&lt;br /&gt;
|Pass the {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039; around to prevent expiration.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|Heal the target.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Viral Weapon&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;{{Status effect|debuff|File:Temporary misdirection icon.png|link=File:Temporary misdirection icon.png}} Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoE.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;{{Status effect|debuff|File:Temporary misdirection icon.png|link=File:Temporary misdirection icon.png}} Chain Cannon&#039;&#039;&#039;&lt;br /&gt;
|Move away from the targeted area.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
|Hold still (but attacking and casting is safe).&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Paste Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Paste Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|Spread out away from Guardian.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Tentacle Simulation&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, quickly defuse the bombs.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, DPS must run to their matching corners. If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, DPS should spread out to the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, quickly defuse the bombs.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right line-top&amp;quot;|&#039;&#039;&#039;Skip Program (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Load Dalaluma)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Dadaluma&#039;&#039;&#039;, prepare to be knocked back, followed by &#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Super Chakra Burst&#039;&#039;&#039;&lt;br /&gt;
+ &#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
+ &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right line-top&amp;quot;|&#039;&#039;&#039;Load (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Dadaluma&#039;&#039;&#039;, DPS should stand in the empty corners first, then run into their towers after &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;.&lt;br /&gt;
If &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039;, players will need to activate the [[Tower#Summoning Circle|summoning circles]] quickly before &#039;&#039;&#039;Electric Pulse&#039;&#039;&#039; resolves.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039;, tank it separately and keep the tank alive.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma x3&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right line-top&amp;quot;|&#039;&#039;&#039;Retrieve Program (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039;, players will need to activate the [[Tower#Summoning Circle|summoning circles]] quickly before &#039;&#039;&#039;Electric Pulse&#039;&#039;&#039; resolves.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039;, tank it separately and keep the tank alive.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma x3&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right line-top&amp;quot;|&#039;&#039;&#039;Load (Dadaluma)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Dadaluma&#039;&#039;&#039;, prepare to be knocked back, followed by &#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Super Chakra Burst&#039;&#039;&#039;&lt;br /&gt;
+ &#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
+ &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Dadaluma&#039;&#039;&#039;, DPS should stand in the empty corners first, then run into their towers after &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right line-top&amp;quot;|&#039;&#039;&#039;Load (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, spread out.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Tentacle Simulation&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right line-top&amp;quot;|&#039;&#039;&#039;Skip Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Load Air Force)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, quickly defuse bombs. Otherwise move away from Guardian.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, DPS should spread out towards the edges.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, DPS should move to their matching corners.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, quickly defuse the bombs.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|Last chance for the party to defeat Guardian.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;|&#039;&#039;&#039;Extermination Program (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Sigmascape Datalog v3.0}}&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|Diamond Leg Gear Coffer (IL 370)}}&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|Diamond Head Gear Coffer (IL 370)}}&lt;br /&gt;
{{Drops table row|Diamond Hand Gear Coffer (IL 370)}}&lt;br /&gt;
{{Drops table row|Diamond Foot Gear Coffer (IL 370)}}&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|A Battle Decisively}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498719</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498719"/>
		<updated>2026-07-16T15:28:17Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Clarification on tanks/party position for panto #2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, 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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
It&#039;s importance to note that for most of the raid, Omega should be tanked and hold in the middle of the arena in order to handle its various mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&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;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
A tether attack attached to a random healer and often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;. The healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random. However, it is of note that which person gets which set of fists is determined once the party queues into the raid, and remains the same throughout the lockout.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to deal with the fists, but most involve spreading out first.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
There are two types of pairings: Role-based and Rotation-based.&lt;br /&gt;
* Role-based pairing, as the name implies, pairs matching roles together. Healers stack with healers, tanks with tanks, melee DPS with other Melee, and ranged with ranged.&lt;br /&gt;
* Rotation-based pairing instead uses a clock spot spread and has positions rotate (either clockwise or counter-clockwise) to their neighbor in an assigned order (i.e. north to northeast, then east to southeast, south to southwest, and finally west to northwest).&lt;br /&gt;
&lt;br /&gt;
Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS are often paired by melee or ranged typing, but collision order is by group preference.&lt;br /&gt;
* Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out, then have assigned pairs stack together one-at-a-time for each slam, healing constantly inbetween.&lt;br /&gt;
Alternatively, the party can stack and use a tank {{Action icon|Limit Break|Limit Break 3}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena.&lt;br /&gt;
#* An alternate method is to have the entire group instead stack at north/behind Omega, with the Guided Missile going south Both groups would rotate either clockwise or counter-clockwise, but the Guided Missile player should maintaince their position to always be the farthest person away from Omega.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile.&lt;br /&gt;
#* Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through Omega to the opposite side afterwards.&lt;br /&gt;
# Both tanks will need to take position at the northeast and northwest, at max melee range, then mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;. This ensures that their AoEs will not cleave each other, nor the rest of the party. Non-tanks must spread out in the south, with three non-tank players standing closest to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
#* Alternatively, tanks can spread to east and west, allowing safe spots at both north and south side of Omega. The north and south safe zones can be occupied by three players each for easy &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; assignments.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 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;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&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|Omega Leg 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 Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&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|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498711</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498711"/>
		<updated>2026-07-16T10:30:13Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Minor note to tanking position at the beginning.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, 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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
It&#039;s importance to note that for most of the raid, Omega should be tanked and hold in the middle of the arena in order to handle its various mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&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;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
A tether attack attached to a random healer and often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;. The healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random. However, it is of note that which person gets which set of fists is determined once the party queues into the raid, and remains the same throughout the lockout.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to deal with the fists, but most involve spreading out first.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
There are two types of pairings: Role-based and Rotation-based.&lt;br /&gt;
* Role-based pairing, as the name implies, pairs matching roles together. Healers stack with healers, tanks with tanks, melee DPS with other Melee, and ranged with ranged.&lt;br /&gt;
* Rotation-based pairing instead uses a clock spot spread and has positions rotate (either clockwise or counter-clockwise) to their neighbor in an assigned order (i.e. north to northeast, then east to southeast, south to southwest, and finally west to northwest).&lt;br /&gt;
