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	<updated>2026-08-10T04:34:22Z</updated>
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		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Other_Mechanics&amp;diff=1520931</id>
		<title>Other Mechanics</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Other_Mechanics&amp;diff=1520931"/>
		<updated>2026-08-06T21:44:04Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Flare Marker */ Changed to present-tense. Reworded last sentence to be slightly more clear.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are various mechanics that require unique methods to safely avoid or resolve.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
=== Proximity AoE ===&lt;br /&gt;
An attack that deals increasing damage based on how close the player is to it. Indicated by a spinning yellow circle pulsing purple waves outwards. Players should move as far away from these markers as possible, using the purple waves as a visual aid to find the farthest point.&lt;br /&gt;
&lt;br /&gt;
Some proximity AoEs will be lines, wherein players should move away from the glowing yellow area.&lt;br /&gt;
&lt;br /&gt;
Sometimes players will be targeted by a &#039;&#039;placeable proximity AoE&#039;&#039;, indicated by the targeted player emitting red rings outward. After a certain amount of time a proximity AoE will appear at the targeted player&#039;s location, then detonate after another length of time.&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Flare Marker.png|A proximity AoE in the center of the arena.&lt;br /&gt;
Placed Proximity Marker.jpg|A proximity AoE marker that is placed by a player.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Flare Marker ===&lt;br /&gt;
[[File:Proximity Marker.png|alt=A Flare Marker on a player.|thumb|A Flare Marker on a player.]]&lt;br /&gt;
An attack that marks a player and deals damage to them and others based on their proximity to the marker. Indicated by three white arrows pointing outwards above the marked player.&lt;br /&gt;
&lt;br /&gt;
The marked player should run away from their party, or if not possible, the party should run from them.&lt;br /&gt;
&lt;br /&gt;
In some newer duties, Flare Markers deal a fraction of their full potential damage to the marked player—with all other players at risk of taking the full amount depending on how close they are.&lt;br /&gt;
&lt;br /&gt;
Many duties, however, provide no protection to the target; a marked and unmarked player standing on top of each other would take the same amount of unmitigated damage. This is often offset by Flare Markers that only target tanks, dealing amounts of damage that only tanks could survive, or by combining Flare Markers with other mechanics that heavily damage/weaken the rest of the party.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Gaze ===&lt;br /&gt;
An attack that forces players to look away, or else suffer a potentially fatal debuff. Indicated by a purple eye, players should stop attacking and rotate their characters so that their backs are to the source of the Gaze.&lt;br /&gt;
&lt;br /&gt;
This attack often originates from an enemy, but can rarely be placed on other players or even the background. In the case that the Gaze is combined with an AoE, players can avoid it by either looking away or simply moving out of the AoE; it is not required to do both.&lt;br /&gt;
&lt;br /&gt;
Some gaze attacks resolve when a shrinking circle with gaze markers converges on the entity.&lt;br /&gt;
&lt;br /&gt;
If a gaze marker contains a question mark, players will need to look &#039;&#039;toward&#039;&#039; the entity to avoid the attack.&lt;br /&gt;
&lt;br /&gt;
It is important to note that as player characters will automatically turn to face the enemy when performing an attack, it is recommended not to use any spells or abilities until the Gaze attack has ended.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;400&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Gaze Markers.png|Left: A gaze attack from an enemy. Right: A gaze attack emitting from a player.&lt;br /&gt;
File:Gaze Cone AoE.png|A Gaze Cone AoE. Players can &#039;&#039;either&#039;&#039; look away or simply sidestep the AoE.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Red Light ===&lt;br /&gt;
Requires players to stop all movement and actions temporarily or else face punishment. Even auto-attacking is seen as an action, so players either need to untarget the boss or holster their weapons to ensure their characters hold still.[[File:Countdown Markers.png|alt=Two types of Countdown Markers.|thumb|A Red Light countdown on the left, and a Green Light countdown on the right.]]&lt;br /&gt;
&lt;br /&gt;
Often referred to as &#039;&#039;&#039;[[The Epic of Alexander (Ultimate)#Phase 4: Perfect Alexander|Stillness]]&#039;&#039;&#039; by the community. Debuffs commonly associated are:&lt;br /&gt;
*{{status effect|debuff|Acceleration Bomb}} &#039;&#039;&#039;Acceleration Bomb&#039;&#039;&#039;: players may not move or attack the instant the debuff expires, but may freely move or attack before it expires. Note that the exact [[snapshot]] varies by duty. For example, in {{i|Dancing Mad (Ultimate)}}, Acceleration Bombs appear to snapshot at around 1-2 seconds left on the debuff timer.&lt;br /&gt;
*{{status effect|debuff|pyretic}} &#039;&#039;&#039;Pyretic&#039;&#039;&#039;: players may not move or attack for the duration of the debuff.&lt;br /&gt;
*{{status effect|debuff|File:chains of condemnation icon.png}}  &#039;&#039;&#039;Chains of Condemnation&#039;&#039;&#039;: players may attack, but may not move, for the duration of the debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some older high-end duties do not have a visual indicator for this type of attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Green Light ===&lt;br /&gt;
Requires the players to move continuously during the duration of this attack or else face punishment, most commonly {{Status effect|debuff|deep freeze}} [[Deep Freeze|&#039;&#039;&#039;Deep Freeze&#039;&#039;&#039;]]. Indicated by a right-facing arrow similar to a &amp;quot;play&amp;quot; button. &lt;br /&gt;
&lt;br /&gt;
Players must actually be moving (jumping is accepted); remaining stationary while attacking or casting does not count.&lt;br /&gt;
&lt;br /&gt;
Often referred to as &#039;&#039;&#039;[[The Epic of Alexander (Ultimate)#Phase 4: Perfect Alexander|Motion]]&#039;&#039;&#039; by the community.&lt;br /&gt;
