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		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Deltascape_V4.0_(Savage)&amp;diff=1498983</id>
		<title>Deltascape V4.0 (Savage)</title>
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		<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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