&lt;br /&gt;
Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS are often paired by melee or ranged typing, but collision order is by group preference.&lt;br /&gt;
* Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out, then have assigned pairs stack together one-at-a-time for each slam, healing constantly inbetween.&lt;br /&gt;
Alternatively, the party can stack and use a tank {{Action icon|Limit Break|Limit Break 3}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena.&lt;br /&gt;
#* An alternate method is to have the entire group instead stack at Omega&#039;s front, with the Guided Missile going to the back. Both groups would rotate either clockwise or counter-clockwise, but the Guided Missile player should maintaince their position to always be the farthest person away from Omega.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile.&lt;br /&gt;
#* Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through Omega to the opposite side afterwards.&lt;br /&gt;
# Both tanks will need to take position at the northeast and northwest, at max melee range, then mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;. This ensures that their AoEs will not cleave each other, nor the rest of the party. Non-tanks must spread out in the south, with three non-tank players standing closest to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
#* Alternatively, tanks can spread to east and west, allowing safe spots at both north and south side of Omega. The north and south safe zones can be occupied by three players each for easy &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; assignments.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 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;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&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|Omega Leg 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 Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&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|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498710</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498710"/>
		<updated>2026-07-16T10:27:43Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Added a note for Peripheral Synthesis #3. Clarification on far baiter for Panto #2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, 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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&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;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
A tether attack attached to a random healer and often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;. The healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random. However, it is of note that which person gets which set of fists is determined once the party queues into the raid, and remains the same throughout the lockout.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to deal with the fists, but most involve spreading out first.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
There are two types of pairings: Role-based and Rotation-based.&lt;br /&gt;
* Role-based pairing, as the name implies, pairs matching roles together. Healers stack with healers, tanks with tanks, melee DPS with other Melee, and ranged with ranged.&lt;br /&gt;
* Rotation-based pairing instead uses a clock spot spread and has positions rotate (either clockwise or counter-clockwise) to their neighbor in an assigned order (i.e. north to northeast, then east to southeast, south to southwest, and finally west to northwest).&lt;br /&gt;
&lt;br /&gt;
Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS are often paired by melee or ranged typing, but collision order is by group preference.&lt;br /&gt;
* Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out, then have assigned pairs stack together one-at-a-time for each slam, healing constantly inbetween.&lt;br /&gt;
Alternatively, the party can stack and use a tank {{Action icon|Limit Break|Limit Break 3}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena.&lt;br /&gt;
#* An alternate method is to have the entire group instead stack at Omega&#039;s front, with the Guided Missile going to the back. Both groups would rotate either clockwise or counter-clockwise, but the Guided Missile player should maintaince their position to always be the farthest person away from Omega.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile.&lt;br /&gt;
#* Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through Omega to the opposite side afterwards.&lt;br /&gt;
# Both tanks will need to take position at the northeast and northwest, at max melee range, then mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;. This ensures that their AoEs will not cleave each other, nor the rest of the party. Non-tanks must spread out in the south, with three non-tank players standing closest to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
#* Alternatively, tanks can spread to east and west, allowing safe spots at both north and south side of Omega. The north and south safe zones can be occupied by three players each for easy &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; assignments.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 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;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&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|Omega Leg 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 Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&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|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;diff=1498709</id>
		<title>Sigmascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;diff=1498709"/>
		<updated>2026-07-16T10:15:21Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Minor spellcheck. Expand upon mechanics during Graven Image #1, #3 and #5. Clarified waymarks and party positions. Added various strats to handle Graven Image #3 and Forsaken #1.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Sigmascape V4.0|the second tier of [[Omega (Savage)]] in general|Omega: Sigmascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Sigmascape V4.0 (Savage)&lt;br /&gt;
| description = The urge to flip switches is almost irresistible...even when you know full well the consequences for doing so. Once more your finger moves as if of its own accord, and activates the second phase of the Savage Initiative. As the gentle arrangement drifts from the terminal, you are transported to a remembered vista of the Sigmascape, each lapping wave of the song swelling the boundary of your memories...&lt;br /&gt;
| image = Sigmascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 350&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 = 15 Poetics&lt;br /&gt;
| location = Upper Tower of Ruin, Sigmascape V4.0&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|Test World of Ruin}}&lt;br /&gt;
| patch = 4.2&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Sigmascape V4.0 (Savage)&lt;br /&gt;
| id-gt = 30066&lt;br /&gt;
| id-edb = 28d9a03c886&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O8S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Weapon&#039;s Refrain (Ultimate)}}. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Kefka]]===&lt;br /&gt;
Players will find themselves suspended over an endless drop into inter-dimensional space atop a circular platform. Should any player fall over the edge for any reason, they will suffer an immediate KO, though they can be raised after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
After some playful boasting, Kefka gives his signature laugh from &#039;&#039;Final Fantasy VI&#039;&#039;. Once engaged in battle, Kefka will employ deceitful abilities and eventually summon the infamous &#039;&#039;&#039;Statue of the Gods&#039;&#039;&#039; to a glorious rendition of &#039;&#039;&#039;Dancing Mad&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like [[Sigmascape V4.0|normal mode]], Kefka will employ trickery and deceit to confuse players throughout the encounter. As a rule of thumb - whenever you see question marks within a telegraph or notice question-marked orbs floating around Kefka during upcoming mechanics, all players should do the opposite of what is expected from those mechanics.&lt;br /&gt;
&lt;br /&gt;
* For example, a [[Area of Effect#static Circle AoE|static circle AoE]] with question marks should be stood inside, as the attack will instead hit the areas outside the AoE markings.&lt;br /&gt;
Similar to [[Deltascape V4.0 (Savage)|Deltascape V4.0 Savage]], this fight contains a checkpoint and a time limit of 120 minutes. Should players reach Phase 2, any party wipes will restart from the beginning of Phase 2 until the party leaves the instance or the duty timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to the Fight: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions should be assigned.&lt;br /&gt;
&lt;br /&gt;
Each tank and healer should be assigned a different DPS partner to create four pairs.&lt;br /&gt;
&lt;br /&gt;
Each pair should have an assigned stack spot for &#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each pair should have an assigned stack spot for &#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;. Color coded spots corresponding to each pairs on cardinal or intercardinal edge of the arena is also recommended.&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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|A self-buff that causes Kefka to store an exact copy of any {{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039;, {{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} &#039;&#039;&#039;Thunder&#039;&#039;&#039;, or {{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells cast afterwards into his buff list.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Will either mark all players with [[Area of Effect#Spread Circle|spread circle]] arrows, or one player with a {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; causes the attack to be the opposite of the marker shown (i.e. &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]] will instead be an invisible {{I|Stack marker}} on one player).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Creates four criss-crossing [[Area of Effect#static Line AoE|static line AoE]] markers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; shifts the positions of the lines diagonally, causing only the cross-sections of the [[Area of Effect#static Line AoE|static line AoE]] markers to be safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Creates either a [[Area of Effect#static Circle AoE|static circle AoE]] or a [[Area of Effect#static Donut AoE|static donut AoE]] centered on Kefka.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; swaps the attack, causing the marked areas to be safe instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Kefka casts all spells stored by {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; simultaneously, removing all his buffs.&lt;br /&gt;