&lt;br /&gt;
These types of mechanics are often ice-aspected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Number Markers ===&lt;br /&gt;
[[File:Number Markers.png|alt=Number Markers above a player&#039;s head.|thumb|Number markers 1 to 3 on players.]]&lt;br /&gt;
Overhead markers consisting of 1-8 red or blue circles, indicating the order in which players will be targeted by an attack. One variant of these will be 1-4 markers consisting of either blue squares or purple triangles, indicating two different attack types.&lt;br /&gt;
&lt;br /&gt;
Commonly referred to as &#039;&#039;&#039;[[Alexander - The Heart of the Creator (Savage)#Phase 2 - 73% - 61%|Limit Cut]]&#039;&#039;&#039; by players.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Rotating arrows ===&lt;br /&gt;
Spinning arrows that indicate that another mechanic, typically an [[Area of Effect|AoE]], will rotate around the boss in the direction shown.&lt;br /&gt;
&lt;br /&gt;
Clockwise spinning arrows are orange, while counter-clockwise spinning arrows are blue.&lt;br /&gt;
&lt;br /&gt;
An example of this type of attack is [[Philia|Philia&#039;s]] &#039;&#039;&#039;Fierce Beating&#039;&#039;&#039; in  {{i|Holminster Switch}}.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;400&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Rotating Arrows Clockwise.png|Orange arrows indicate a clockwise rotation.&lt;br /&gt;
File:Rotating Arrows Counterclockwise.png|Blue arrows indicate a counter-clockwise rotation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Analysis Marker.png|alt=A player with an analysis marker.|thumb|225x225px|An analysis marker with the front unexposed.]]&lt;br /&gt;
&lt;br /&gt;
=== Analysis marker ===&lt;br /&gt;
A yellow ring will surround the player with one or more sectors empty.&lt;br /&gt;
&lt;br /&gt;
Players must face their character so their empty sector is hit by a directional attack, or they will take heavy damage.&lt;br /&gt;
&lt;br /&gt;
Be warned that attacking will rotate the player character to face the enemy, potentially turning a vulnerable side towards the source of the attack.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Yellow / orange / blue shape markers ===&lt;br /&gt;
Overhead yellow pyramid markers indicate that the sector (most commonly a tile) of the arena the player is on will detonate, requiring them to claim their own tile.&lt;br /&gt;
&lt;br /&gt;
Orange and blue markers are only found in some [[Eden]] savage raids, while yellow pyramids have been re-used in some high-end duties.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Diamond markers ===&lt;br /&gt;
Indicates that either the closest or furthest X player(s) from the entity will be targeted by an attack. X varies based on the mechanic. Pink diamonds touching each other mean that the closest players will be targeted. Purple diamonds not touching each other mean that the furthest players will be targeted. Appears only in some high-end duties.&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Close Diamonds.png|Close bait marker&lt;br /&gt;
Far Diamonds.png|Far bait marker&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Playstation markers ===&lt;br /&gt;
[[File:Playstation Markers.jpg|thumb|right|300px]]&lt;br /&gt;
Overhead markers consisting of red circles, blue crosses, green triangles, and purple squares, identifying pairs of players for certain mechanics. Named after buttons in a Playstation controller. Appears only in some high-end duties.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Ice Floor Hrothgar.png|alt=A player sliding on an Ice Floor|thumb|A player sliding on an Ice Floor]]&lt;br /&gt;
&lt;br /&gt;
=== Ice Floor ===&lt;br /&gt;
The floor will freeze solid, causing players to slide uncontrollably in a straight line in whatever direction they attempt to move in.&lt;br /&gt;
&lt;br /&gt;
The distance players will slide will vary depending on the fight. Some Ice Floors will require players to hold completely still, while others may simply increase the difficulty of dodging upcoming AoE attacks.&lt;br /&gt;
{{Clear}}{{Common Mechanics nav}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Other_Mechanics&amp;diff=1520841</id>
		<title>Other Mechanics</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Other_Mechanics&amp;diff=1520841"/>
		<updated>2026-08-06T10:36:02Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote Flare Marker again with further updated info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are various mechanics that require unique methods to safely avoid or resolve.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
=== Proximity AoE ===&lt;br /&gt;
An attack that deals increasing damage based on how close the player is to it. Indicated by a spinning yellow circle pulsing purple waves outwards. Players should move as far away from these markers as possible, using the purple waves as a visual aid to find the farthest point.&lt;br /&gt;
&lt;br /&gt;
Some proximity AoEs will be lines, wherein players should move away from the glowing yellow area.&lt;br /&gt;
&lt;br /&gt;
Sometimes players will be targeted by a &#039;&#039;placeable proximity AoE&#039;&#039;, indicated by the targeted player emitting red rings outward. After a certain amount of time a proximity AoE will appear at the targeted player&#039;s location, then detonate after another length of time.&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Flare Marker.png|A proximity AoE in the center of the arena.&lt;br /&gt;
Placed Proximity Marker.jpg|A proximity AoE marker that is placed by a player.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Flare Marker ===&lt;br /&gt;
[[File:Proximity Marker.png|alt=A Flare Marker on a player.|thumb|A Flare Marker on a player.]]&lt;br /&gt;
An attack that marks a player and deals damage to them and others based on their proximity to the marker. Indicated by three white arrows pointing outwards above the marked player.&lt;br /&gt;
&lt;br /&gt;
The marked player should run away from their party, or if not possible, the party should run from them.&lt;br /&gt;
&lt;br /&gt;
In newer duties, Flare Markers deal a fraction of their full potential damage to the marked player—with all other players at risk of taking the full amount depending on how close they are.&lt;br /&gt;
&lt;br /&gt;