&lt;br /&gt;
* If the copied spell was under the effect of &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, the resulting spell will also be—but no question marks will appear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|A black circle appears under Kefka and at a random edge of the arena. Kefka teleports to the second black circle in a flash of light and casts &#039;&#039;&#039;&#039;&#039;Revolting Ruin&#039;&#039;&#039;&#039;&#039; towards the center of the arena—a [[Area of Effect#static Cone AoE|120-degree static cone AoE]] with powerful [[knockback]].&lt;br /&gt;
&lt;br /&gt;
* The black circle and the teleport itself do not deal any damage.&lt;br /&gt;
* The direction in which Kefka will teleport is random. However, if pulled in a direction, Kefka will always attempt to teleport to the furthest side from where he starts the cast as opposed to a random direction. Ex: If pulled to the north, Kefka&#039;s Timely Teleport will always position him at the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero Assault&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Knockback#Radial Knockback|radial knockback]] from Kefka with a push distance equal to a majority of the arena&#039;s length. Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image&#039;&#039;&#039;&lt;br /&gt;
|Prompts the massive statue north of the arena to initiate an attack sequence.&lt;br /&gt;
|}&lt;br /&gt;
While similar to the [[Sigmascape V4.0|normal version]] of the fight, Kefka&#039;s first phase is not only significantly longer, but &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; will no longer place question marks on the ground AoEs. Players will either have to pay attention to the orbs floating around Kefka, or to his debuffs.&lt;br /&gt;
&lt;br /&gt;
* If Kefka is being truthful about his attack, he will be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s truths icon1.png|link=File:Jester&#039;s truths icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Truths&#039;&#039;&#039; and the orbs around him will be a pale blue.&lt;br /&gt;
* If Kefka is trying to fake the players out, he will be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; and two question marks in red orbs will circle around him.&lt;br /&gt;
&lt;br /&gt;
With the addition of {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; and &#039;&#039;&#039;Mana Release&#039;&#039;&#039;, players will have to memorize which spells Kefka casts, as they will be combined together or cast in quick succession.&lt;br /&gt;
&lt;br /&gt;
Remember that {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; stores an &#039;&#039;exact copy&#039;&#039; of the spell cast. If the original spell was under the effect of &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, then the copy will also be, despite no question marks appearing.&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;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember what the next spell cast is.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Will either be a stack or a spread attack. Watch out for &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; swapping its effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be the same &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039; that was cast earlier.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Correctly identify the safe zone while handling &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #1 and #2 ===&lt;br /&gt;
-----&lt;br /&gt;
Having displayed most of his basic abilities, the &#039;&#039;&#039;Statue of the Gods&#039;&#039;&#039; will violently erupt in the background and loom over the entire raid. From this point onward, Kefka will occasionally cast &#039;&#039;&#039;Graven Image&#039;&#039;&#039;, prompting the statue to unleash its own mechanics that will overlap with abilities from Kefka himself. Certain &#039;&#039;&#039;Graven Image&#039;&#039;&#039; casts will cause Kefka to become temporarily untargetable.&lt;br /&gt;
&lt;br /&gt;
====The First Graven Image====&lt;br /&gt;
*Four [[Area of Effect#static Circle AoE|static circle AoEs]] are placed under four random players three times.&lt;br /&gt;
*Two DPS are hit by unmarked moderate damage [[Area of Effect#Spread Line or Cone|spread line]] lasers, then the other two DPS are hit.&lt;br /&gt;
*Four random players are marked with [[Tether (mechanic)|tethers]] that deal [[Knockback#Directional Knockback|directional knockback]] away from the statue while the other four players are targeted by {{I|Stack marker|stack markers}} that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack in the center initially to consolidate the [[Area of Effect#static Circle AoE|static circle AoEs]] before having the DPS spread equally across the center to prevent overlap on the [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
While avoiding the other sets of [[Area of Effect#static Circle AoE|static circle AoEs]], players with tethers should move towards the statue to avoid being pushed off the platform. Those without tethers should be prepared to stack with their assigned {{I|Stack marker}} partner immediately after the knockback ends.&lt;br /&gt;
&lt;br /&gt;
Knockback can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}. &#039;&#039;(Note: while it is possible to knockback invul this, it is usually recommend not to, as the timeline of the fight will leave {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} barely off cooldown for the knockback for &#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This onslaught will be immediately be followed by &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;, requiring players to quickly run towards the teleport destination.&lt;br /&gt;
&lt;br /&gt;
Soon after, Kefka will cast the &#039;&#039;&#039;Second&#039;&#039;&#039; &#039;&#039;&#039;Graven Image&#039;&#039;&#039;. This cast will simply creates a large orb on the west side of the arena that deals a powerful [[Knockback#Directional Knockback|directional knockback]] away from it. This orb has a &amp;lt;u&amp;gt;random chance&amp;lt;/u&amp;gt; to teleport to the east side of the arena after 1 second—the party must be ready to adjust should this happen.&lt;br /&gt;
&lt;br /&gt;
This knockback will also resolve during the cast of &#039;&#039;&#039;Mana Release&#039;&#039;&#039;, so the party will need to immediately adjust to the correct position to dodge Kefka&#039;s AoEs afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #1 and #2 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;Graven Image #1&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center, then DPS must spread out in a line. Tethered players should run towards the statue preparing to be knocked back towards their stack partner in their assigned spot.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|Run to and behind the teleport destination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember the next two spells cast by Kefka.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Dodge and remember which area is safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Dodge and remember which area is safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #2&#039;&#039;&#039;&lt;br /&gt;
|Wait a second to check if the orb switches sides before running towards it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Find a safe zone that overlaps between the two previously casted &#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Thunder&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Kefka should be moved to the north edge of the arena in preparation for the next attack sequence.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #3 and #4 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=====Third Graven Image=====&lt;br /&gt;
*All tanks and healers will be [[Tether (mechanic)|tethered]] to one half of the statue and all DPS tethered to the other half. Which half targets which role is random.&lt;br /&gt;
**The western tethers resolve first with &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;, a [[Stack marker#Multi-Player Marker|2-player enumeration]] that leaves a {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; gravity [[Area of Effect#Puddle|puddle]] on the ground.&lt;br /&gt;
***Any &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; that does not hit 2 players will explode for party-wide damage and inflict a 30 second {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**The eastern tethers resolve two seconds after with &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;,&#039;&#039;&#039; a [[Area of Effect#Spread Circle|spread circle]] that inflicts extreme [[knockback]] to any other players hit—but does not knockback its target.&lt;br /&gt;
**The statue will create either a giant purple orb on its west side, or a giant golden orb on its east side. The western of eastern half of the arena will erupt in a damaging AoE matching the side of the orb.&lt;br /&gt;
**All players will be tethered once again, being hit by &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; in the same manner as before.&lt;br /&gt;
**Kefka will quickly follow up with &#039;&#039;&#039;Aero Assault&#039;&#039;&#039;.&lt;br /&gt;
Players will want to create four pairs, grouping a DPS with a tank or healer. Each pair should have a designated area to stand, and a designated direction to spread out to after &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There&#039;s 2 popular way to assign spots for pairing: &lt;br /&gt;
&lt;br /&gt;
# The most popular way is to assign 4 pairs into a box: tanks stack with the melee DPS of the party at northeast and northwest, with healers stack with physical range/magic DPS of the party at southeast and southwest. Alternatively, tank/melee pairs will occupied the spots at northeast and southeast, while healer/range will take the northwest and southwest spots instead - as this strategy works in conjunction with God Kefka&#039;s &#039;&#039;&#039;Forsaken #2.&#039;&#039;&#039;[[File:Screenshot 2026-07-16 165436.png|none|thumb|Box spots for Graven Image #3, this formation allows for more melee uptime]]&lt;br /&gt;
# The second, least popular way is to form a line stack vertically at the middle of the arena, leaving center slightly open for half of the party to go through during the half arena cleave.[[File:Screenshot 2026-07-16 153635.png|none|thumb|Vertical line formation for Graven Image #3. This variation leaves a small safe spot at the middle for players to pass through.]]&lt;br /&gt;
&lt;br /&gt;
Each pair will want to stack in their designated spot for &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;, then spread out to ensure &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; does not hit anyone else but its intended targets. The general consensus is support spreading east/west box formation (or west for line formation), while dps will spread north/south for box formation (or east for line for formation) &lt;br /&gt;
&lt;br /&gt;
The statue will create an orb on either its east or west side which players must avoid.&lt;br /&gt;
&lt;br /&gt;
A second round of &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; occurs that can be handled in the same way, finalized by Kefka casting &#039;&#039;&#039;Aero Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should run towards Kefka to avoid being pushed off the platform. If Kefka was not positioned to the edge of the arena prior, {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} may be required to survive. &#039;&#039;If knockback invul ({{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}) was already used during Graven Image #1, they will not be available during this set of mechanic, proceed with cautions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kefka will go through another standard rotation of attacks with the &#039;&#039;&#039;Fourth Graven Image&#039;&#039;&#039; simply being another purple/golden orb attack. Avoid the half of the arena the orb is towards and continue the fight as normal.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #3 and #4 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;Graven Image #3&#039;&#039;&#039;&lt;br /&gt;
|Stack in pairs, then spreading out in different directions after &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; hits. Avoid the half-arena orb AoE, then repeat the paired stack-and-spread again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero Assault&#039;&#039;&#039;&lt;br /&gt;
|Run to Kefka or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember the next spell Kefka casts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Remember whether this is a spread or a stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena the orb will hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be an exact copy of the previous &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Correctly dodge the AoE while handling the &#039;&#039;&#039;Fire&#039;&#039;&#039; spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and Heal.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #5 and #6 ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=====Fifth Graven Image=====&lt;br /&gt;
*The statue will emit a [[gaze]] attack and a [[Area of Effect#static Circle AoE|static circle AoE]] placed under every player.&lt;br /&gt;
**Main tank can move directly behind Kefka at the start of this mechanic and stack with party to both bait the AoEs as well as ease in dodging the resulting gaze.&lt;br /&gt;
**The statue&#039;s [[gaze]] may be randomly be afflicted by &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, turning the eye yellow with a question mark. A &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; [[gaze]] must instead be looked at, rather than avoided.&lt;br /&gt;
*All players will be [[Tether (mechanic)|tethered]] again, with tanks/healers receiving one type of tether and DPS receiving a different type of tether. Which role receives which type of tether is random.&lt;br /&gt;
**The first tether type will be from a purple eye on the statue&#039;s hand/right statue. All targeted players will be inflicted with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
**The second tether type will be from a yellow eye on the statue&#039;s face at the very top/left statue. Targeted players are inflicted with &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039;, &#039;&#039;&#039;{{Status effect|buff|damage up}} [[Damage Up]]&#039;&#039;&#039;, and &#039;&#039;&#039;{{Status effect|debuff|heavy}}&#039;&#039;&#039; &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; for 5 seconds. Confused players will uncontrollably move towards the nearest player until the confused status expires. If they reach their target, they will instantly defeat them with an auto-attack. &#039;&#039;It is imperative that players with &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; tether shouldn&#039;t, in any circumstance, using [[Sprint]], as the buff will be active during &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; duration, killing any other players the confused person reaches.&#039;&#039;&lt;br /&gt;
***Should that player pop [[Sprint]], they can right-click on the buff icon to remove it (PC), using macro to remove it on console (/statusoff [[Sprint]]) - &amp;lt;s&amp;gt;or, in the most dire or offhand situation, kill themself by jumping off the platform.&amp;lt;/s&amp;gt;&lt;br /&gt;
Finally once tethers resolve, the statue will immediatly emit another [[gaze]] attack while Kefka casts &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together to consolidate the AoEs, then resolve the statue&#039;s [[gaze]]—looking out for potential &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once [[Tether (mechanic)|tethers]] attach to players, those with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers should stack in the center while the other four run to cardinal or intercardinal positions on the outer edge of the arena. Due to the &#039;&#039;&#039;{{Status effect|debuff|heavy}}&#039;&#039;&#039; &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; debuff, the players on the edges of the arena should not be able to reach the center before the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; expires.&lt;br /&gt;
&lt;br /&gt;
A second [[gaze]] attack occurs from the statue again, which players should resolve before running towards Kefka&#039;s &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Kefka will once again attack as normal, with the final &#039;&#039;&#039;Sixth Graven Image&#039;&#039;&#039; being another [[gaze]] attack from the statue.&lt;br /&gt;
&lt;br /&gt;
If Kefka is not brought to &amp;lt;u&amp;gt;60% HP&amp;lt;/u&amp;gt; before 6 minutes and 50 seconds, he will become untargetable and enrage with a lethal attack of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #5 and #6 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;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|Dodge the [[gaze]], then players tethered to the lower purple eye should stack center while the rest run to [[clock spots]] on the outer edge. Afterwards, dodge the [[gaze]] again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|Run towards the teleport location while dodging the [[gaze]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Memorize the next two spell casts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Dodge and memorize.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Dodge and memorize.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #6&#039;&#039;&#039;&lt;br /&gt;
|Avoid the [[gaze]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be the same &#039;&#039;&#039;Thunder&#039;&#039;&#039; and &#039;&#039;&#039;Blizzard&#039;&#039;&#039; as was cast prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge x3&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Kefka&#039;s first phase.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Light of Judgment (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2: God Kefka===&lt;br /&gt;
-----&lt;br /&gt;
Reaching this stage of the encounter activates a checkpoint; meaning that if you wipe for any reason, the battle will reset back to the God Kefka phase (instead of the very beginning). Despite the arena containing a very obvious shift to luminous yellow, there are no actual terrain differences. Players will remain atop a circular platform and can still fall over the edge to their immediate doom.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
&lt;br /&gt;
* Players will want to decide whether to tank Kefka in the center or at the edge for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.&lt;br /&gt;
* Tanks and healers should decide which role takes the eastern and western towers for &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039; and &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;.&lt;br /&gt;
* Each tank and healer will want an assigned waymark for &#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039; in &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Angel&#039;&#039;&#039;&lt;br /&gt;
|Sets all player&#039;s HP to 1. [[Barrier|Barriers]], however, will still remain.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Kefka casts a [[Area of Effect#static Circle AoE|static circle AoE]] underneath himself, a cross of [[Area of Effect#static Line AoE|static line AoEs]] from the arena&#039;s center, and places a {{I|Stack marker}} on a healer.&lt;br /&gt;
This is immediately followed by a [[Area of Effect#static Donut AoE|static donut AoE]] underneath himself and hitting all DPS with unmarked [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small)&#039;&#039;&#039;&lt;br /&gt;
|A total of seven yellow triangles will descend from the sky in 3 separate sets. The 3 endpoints of each triangle will burst into [[Area of Effect#static Circle AoE|static circle AoEs]] in the same order they fell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;&lt;br /&gt;