Older duties, however, provide no protection to the target; a marked and unmarked player standing on top of each other would take the same amount of unmitigated damage. This would often be offset by Flare Markers that only target tanks, dealing amounts of damage that only tanks could survive, or by having multiple mechanics combined simultaneously.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Gaze ===&lt;br /&gt;
An attack that forces players to look away, or else suffer a potentially fatal debuff. Indicated by a purple eye, players should stop attacking and rotate their characters so that their backs are to the source of the Gaze.&lt;br /&gt;
&lt;br /&gt;
This attack often originates from an enemy, but can rarely be placed on other players or even the background. In the case that the Gaze is combined with an AoE, players can avoid it by either looking away or simply moving out of the AoE; it is not required to do both.&lt;br /&gt;
&lt;br /&gt;
Some gaze attacks resolve when a shrinking circle with gaze markers converges on the entity.&lt;br /&gt;
&lt;br /&gt;
If a gaze marker contains a question mark, players will need to look &#039;&#039;toward&#039;&#039; the entity to avoid the attack.&lt;br /&gt;
&lt;br /&gt;
It is important to note that as player characters will automatically turn to face the enemy when performing an attack, it is recommended not to use any spells or abilities until the Gaze attack has ended.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;400&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Gaze Markers.png|Left: A gaze attack from an enemy. Right: A gaze attack emitting from a player.&lt;br /&gt;
File:Gaze Cone AoE.png|A Gaze Cone AoE. Players can &#039;&#039;either&#039;&#039; look away or simply sidestep the AoE.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Red Light ===&lt;br /&gt;
Requires players to stop all movement and actions temporarily or else face punishment. Even auto-attacking is seen as an action, so players either need to untarget the boss or holster their weapons to ensure their characters hold still.[[File:Countdown Markers.png|alt=Two types of Countdown Markers.|thumb|A Red Light countdown on the left, and a Green Light countdown on the right.]]&lt;br /&gt;
&lt;br /&gt;
Often referred to as &#039;&#039;&#039;Stillness&#039;&#039;&#039; by the community. Debuffs commonly associated are:&lt;br /&gt;
*{{status effect|debuff|Acceleration Bomb}} &#039;&#039;&#039;Acceleration Bomb&#039;&#039;&#039;: players may not move or attack the instant the debuff expires, but may freely move or attack before it expires.&lt;br /&gt;
*{{status effect|debuff|pyretic}} &#039;&#039;&#039;Pyretic&#039;&#039;&#039;: players may not move or attack for the duration of the debuff.&lt;br /&gt;
*{{status effect|debuff|File:chains of condemnation icon.png}}  &#039;&#039;&#039;Chains of Condemnation&#039;&#039;&#039;: players may attack, but may not move, for the duration of the debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some older high-end duties do not have a visual indicator for this type of attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Green Light ===&lt;br /&gt;
Requires the players to move continuously during the duration of this attack or else face punishment, most commonly {{Status effect|debuff|deep freeze}} [[Deep Freeze|&#039;&#039;&#039;Deep Freeze&#039;&#039;&#039;]]. Indicated by a right-facing arrow similar to a &amp;quot;play&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
Often referred to as &#039;&#039;&#039;Motion&#039;&#039;&#039; by the community.&lt;br /&gt;
&lt;br /&gt;
These types of mechanics are often ice-aspected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Number Markers ===&lt;br /&gt;
[[File:Number Markers.png|alt=Number Markers above a player&#039;s head.|thumb|Number markers 1 to 3 on players.]]&lt;br /&gt;
Overhead markers consisting of 1-8 red or blue circles, indicating the order in which players will be targeted by an attack. One variant of these will be 1-4 markers consisting of either blue squares or purple triangles, indicating two different attack types.&lt;br /&gt;
&lt;br /&gt;
Commonly referred to as &#039;&#039;&#039;[[Alexander - The Heart of the Creator (Savage)#Phase 2 - 73% - 61%|Limit Cut]]&#039;&#039;&#039; by players.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Rotating arrows ===&lt;br /&gt;
Spinning arrows that indicate that another mechanic, typically an [[Area of Effect|AoE]], will rotate around the boss in the direction shown.&lt;br /&gt;
&lt;br /&gt;
Clockwise spinning arrows are orange, while counter-clockwise spinning arrows are blue.&lt;br /&gt;
&lt;br /&gt;
An example of this type of attack is [[Philia|Philia&#039;s]] &#039;&#039;&#039;Fierce Beating&#039;&#039;&#039; in  {{i|Holminster Switch}}.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;400&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Rotating Arrows Clockwise.png|Orange arrows indicate a clockwise rotation.&lt;br /&gt;
File:Rotating Arrows Counterclockwise.png|Blue arrows indicate a counter-clockwise rotation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Analysis Marker.png|alt=A player with an analysis marker.|thumb|225x225px|An analysis marker with the front unexposed.]]&lt;br /&gt;
&lt;br /&gt;
=== Analysis marker ===&lt;br /&gt;
A yellow ring will surround the player with one or more sectors empty.&lt;br /&gt;
&lt;br /&gt;
Players must face their character so their empty sector is hit by a directional attack, or they will take heavy damage.&lt;br /&gt;
&lt;br /&gt;
Be warned that attacking will rotate the player character to face the enemy, potentially turning a vulnerable side towards the source of the attack.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Yellow / orange / blue shape markers ===&lt;br /&gt;
Overhead yellow pyramid markers indicate that the sector (most commonly a tile) of the arena the player is on will detonate, requiring them to claim their own tile.&lt;br /&gt;
&lt;br /&gt;
Orange and blue markers are only found in some [[Eden]] savage raids, while yellow pyramids have been re-used in some high-end duties.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Diamond markers ===&lt;br /&gt;
Indicates that either the closest or furthest X player(s) from the entity will be targeted by an attack. X varies based on the mechanic. Pink diamonds touching each other mean that the closest players will be targeted. Purple diamonds not touching each other mean that the furthest players will be targeted. Appears only in some high-end duties.&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Close Diamonds.png|Close bait marker&lt;br /&gt;