|Three small triangles and one massive triangle descend from the sky in one of two random patterns, with each endpoint detonating into [[Area of Effect#static Circle AoE|static circle AoEs]]. The AoEs created by the massive triangle are, similarly, much larger than usual.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Kefka&#039;s wings will glow white, though which of the two wings glow is random. Kefka will fire a massive [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] from his glowing side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|The closest and farthest players are hit by large [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker|Stack attack}} followed by &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; two seconds later—a [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] from Kefka&#039;s front or back.&lt;br /&gt;
&lt;br /&gt;
* If Kefka cast &#039;&#039;&#039;Futures Numbered&#039;&#039;&#039;, then &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; will be a frontal cone AoE. If &#039;&#039;&#039;Pasts Forgotten&#039;&#039;&#039; was cast, it will be a rear cone AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forsaken&#039;&#039;&#039;&lt;br /&gt;
|Deals extreme party-wide damage and begins a new sequence of attacks—indicating the start of a mini-phase.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O8S Celestriad Positioning.png|alt=Positioning for Celestriad by moving Kefka north.|thumb|215x215px|A common strategy for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.]]&lt;br /&gt;
Phase 2 will require precise positioning and constant awareness from each role. Tanks will need repeatedly need to move and face Kefka in preparation for certain attacks while DPS handle various types of AoEs.&lt;br /&gt;
&lt;br /&gt;
The first obstacle players will encounter is &#039;&#039;&#039;Celestriad&#039;&#039;&#039;, which is all of Kefka&#039;s &#039;&#039;&#039;Fire&#039;&#039;&#039;, &#039;&#039;&#039;Thunder&#039;&#039;&#039;, and &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells cast in quick succession. Healers and Tanks will need to stack together while DPS will need to spread out, all while avoiding the [[Area of Effect#Static Circle AoE|static circle]] and [[Area of Effect#Static Donut AoE|static donut AoEs]].&lt;br /&gt;
&lt;br /&gt;
The two primary methods to handling &#039;&#039;&#039;Celestriad&#039;&#039;&#039; is either positioning Kefka in the center of the arena, or at the far northern edge.&lt;br /&gt;
&lt;br /&gt;
* If tanking Kefka at the north edge, Tanks and healers typically stack together in one of the northern corners of the safezone. One DPS will be south of the stack while the other three DPS are spread out on the opposite side of the circle AoE.&lt;br /&gt;
** Once the [[Area of Effect#Static Circle AoE|static circle AoE]] disappears, the DPS players will move into the safe zone, staying at its outer edge to maximize the distance between each other until the [[Area of Effect#Spread Circle|spread circles]] detonate.&lt;br /&gt;
* If tanking Kefka in the center, players will need to be assigned different intercardinal safe zones. Tanks and healers will occupy one, and two DPS will have to share another. Once the [[Area of Effect#static Line AoE|static line AoEs]] disappear, the DPS sharing a corner will have to quickly separate before the [[Area of Effect#Spread Circle|spread circles]] detonate 1 second later.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Opening 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;Heartless Angel&#039;&#039;&#039;&lt;br /&gt;
|Heal all the players quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|If planning to use the northern &#039;&#039;&#039;Celestriad&#039;&#039;&#039; strat, start moving Kefka to the north.&lt;br /&gt;
&#039;&#039;This &#039;&#039;&#039;Ultima,&#039;&#039;&#039; and only this, can be taken with no mitigation, although healing to full is still needed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Healers and tanks must stack together while DPS spread apart, all while avoiding the circle, line, and donut AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| During or after this &#039;&#039;&#039;Ultima&#039;&#039;&#039; cast, the main tank can preposition Kefka to slightly center of the arena in preparation for &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #1 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Sets all player&#039;s HP to 1. Players &#039;&#039;not&#039;&#039; at full health will receive a 12 second {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; debuff, preventing any and all healing. Players at full HP will only be debuffed for 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring exactly 2 or 4 players inside, matching the number of small glowing orange orbs circling its ring. Deals no damage.&lt;br /&gt;
If an incorrect number of players are inside the tower, all players are debuffed with a stack of {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mad Heads&#039;&#039;&#039;&lt;br /&gt;
|Floating heads that attach a [[Tether (mechanic)#Chase Tether|chase tether]] to each DPS player. Explodes on contact with &#039;&#039;any&#039;&#039; player for moderate magic damage and inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
If its target dies or 15 seconds pass, &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; will self-destruct, dealing no damage but inflicting a stack of {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on all players for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
A deceptive phase in that while players will be repeatedly set to 1 HP, most attacks do not deal any damage. Failed mechanics will often result in {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; stacks rather than death, but the loss of damage output can easily result in a failure to defeat Kefka before they enrage.&lt;br /&gt;
&lt;br /&gt;
Kefka can be tanked in the center of the arena for the duration of this phase.&lt;br /&gt;
&lt;br /&gt;
Healers must start this phase by ensuring all players are healed to 100% HP immediately. Any players not at full HP will have their {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; debuff timer tripled, likely resulting in their death.&lt;br /&gt;
&lt;br /&gt;
Kefka will cast &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;; a 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; tower appears in the &amp;lt;u&amp;gt;east&amp;lt;/u&amp;gt;, &amp;lt;u&amp;gt;west&amp;lt;/u&amp;gt;, and &amp;lt;u&amp;gt;center&amp;lt;/u&amp;gt; of the arena; two &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; appear in the east; and two &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; appear in the west.&lt;br /&gt;
&lt;br /&gt;
DPS players should fill the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers on the east and west, taking the tower closest to their tethered &#039;&#039;&#039;Mad Head&#039;&#039;&#039; to prevent it from crossing over the center and colliding with others. There are two ways to do this: Cross tethers and Near tethers&lt;br /&gt;
&lt;br /&gt;
* Cross tethers/cross skulls: DPS take the tower furthest away from their skull. If doing this, the DPS should take care not crossing their tether inside the middle tower.&lt;br /&gt;
* Far tethers/skulls: DPS take the tower nearest to their skull, but stretches the tether as far as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:CrossTethers o8s f1.png|center|thumb|DPS cross skull tethers for Forsaken #1]]&lt;br /&gt;
[[File:Screenshot 2026-07-16 162929.png|center|thumb|Each DPS takes the tower nearest to their skull]]&lt;br /&gt;
Both healers should take the center tower and prepare to use heavy AoE healing the instant {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; expires.&lt;br /&gt;
&lt;br /&gt;
Once the towers resolve, DPS should avoid their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; until they have been sufficiently healed enough to intentionally collide with their &#039;&#039;&#039;Mad Head&#039;&#039;&#039; and detonate it.&lt;br /&gt;
&lt;br /&gt;
This will be followed up by &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;, requiring DPS and healers to &#039;&#039;avoid&#039;&#039; being the closest and farthest players, and additionally avoiding standing near the tanks.&lt;br /&gt;
&lt;br /&gt;
Kefka will then repeat the process a second time with a cast of &#039;&#039;&#039;Ultima&#039;&#039;&#039; into &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Handle the sequence the same way as before and the onslaught will end with a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #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;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|Heal all players to full immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|DPS should take the towers closest to their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; while healers take the center towers. Heal all DPS once the debuff expires, then DPS can detonate their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal all players to full immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Repeat as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Move to where the third set of &#039;&#039;&#039;Trines&#039;&#039;&#039; fell that is also opposite to Kefka&#039;s glowing wing, then move into where the first set of &#039;&#039;&#039;Trines&#039;&#039;&#039; appeared after they exploded.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Afterwards, if &#039;&#039;&#039;Future&#039;&#039;&#039; was cast, avoid Kefka&#039;s front. If &#039;&#039;&#039;Past&#039;&#039;&#039;, avoid Kefka&#039;s rear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should move away while healers focus on healing the main tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank can now preposition Kefka to center of the arena to prepare for &#039;&#039;&#039;Forsaken #2.&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #2 ===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&lt;br /&gt;
|The two farthest DPS players are marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, dropping 4 consecutive lava [[Area of Effect#Puddle|puddles]] over time. Two other DPS will be chased by 5 [[Area of Effect#Homing AoE|Homing AoEs]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;&lt;br /&gt;
|Kefka splits into four, jumping onto each tank and healer&#039;s position and dealing AoE damage.&lt;br /&gt;
Three seconds after, each Kefka will face his target&#039;s current location and cast &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, being either a frontal (future) or rear (past) [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] depending on the prior cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Proximity AoE|proximity AoE]] is placed underneath a DPS player, who is simultaneously targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O8S Forsaken 2.gif|alt=A strategy for Forsaken 2.|thumb|If &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; is cast instead, Tanks and Healers will want to face the Kefka clones towards the edges until &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; begins casting.]]&lt;br /&gt;
Kefka will utilize an extremely restrictive combination of AoE attacks, forcing all players to move in very specific directions while simultaneously resolving towers.&lt;br /&gt;
&lt;br /&gt;
* A 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; tower appears on the east and west side of the arena.&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&#039;&#039;, followed immediately by either &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; or &#039;&#039;&#039;Past&#039;s End&#039;&#039;&#039;.&lt;br /&gt;
* A 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; appears on the north edge of the arena.&lt;br /&gt;
* Kefka begins casting &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, and a 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; appears on the east and west edges of the arena.&lt;br /&gt;
* A second set of 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers appears on the east and west sides of the arena while a DPS player is targeted by &#039;&#039;&#039;Meteor&#039;&#039;&#039;.&lt;br /&gt;
* The mini-phase is ended with a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To start, both tanks and healers will want to assign positions: One role should take the west towers and the other the east towers.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will need a unique position on the south edge of the arena to spread to for &#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks and Healers will first resolve their assigned towers, then spread to their assigned position in the south. After Kefka splits into four, tanks and healers will either need to hold still (if &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; was cast) or run through Kefka towards the center (if &#039;&#039;&#039;Past&#039;s End&#039;&#039;&#039;) to avoid &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; from hitting the entire party. Once Kefka begins casting &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, tanks and healers can simply focus on taking their assigned towers again.&lt;br /&gt;
&lt;br /&gt;
The ranged DPS marked by {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; will want to split to the east and west cardinal edges to start baiting the mechanic, slowly inching towards the north where the 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is—waiting until the 4th [[Area of Effect#Puddle|puddle]] drops before entering the tower.&lt;br /&gt;
&lt;br /&gt;
The unmarked melee DPS will want to stack in the south and run together, slowly dropping their AoEs closer to the north until the 5th and final one appears—after-which they can enter the tower as well.&lt;br /&gt;
&lt;br /&gt;
* If players want to increase DPS uptime, the melee DPS can stack together and rotate clockwise or counter-clockwise together around Kefka. Healers and Tanks will have to dodge their AoEs inside the towers, however.&lt;br /&gt;
&lt;br /&gt;
Once the DPS resolves their 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039;, they should run next to (but not into) the tank&#039;s 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; to include the tanks in the stack marker.&lt;br /&gt;
[[File:O8S Trine Big.png|alt=The two potential patterns for Trine (Big).|thumb|The two potential patterns for Trine (Big).]]&lt;br /&gt;
The mini-phase will end with &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Kefka will follow up with another &#039;&#039;&#039;Celestriad&#039;&#039;&#039; that can be handled the same as before.&lt;br /&gt;
&lt;br /&gt;
The final attack of note is a cast of &#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This ability has two potential patterns, resulting in a safe zone on an empty edge of the arena, or directly in the center.&lt;br /&gt;
&lt;br /&gt;
Position and dodge accordingly until Kefka&#039;s third &#039;&#039;&#039;Forsaken&#039;&#039;&#039; cast.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #2 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;Forsaken #2&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party. Tanks and Healers should split to opposite east / west sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&lt;br /&gt;
|The two DPS responsible for baiting {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should split to opposite east/west edges, while the other two move south. DPS must dodge AoEs while slowly moving north towards the [[Tower#Multi-Player Tower|tower]]. &lt;br /&gt;
If the inner DPS chooses to rotate CW/CCW, it&#039;s recommended to start from the North side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;&lt;br /&gt;
|Healers and Tanks should spread along the south edge, then face Kefka outwards (future) or inwards (past) relative to the arena center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;All Things Ending + Meteor&#039;&#039;&#039;&lt;br /&gt;
|Resolve towers while DPS bring the {{I|Stack marker}} towards the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
|Tanks should bring move Kefka towards either a cardinal edge or to the center in preparation for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Avoid the side of Kefka the glowing wing is on.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank can now pull Kefka to slightly center of the arena in preparation of &#039;&#039;&#039;Trine (big)&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the safe zone, then dodge Kefka&#039;s &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Ensure tanks are the closest and farthest players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together and use heavy mitigations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Tanks must spread apart again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank now can pull Kefka to center of the arena in preparation of &#039;&#039;&#039;Forsaken #3.&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #3 ===&lt;br /&gt;
----While no new attacks will be used here, Kefka will combine several attacks from both Phase 1 and 2 in a final onslaught of terror.&lt;br /&gt;
&lt;br /&gt;
* A 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is created on the east and west side of the arena, and a 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; on the south side. Four random players are also targeted by [[knockback]] [[Tether (mechanic)|tethers]].&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;Ultima&#039;&#039;&#039; followed quickly by &#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039; shortly after the towers resolve.&lt;br /&gt;
* &#039;&#039;&#039;Graven Image #5&#039;&#039;&#039; (Sleep and Confusion tethers) is cast, with another set of 2-player &#039;&#039;&#039;Paths of Light&#039;&#039;&#039; appearing in the east and west.&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;Ultima&#039;&#039;&#039; then begins his &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039; attack rotation with &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;, &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;, and three &#039;&#039;&#039;Paths of Light&#039;&#039;&#039;.&lt;br /&gt;
* Shortly after, a 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is created in the south while Kefka casts &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;.&lt;br /&gt;
* After another cast of &#039;&#039;&#039;Ultima&#039;&#039;&#039;, Kefka combines &#039;&#039;&#039;Graven Image #4&#039;&#039;&#039; (yellow/purple half-arena orb) with a cast of &#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;.&lt;br /&gt;
* The onslaught ends, as usual, with &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To start, similar to &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;, healers and tanks will want to split to two different sides of the arena to take the two 2-player towers. DPS should take the 4-player tower in the south.&lt;br /&gt;
&lt;br /&gt;
Knockback tethers can be handled either by standing a short distance to the north of the tower, or by simply using {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
&lt;br /&gt;
Tanks must be in the same tower for &#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;, which happens shortly after towers resolve.&lt;br /&gt;
&lt;br /&gt;
Next mini-phrase of Graven Image 3 will happens, this time with 2 towers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; is removed by the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers, allowing players to run closer to the center and away from their confused comrades.&lt;br /&gt;
* For ease of handling this mechanic, party can take note of their pair positions on the previous &#039;&#039;&#039;[[Sigmascape V4.0 (Savage)#Graven Image #3 and #4|Graven Image #3]]&#039;&#039;&#039;: Pairs on northwest and southwest will handle the West tower, while pairs on northeast and southeast will handle the East tower. Players with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers will occupied the towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread out to the edges of the arena.&lt;br /&gt;
** If doing the box positions strat, players with  &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers can spread to their color coded waymark on cardinal or intercardinal of the arena.&lt;br /&gt;
&lt;br /&gt;
Healers will need to quickly heal the party to full after the &#039;&#039;&#039;Ultima&#039;&#039;&#039; in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;, which can be handled in the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DPS will need to quickly resolve their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;, as a 4-player tower appears in the south that tanks &#039;&#039;can not&#039;&#039; occupy due to Kefka&#039;s &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;. Healers can account for two of the four players required.&lt;br /&gt;
&lt;br /&gt;