Far Diamonds.png|Far bait marker&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Playstation markers ===&lt;br /&gt;
[[File:Playstation Markers.jpg|thumb|right|300px]]&lt;br /&gt;
Overhead markers consisting of red circles, blue crosses, green triangles, and purple squares, identifying pairs of players for certain mechanics. Named after buttons in a Playstation controller. Appears only in some high-end duties.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Ice Floor Hrothgar.png|alt=A player sliding on an Ice Floor|thumb|A player sliding on an Ice Floor]]&lt;br /&gt;
&lt;br /&gt;
=== Ice Floor ===&lt;br /&gt;
The floor will freeze solid, causing players to slide uncontrollably in a straight line in whatever direction they attempt to move in.&lt;br /&gt;
&lt;br /&gt;
The distance players will slide will vary depending on the fight. Some Ice Floors will require players to hold completely still, while others may simply increase the difficulty of dodging upcoming AoE attacks.&lt;br /&gt;
{{Clear}}{{Common Mechanics nav}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Other_Mechanics&amp;diff=1520839</id>
		<title>Other Mechanics</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Other_Mechanics&amp;diff=1520839"/>
		<updated>2026-08-06T08:24:06Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Flare Marker */ Added more details specifying functionality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are various mechanics that require unique methods to safely avoid or resolve.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
=== Proximity AoE ===&lt;br /&gt;
An attack that deals increasing damage based on how close the player is to it. Indicated by a spinning yellow circle pulsing purple waves outwards. Players should move as far away from these markers as possible, using the purple waves as a visual aid to find the farthest point.&lt;br /&gt;
&lt;br /&gt;
Some proximity AoEs will be lines, wherein players should move away from the glowing yellow area.&lt;br /&gt;
&lt;br /&gt;
Sometimes players will be targeted by a &#039;&#039;placeable proximity AoE&#039;&#039;, indicated by the targeted player emitting red rings outward. After a certain amount of time a proximity AoE will appear at the targeted player&#039;s location, then detonate after another length of time.&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Flare Marker.png|A proximity AoE in the center of the arena.&lt;br /&gt;
Placed Proximity Marker.jpg|A proximity AoE marker that is placed by a player.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Flare Marker ===&lt;br /&gt;
[[File:Proximity Marker.png|alt=A Flare Marker on a player.|thumb|A Flare Marker on a player.]]&lt;br /&gt;
An attack that marks a player and deals damage to them and others based on their proximity to the marker. Indicated by three white arrows pointing outwards above the marked player.&lt;br /&gt;
&lt;br /&gt;
The marked player should run away from their party, or if not possible, the party should run from them.&lt;br /&gt;
&lt;br /&gt;
The damage Flare Markers deal is purely based on proximity, with the marked player taking 100% of the damage. A single Flare Marker targeting a healer or DPS will often not kill others by itself even at point-blank range, only becoming deadly when two or more markers are brought together.&lt;br /&gt;
&lt;br /&gt;
Flare Markers that only target tanks, however, often act as [[Tankbuster|tankbusters]] and will deal an extreme amount of damage that will kill any non-tanks in close proximity.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Gaze ===&lt;br /&gt;
An attack that forces players to look away, or else suffer a potentially fatal debuff. Indicated by a purple eye, players should stop attacking and rotate their characters so that their backs are to the source of the Gaze.&lt;br /&gt;
&lt;br /&gt;
This attack often originates from an enemy, but can rarely be placed on other players or even the background. In the case that the Gaze is combined with an AoE, players can avoid it by either looking away or simply moving out of the AoE; it is not required to do both.&lt;br /&gt;
&lt;br /&gt;
Some gaze attacks resolve when a shrinking circle with gaze markers converges on the entity.&lt;br /&gt;
&lt;br /&gt;
If a gaze marker contains a question mark, players will need to look &#039;&#039;toward&#039;&#039; the entity to avoid the attack.&lt;br /&gt;
&lt;br /&gt;
It is important to note that as player characters will automatically turn to face the enemy when performing an attack, it is recommended not to use any spells or abilities until the Gaze attack has ended.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;400&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Gaze Markers.png|Left: A gaze attack from an enemy. Right: A gaze attack emitting from a player.&lt;br /&gt;
File:Gaze Cone AoE.png|A Gaze Cone AoE. Players can &#039;&#039;either&#039;&#039; look away or simply sidestep the AoE.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Red Light ===&lt;br /&gt;
Requires players to stop all movement and actions temporarily or else face punishment. Even auto-attacking is seen as an action, so players either need to untarget the boss or holster their weapons to ensure their characters hold still.[[File:Countdown Markers.png|alt=Two types of Countdown Markers.|thumb|A Red Light countdown on the left, and a Green Light countdown on the right.]]&lt;br /&gt;
&lt;br /&gt;
Often referred to as &#039;&#039;&#039;Stillness&#039;&#039;&#039; by the community. Debuffs commonly associated are:&lt;br /&gt;
*{{status effect|debuff|Acceleration Bomb}} &#039;&#039;&#039;Acceleration Bomb&#039;&#039;&#039;: players may not move or attack the instant the debuff expires, but may freely move or attack before it expires.&lt;br /&gt;
*{{status effect|debuff|pyretic}} &#039;&#039;&#039;Pyretic&#039;&#039;&#039;: players may not move or attack for the duration of the debuff.&lt;br /&gt;
*{{status effect|debuff|File:chains of condemnation icon.png}}  &#039;&#039;&#039;Chains of Condemnation&#039;&#039;&#039;: players may attack, but may not move, for the duration of the debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some older high-end duties do not have a visual indicator for this type of attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Green Light ===&lt;br /&gt;
Requires the players to move continuously during the duration of this attack or else face punishment, most commonly {{Status effect|debuff|deep freeze}} [[Deep Freeze|&#039;&#039;&#039;Deep Freeze&#039;&#039;&#039;]]. Indicated by a right-facing arrow similar to a &amp;quot;play&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
Often referred to as &#039;&#039;&#039;Motion&#039;&#039;&#039; by the community.&lt;br /&gt;
&lt;br /&gt;
These types of mechanics are often ice-aspected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Number Markers ===&lt;br /&gt;
[[File:Number Markers.png|alt=Number Markers above a player&#039;s head.|thumb|Number markers 1 to 3 on players.]]&lt;br /&gt;
Overhead markers consisting of 1-8 red or blue circles, indicating the order in which players will be targeted by an attack. One variant of these will be 1-4 markers consisting of either blue squares or purple triangles, indicating two different attack types.&lt;br /&gt;
&lt;br /&gt;
Commonly referred to as &#039;&#039;&#039;[[Alexander - The Heart of the Creator (Savage)#Phase 2 - 73% - 61%|Limit Cut]]&#039;&#039;&#039; by players.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Rotating arrows ===&lt;br /&gt;
Spinning arrows that indicate that another mechanic, typically an [[Area of Effect|AoE]], will rotate around the boss in the direction shown.&lt;br /&gt;
&lt;br /&gt;
Clockwise spinning arrows are orange, while counter-clockwise spinning arrows are blue.&lt;br /&gt;
&lt;br /&gt;
An example of this type of attack is [[Philia|Philia&#039;s]] &#039;&#039;&#039;Fierce Beating&#039;&#039;&#039; in  {{i|Holminster Switch}}.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;400&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Rotating Arrows Clockwise.png|Orange arrows indicate a clockwise rotation.&lt;br /&gt;
File:Rotating Arrows Counterclockwise.png|Blue arrows indicate a counter-clockwise rotation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Analysis Marker.png|alt=A player with an analysis marker.|thumb|225x225px|An analysis marker with the front unexposed.]]&lt;br /&gt;
&lt;br /&gt;
=== Analysis marker ===&lt;br /&gt;
A yellow ring will surround the player with one or more sectors empty.&lt;br /&gt;
&lt;br /&gt;
Players must face their character so their empty sector is hit by a directional attack, or they will take heavy damage.&lt;br /&gt;
&lt;br /&gt;
Be warned that attacking will rotate the player character to face the enemy, potentially turning a vulnerable side towards the source of the attack.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Yellow / orange / blue shape markers ===&lt;br /&gt;
Overhead yellow pyramid markers indicate that the sector (most commonly a tile) of the arena the player is on will detonate, requiring them to claim their own tile.&lt;br /&gt;
&lt;br /&gt;
Orange and blue markers are only found in some [[Eden]] savage raids, while yellow pyramids have been re-used in some high-end duties.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Diamond markers ===&lt;br /&gt;
Indicates that either the closest or furthest X player(s) from the entity will be targeted by an attack. X varies based on the mechanic. Pink diamonds touching each other mean that the closest players will be targeted. Purple diamonds not touching each other mean that the furthest players will be targeted. Appears only in some high-end duties.&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Close Diamonds.png|Close bait marker&lt;br /&gt;
Far Diamonds.png|Far bait marker&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Playstation markers ===&lt;br /&gt;
[[File:Playstation Markers.jpg|thumb|right|300px]]&lt;br /&gt;
Overhead markers consisting of red circles, blue crosses, green triangles, and purple squares, identifying pairs of players for certain mechanics. Named after buttons in a Playstation controller. Appears only in some high-end duties.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Ice Floor Hrothgar.png|alt=A player sliding on an Ice Floor|thumb|A player sliding on an Ice Floor]]&lt;br /&gt;
&lt;br /&gt;
=== Ice Floor ===&lt;br /&gt;
The floor will freeze solid, causing players to slide uncontrollably in a straight line in whatever direction they attempt to move in.&lt;br /&gt;
&lt;br /&gt;
The distance players will slide will vary depending on the fight. Some Ice Floors will require players to hold completely still, while others may simply increase the difficulty of dodging upcoming AoE attacks.&lt;br /&gt;
{{Clear}}{{Common Mechanics nav}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Descent_(Savage)&amp;diff=1520829</id>
		<title>Eden&#039;s Gate: Descent (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Descent_(Savage)&amp;diff=1520829"/>
		<updated>2026-08-06T08:00:25Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Descent}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Descent (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty─but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image = Eden&#039;s Gate Descent (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 445&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Halo&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30083&lt;br /&gt;
| id-edb = 7616847b849&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E2S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Antithesis Manifest: [[Voidwalker]] ==&lt;br /&gt;
The fight against Voidwalker takes place on a 30x40 yalm arena in the sky. There are no walls; if players walk off or are pushed off the edge of the arena, they will die.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the two highest enmity players.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Nyx&#039;&#039;&#039;&lt;br /&gt;
|Untargetable red demons created by Voidwalker&#039;s &#039;&#039;&#039;Doomvoid&#039;&#039;&#039; abilities. Touching these demons inflicts a 30 second {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; and a stack of {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039; is a 60 second debuff that functions near-identically to {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|All players are hit by 30 degree [[Area of Effect#Spread Line or Cone|spread cones]]. Each cone spawns a &#039;&#039;&#039;Nyx&#039;&#039;&#039; 15y away from Voidwalker that then flies towards epicenter of the Cleaver before disappearing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone underneath Voidwalker. Creates eight &#039;&#039;&#039;Nyx&#039;&#039;&#039; 15y away that fly towards epicenter of the Slicer before disappearing.&lt;br /&gt;