Lastly, &amp;lt;u&amp;gt;tanks will need to face Kefka either east or west&amp;lt;/u&amp;gt; to prevent the combination of &#039;&#039;&#039;Graven Image #4&#039;&#039;&#039; and &#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039; from potentially covering both halves of the arena. With the former hitting east/west and the latter hitting north/south, there will always be one safe quadrant to stand in.&lt;br /&gt;
&lt;br /&gt;
With a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;, Forsaken will end.&lt;br /&gt;
&lt;br /&gt;
Kefka will rotate through his usual series of attacks before repeating &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039; a second time.&lt;br /&gt;
&lt;br /&gt;
At the end of the repeat &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;, Kefka will cast &#039;&#039;&#039;Ultima&#039;&#039;&#039; four times, gaining a stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}}&#039;&#039;&#039; &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; with each. Should players survive, Kefka will enrage with a final cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039; that wipes the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #3 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;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the two towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread to the edge. Those inside the towers can run further into the center after being woken up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party immediately in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Face Kefka to the east or west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Dodge towards the third set of triangles while avoiding Kefka&#039;s glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should split and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack back together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack in the safe zone, then dodge &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the two towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread to the edge. Those inside the towers can run further into the center after being woken up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party immediately in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Face Kefka to the east or west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima x4&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, this is the last chance to defeat Kefka.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Light of Judgment (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Diamond Weapons}}&lt;br /&gt;
*{{Item icon|Sigmascape Datalog v4.0}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Alpha&#039;s Feather}} (Drops directly from boss, must be synced)&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 Diamond Arms (IL 375)}}&lt;br /&gt;
{{Drops table row|Diamond Axe}}&lt;br /&gt;
{{Drops table row|Diamond Greatsword}}&lt;br /&gt;
{{Drops table row|Diamond Bayonet}}&lt;br /&gt;
{{Drops table row|Diamond Halberd}}&lt;br /&gt;
{{Drops table row|Diamond War Scythe}}&lt;br /&gt;
{{Drops table row|Diamond Knuckles}}&lt;br /&gt;
{{Drops table row|Diamond Katana}}&lt;br /&gt;
{{Drops table row|Diamond Daggers}}&lt;br /&gt;
{{Drops table row|Diamond Saberfangs}}&lt;br /&gt;
{{Drops table row|Diamond Bow}}&lt;br /&gt;
{{Drops table row|Diamond Musketoon}}&lt;br /&gt;
{{Drops table row|Diamond Chakrams}}&lt;br /&gt;
{{Drops table row|Diamond Rod}}&lt;br /&gt;
{{Drops table row|Diamond Grimoire}}&lt;br /&gt;
{{Drops table row|Diamond Tuck}}&lt;br /&gt;
{{Drops table row|Diamond Fan Brush}}&lt;br /&gt;
{{Drops table row|Diamond Cane}}&lt;br /&gt;
{{Drops table row|Diamond Codex}}&lt;br /&gt;
{{Drops table row|Diamond Sextant}}&lt;br /&gt;
{{Drops table row|Diamond Wings}}&lt;br /&gt;
{{Drops table row|Diamond Chest Gear Coffer (IL 370)}}&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|Diamond Weapon Coffer (IL 375)}}&lt;br /&gt;
{{Drops table row|Wind-up Kefka}}&lt;br /&gt;
{{Drops table row|Air Force 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 Sigma, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Sigma, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Sigma, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Sigma}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 Part 1|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 1 Part 2|Dancing Mad - Movement I}}&lt;br /&gt;
{{music table row|Phase 1 Part 3|Dancing Mad - Movement II}}&lt;br /&gt;
{{music table row|Phase 1 Part 4|Dancing Mad - Movement III}}&lt;br /&gt;
{{music table row|Phase 2|Dancing Mad - Movement IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Screenshot_2026-07-16_165436.png&amp;diff=1498708</id>
		<title>File:Screenshot 2026-07-16 165436.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Screenshot_2026-07-16_165436.png&amp;diff=1498708"/>
		<updated>2026-07-16T09:56:15Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Box spots for GI #3, with colors-coded cardinal spot corresponding to each pairs&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Screenshot_2026-07-16_162929.png&amp;diff=1498707</id>
		<title>File:Screenshot 2026-07-16 162929.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Screenshot_2026-07-16_162929.png&amp;diff=1498707"/>
		<updated>2026-07-16T09:31:16Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DPS Far skulls for Forsaken #1&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:CrossTethers_o8s_f1.png&amp;diff=1498706</id>
		<title>File:CrossTethers o8s f1.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:CrossTethers_o8s_f1.png&amp;diff=1498706"/>
		<updated>2026-07-16T09:27:30Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DPS cross skull tethers for Forsaken #1&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Screenshot_2026-07-16_153635.png&amp;diff=1498705</id>
		<title>File:Screenshot 2026-07-16 153635.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Screenshot_2026-07-16_153635.png&amp;diff=1498705"/>
		<updated>2026-07-16T08:38:45Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graven Image 3 - Possible pair spot 2&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:GI3_-_possible_pair_spots_1.png&amp;diff=1498704</id>
		<title>File:GI3 - possible pair spots 1.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:GI3_-_possible_pair_spots_1.png&amp;diff=1498704"/>
		<updated>2026-07-16T08:31:10Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Box spots for Graven Image 3&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498695</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498695"/>
		<updated>2026-07-16T06:58:30Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Expand upon methods with deal with Peripheral Synthesis #4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, 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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&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;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
A tether attack attached to a random healer and often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;. The healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
* Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS will have to be given specific pairings and collision ordering for the third and fourth slams.&lt;br /&gt;
** Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out to start. There are multiple ways to handle this mechanic:&lt;br /&gt;
&lt;br /&gt;
* Resolve the fists in Healer &amp;gt; Tanks &amp;gt; Melee &amp;gt; Range order: have healers collide their fists with the first slam. Tanks can collide the second slam, with DPS being assigned to the third and fourth.&lt;br /&gt;
* Resolve the fists in CW/CCW order: Have the MT rotates CW/CCW to stack the first fist with the DPS, then the rest of the supports in the party do the same.&lt;br /&gt;
* All players can stack prior and a tank can use a &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On all methods except the last one, the group must remember to stagger between each pair of fists to allow healers room to top up the party, as the fists will slam 5 times before resulting in raidwide(s) if not dealt with.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena in melee range of Omega.&lt;br /&gt;
#* An alternate method is to have the entire group instead stack at Omega&#039;s front, with the Guided Missile going to the back. Both groups would rotate either clockwise or counter-clockwise, but the Guided Missile player would move towards a corner.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile.&lt;br /&gt;
#* Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through Omega to the opposite side afterwards.&lt;br /&gt;
# Both tanks will need to take position at the northeast and northwest, at max melee range, then mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;. This ensures that their AoEs will not cleave each other, nor the rest of the party. Non-tanks must spread out in the south, with three non-tank players standing closest to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
#* Alternatively, tanks can spread to east and west, allowing safe spots at both north and south side of Omega. The north and south safe zones can be occupied by three players each for easy &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; assignments.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 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;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&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|Omega Leg 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 Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&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|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498692</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498692"/>
		<updated>2026-07-16T06:24:28Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Clarification on tether&amp;#039;s target for Blaster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, 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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&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;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
An attack targets a random healer, this tether often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;, the healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
* Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS will have to be given specific pairings and collision ordering for the third and fourth slams.&lt;br /&gt;
** Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out to start, but have healers collide their fists with the first slam. Tanks can collide the second slam, with DPS being assigned to the third and fourth.&lt;br /&gt;
Alternatively, all players can stack prior and a tank can use a &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena in melee range of Omega.&lt;br /&gt;
#* For higher DPS uptime, the entire group can instead stack at Omega&#039;s North, with the baiter going South. The main group would dodge while rotating south, and the Guided Missile player instead rotates north and away from Omega.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile. Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through omega to the opposite side afterwards.&lt;br /&gt;
# Both tank will need to assume position at North East and North West at max melee range, then mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; hits. This is to ensure that their AoEs will not cleave each other as well as the rest of the party. Non-tanks must spread inside the safe spot at South, with three non-tank players stand close to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
#* Alternatively: Tanks can spread to East and West, allowing safe spots at both North and South side of Omega. Two 3-nonetanks groups will spread to North and South, allowed for more rooms for errors.&lt;br /&gt;
#* For both methods, it would be much easier to executed with the party agreeing before pulling on who will bait the first and second set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; by staying inside Omega&#039;s hitbox.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 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;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&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|Omega Leg 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 Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&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|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498691</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498691"/>
		<updated>2026-07-16T06:12:30Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Clarification on tanks/party position for panto #2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, 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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&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;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
A tether attack often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;, the healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
* Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS will have to be given specific pairings and collision ordering for the third and fourth slams.&lt;br /&gt;
** Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out to start, but have healers collide their fists with the first slam. Tanks can collide the second slam, with DPS being assigned to the third and fourth.&lt;br /&gt;
Alternatively, all players can stack prior and a tank can use a &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena in melee range of Omega.&lt;br /&gt;
#* For higher DPS uptime, the entire group can instead stack at Omega&#039;s North, with the baiter going South. The main group would dodge while rotating south, and the Guided Missile player instead rotates north and away from Omega.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile. Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through omega to the opposite side afterwards.&lt;br /&gt;
# Both tank will need to assume position at North East and North West at max melee range, then mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; hits. This is to ensure that their AoEs will not cleave each other as well as the rest of the party. Non-tanks must spread inside the safe spot at South, with three non-tank players stand close to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
#* Alternatively: Tanks can spread to East and West, allowing safe spots at both North and South side of Omega. Two 3-nonetanks groups will spread to North and South, allowed for more rooms for errors.&lt;br /&gt;
#* For both methods, it would be much easier to executed with the party agreeing before pulling on who will bait the first and second set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; by staying inside Omega&#039;s hitbox.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 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;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&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|Omega Leg 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 Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&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|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498690</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498690"/>
		<updated>2026-07-16T06:07:49Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Adjusting the strat for panto #2, being on more clear on where the tanks should be&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, 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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&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;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
A tether attack often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;, the healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
* Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS will have to be given specific pairings and collision ordering for the third and fourth slams.&lt;br /&gt;
** Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out to start, but have healers collide their fists with the first slam. Tanks can collide the second slam, with DPS being assigned to the third and fourth.&lt;br /&gt;
Alternatively, all players can stack prior and a tank can use a &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena in melee range of Omega.&lt;br /&gt;
#* For higher DPS uptime, the entire group can instead stack at Omega&#039;s North, with the baiter going South. The main group would dodge while rotating south, and the Guided Missile player instead rotates north and away from Omega.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile. Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through omega to the opposite side afterwards.&lt;br /&gt;
# Both tank will need to assume position at North East and North West at max melee range, then mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; hits. This is to ensure that their AoEs will not cleave each other as well as the rest of the party. Non-tanks must spread inside the safe spot at South, with three non-tank players stand close to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
#* Alternatively: Tanks can spread to East and West, allowing safe spots at both North and South side of Omega.&lt;br /&gt;
#* For both methods, it would be much easier to executed with the party agreeing on who will bait the first and second set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; by staying inside Omega&#039;s hitbox.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 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;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&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|Omega Leg 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 Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&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|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498689</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498689"/>
		<updated>2026-07-16T05:55:06Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: changing the position of party stack from omega&amp;#039;s side to north for the melee uptime during panto #2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, 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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#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;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&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;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
A tether attack often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;, the healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 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;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
* Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS will have to be given specific pairings and collision ordering for the third and fourth slams.&lt;br /&gt;
** Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 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;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out to start, but have healers collide their fists with the first slam. Tanks can collide the second slam, with DPS being assigned to the third and fourth.&lt;br /&gt;
Alternatively, all players can stack prior and a tank can use a &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena in melee range of Omega.&lt;br /&gt;
#* For higher DPS uptime, the entire group can instead stack at Omega&#039;s North, with the baiter going South. The main group would dodge while rotating south, and the Guided Missile player instead rotates north and away from Omega.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile. Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through omega to the opposite side afterwards.&lt;br /&gt;
# Tanks should stand at the edges of one half of the arena and mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; hits. The rest of the party must stand opposite while three non-tank players stand close to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 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;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&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|Omega Leg 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 Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&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|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
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