Players hit are debuffed with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds and {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;&lt;br /&gt;
|A 10y wide [[Area of Effect#Static Line AoE|static line AoE]] extending through Voidwalker&#039;s front and back. Creates seven &#039;&#039;&#039;Nyx&#039;&#039;&#039; across its length that alternate flying left or right relative to the line.&lt;br /&gt;
Players hit are debuffed with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds and {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|A 15y radius [[Area of Effect#Spread Circle|spread circle]] placed on three to five players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Eye&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Gaze|gaze]] attack placed on a random non-tank player. Failing to dodge the attack inflicts {{Status effect|debuff|File:Stone curse icon1.png}} &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hell Wind&#039;&#039;&#039;&lt;br /&gt;
|Marks two random DPS players with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;. At the end of the cast, the marked players have their HP set to 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039;&lt;br /&gt;
|Buffs Voidwalker with {{Status effect|buff|File:Spell-in-waiting buff.png|link=File:Spell-in-waiting buff.png}} &#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039;, causing the next ability cast by Voidwalker to instead be stored as a debuff on the marked players, activating once the debuffs expire.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Places eight [[Tower|towers]] across the arena, one on each center-cardinal and one in each corner. Towers inflict a weak {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff while stood inside.&lt;br /&gt;
Unoccupied towers deal moderate party-wide damage and each inflict a stack of {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The fight against Voidwalker revolves around precise positioning, skillful dodging, and an actively keeping track of player&#039;s &#039;&#039;&#039;Spell-in-waiting&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
A long battle against a sizeable health bar, players will need to avoid deaths, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Stone curse icon1.png}} &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039; to the best of their ability to ensure the boss is defeated before the enrage cast.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Nyx&#039;&#039;&#039; have smaller hitboxes than one would visually assume. Players should still take care not to stand too close to the demons, as the {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; can easily result in a failure to beat the boss prior to enrage.&lt;br /&gt;
* [[Clock spots]] should be assigned for &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;. Players can rotate between the cones after to dodge the Nyx, but should back away from Voidwalker slightly to be spaced farther away from the Nyx paths.&lt;br /&gt;
* Assignments for &#039;&#039;&#039;Punishing Ray&#039;&#039;&#039; should be given to players. While [[clock spots]] can be used, tanks and melee DPS prefer the center cardinal towers for DPS uptime.&lt;br /&gt;
* The &#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039; debuffs and their timers can be seen in the party list. Players can watch the timers to know exactly when the debuffs will expire and on who. Additionally, a countdown will appear above player&#039;s heads once the timer reaches 5 seconds.&lt;br /&gt;
* Players marked by &#039;&#039;&#039;Hell Wind&#039;&#039;&#039; should avoid abilities and mechanics when the spell is about to take effect. Even the weak {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff from the &#039;&#039;&#039;Punishing Ray&#039;&#039;&#039; towers is enough to kill when a player only has 1 HP.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spot positions, then dodge the &#039;&#039;&#039;Nyx&#039;&#039;&#039; by rotating between the cones.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer/Guillotine&#039;&#039;&#039;&lt;br /&gt;
|Will be one of the two at random. Either stand underneath Voidwalker (if &#039;&#039;&#039;Slicer&#039;&#039;&#039;) or to the left/right (if &#039;&#039;&#039;Guillotine&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|Marked players must spread out to the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Stand in the assigned towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Unholy Darkness)&#039;&#039;&#039;&lt;br /&gt;
|Marks a random player with {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039; for 38 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Dark Fire III)&#039;&#039;&#039;&lt;br /&gt;
|Marks five random players with {{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Fire III&#039;&#039;&#039; for 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Marks a random player with {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; for 11 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|The five debuffed players should spread to the edges away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hell Wind + {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Unholy Darkness + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Everyone &#039;&#039;except&#039;&#039; the two {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should stack together next to the boss. The &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Shadoweye&#039;&#039;&#039; player should stand slightly away from the boss so the others can keep attacking while avoiding the gaze.&lt;br /&gt;
The two Prey will likely have to look away from the boss completely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flare&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Other Mechanics#Flare Marker|flare marker]] on one random tank, healer, and DPS. Deals moderate damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|An uncasted attack indicated by a reddish-orange tether from the Voidwalker to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. The Hand creates a massive [[Area of Effect#Static Circle AoE|static circle AoE]] covering all but the far opposite edge of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Hate&#039;&#039;&#039;&lt;br /&gt;
|An uncasted attack indicated by a purple tether from the Voidwalker to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. The Hand creates a [[Knockback#Directional Knockback|directional knockback]] away from itself, pushing players 25 yalms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium&#039;&#039;&#039;&lt;br /&gt;
|Places [[Stack marker#Light and Dark Rings|light and dark rings]] on all players. Supports will receive light rings while DPS receive dark rings.&lt;br /&gt;
Failing to neutralize light rings inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, while failing to neutralize dark rings inflicts {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
[[File:E2S Flare and Gaze.jpg|alt=How to position the three Flares and Gaze attacks.|thumb|How to position the three Flares and two Gaze attacks.]]&lt;br /&gt;
Voidwalker complicates their attack patterns, creating new Spell-in-Waiting patterns and forcing players to look out for The Hand of Erebos inbetween.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Empty Hate&#039;&#039;&#039; will be cast following &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;. Players should be careful not to get knocked back into the &#039;&#039;&#039;Nyx&#039;&#039;&#039; flying around.&lt;br /&gt;
* Each support should be assigned a DPS partner for &#039;&#039;&#039;Equilibrium&#039;&#039;&#039;.&lt;br /&gt;
* Players should assign positions to stand for &#039;&#039;&#039;Flare&#039;&#039;&#039;. As each cast always targets a tank, a healer, and a DPS, specific positions can be assigned to roles.&lt;br /&gt;
** Unexpectedly, the damage from standing on a single flare is low—only becoming deadly when multiple are in close proximity.&lt;br /&gt;
** Stacking with the healer flare on the east/west edge, with the tank and DPS flare in the opposite corners, not only keeps the majority of the party in healing range but allows the Flare tank and DPS to use gap-closer attacks to return to the boss after.&lt;br /&gt;
* Players marked by {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; while &#039;&#039;&#039;Flare&#039;&#039;&#039; is about to resolve should instead move to a different unoccupied corners to allow the group the ability to easily and safely look away.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|Run to the edge opposite of &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;&lt;br /&gt;
|Move to Voidwalker&#039;s sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Hate&#039;&#039;&#039;&lt;br /&gt;
|Stand on the edge next to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039; while avoiding being knocked back into the &#039;&#039;&#039;Nyx&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Hell Wind)&#039;&#039;&#039;&lt;br /&gt;
|Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting hell wind debuff.png|link=File:Spell-in-waiting hell wind debuff.png}} Spell-in-Waiting: Hell Wind&#039;&#039;&#039; on two random DPS for 25 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flare&#039;&#039;&#039;&lt;br /&gt;
|Stack with the healer flare on the east/west edge while the other two flares run to opposite corners.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; on a random non-tank for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray + {{Status effect|debuff|File:Spell-in-waiting hell wind debuff.png|link=File:Spell-in-waiting hell wind debuff.png}} Hell Wind + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Players marked by &#039;&#039;&#039;Hell Wind&#039;&#039;&#039; should avoid standing in a tower until the debuff resolves and they are partially healed. Look away from the &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium&#039;&#039;&#039;&lt;br /&gt;
|Supports must stack with one DPS each.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Move out of the way of the &#039;&#039;&#039;Nyx&#039;&#039;&#039; and stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Flare) + Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|Run to the edge opposite of &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Spell-in-Waiting: Flare&#039;&#039;&#039; on three players for 24 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Unholy Darkness)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039; on a player for 16 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Flare) + {{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare&#039;&#039;&#039;&lt;br /&gt;
|Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Spell-in-Waiting: Flare&#039;&#039;&#039; on three other players for 46 seconds while the previous &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare&#039;&#039;&#039; expires. Do not confuse the two.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Stack together immediately after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; on two random non-tank for 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Dark Fire III)&#039;&#039;&#039;&lt;br /&gt;
|Marks three random players with {{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Fire III&#039;&#039;&#039; for 7 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Split two the usual assigned areas while the two &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039; players move to different unoccupied corners.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|Marked players should run to the edges/corners while all others run towards the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium + Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Stack together into support+DPS pairs, then spread to the towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Grants Voidwalker a stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039;&lt;br /&gt;
|Casts the effects of &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;, &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;, and then &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039; in quick succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039;&lt;br /&gt;
|Casts the effects of &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;, &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;, and then &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039; in quick succession.&lt;br /&gt;
|}&lt;br /&gt;
A short but extremely deadly phase, Voidwalker will use &#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039; and &#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039; at random, forcing players to react to three attacks in two possible orders in a very short amount of time.&lt;br /&gt;
&lt;br /&gt;
* In both casts, &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039; is always followed by &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;. The only difference between the attacks is whether &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039; is used first or last.&lt;br /&gt;
* Players should aim the cones from Doomvoid Cleaver in the same locations the &#039;&#039;&#039;Nyx&#039;&#039;&#039; appear from the prior Doomvoid Slicer. This will line the Nyx up and provide a clean safe zone for players to dodge through.&lt;br /&gt;
* Against &#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039;, after Doomvoid Guillotine players will want to run into the small gap between two &#039;&#039;&#039;Nyx&#039;&#039;&#039; on top of Voidwalker to dodge Doomvoid Slicer in time, then spread to clock spots for Doomvoid Cleaver after.&lt;br /&gt;
* Against &#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039;, after Doomvoid Cleaver, players should immediately try to run through a gap of &#039;&#039;&#039;Nyx&#039;&#039;&#039; to Voidwalker&#039;s sides. Trying to dodge through the Nyx on Voidwalker&#039;s front/back first is unlikely to allow players time to get out of the way of Doomvoid Guillotine.&lt;br /&gt;
After the fifth cast of &#039;&#039;&#039;Quietus&#039;&#039;&#039;, Voidwalker will begin a 15 second enrage cast that will kill the party if successful.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Quietus&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be either &#039;&#039;&#039;Chaos&#039;&#039;&#039; or &#039;&#039;&#039;Retribution&#039;&#039;&#039; at random. React and dodge appropriately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be the opposite of the previous cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be either &#039;&#039;&#039;Chaos&#039;&#039;&#039; or &#039;&#039;&#039;Retribution&#039;&#039;&#039; at random. React and dodge appropriately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive. This is the last change to defeat Voidwalker.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Quietus (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Descent}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Head Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Hand Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Foot Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Head Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Hand Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Foot Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E2S.png&lt;br /&gt;
E2 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Descent_(Savage)&amp;diff=1520817</id>
		<title>Eden&#039;s Gate: Descent (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Descent_(Savage)&amp;diff=1520817"/>
		<updated>2026-08-06T07:41:59Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Descent}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Descent (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty─but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image = Eden&#039;s Gate Descent (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 445&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Halo&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30083&lt;br /&gt;
| id-edb = 7616847b849&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E2S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Antithesis Manifest: [[Voidwalker]] ==&lt;br /&gt;
The fight against Voidwalker takes place on a 30x40 yalm arena in the sky. There are no walls; if players walk off or are pushed off the edge of the arena, they will die.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the two highest enmity players.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Nyx&#039;&#039;&#039;&lt;br /&gt;
|Untargetable red demons created by Voidwalker&#039;s &#039;&#039;&#039;Doomvoid&#039;&#039;&#039; abilities. Touching these demons inflicts a 30 second {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; and a stack of {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039; is a 60 second debuff that functions near-identically to {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|All players are hit by 30 degree [[Area of Effect#Spread Line or Cone|spread cones]]. Each cone spawns a &#039;&#039;&#039;Nyx&#039;&#039;&#039; 15y away from Voidwalker that then flies towards epicenter of the Cleaver before disappearing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone underneath Voidwalker. Creates eight &#039;&#039;&#039;Nyx&#039;&#039;&#039; 15y away that fly towards epicenter of the Slicer before disappearing.&lt;br /&gt;
Players hit are debuffed with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds and {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;&lt;br /&gt;
|A 10y wide [[Area of Effect#Static Line AoE|static line AoE]] extending through Voidwalker&#039;s front and back. Creates seven &#039;&#039;&#039;Nyx&#039;&#039;&#039; across its length that alternate flying left or right relative to the line.&lt;br /&gt;
Players hit are debuffed with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds and {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|A 15y radius [[Area of Effect#Spread Circle|spread circle]] placed on three to five players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Eye&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Gaze|gaze]] attack placed on a random non-tank player. Failing to dodge the attack inflicts {{Status effect|debuff|File:Stone curse icon1.png}} &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hell Wind&#039;&#039;&#039;&lt;br /&gt;
|Marks two random DPS players with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;. At the end of the cast, the marked players have their HP set to 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039;&lt;br /&gt;
|Buffs Voidwalker with {{Status effect|buff|File:Spell-in-waiting buff.png|link=File:Spell-in-waiting buff.png}} &#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039;, causing the next ability cast by Voidwalker to instead be stored as a debuff on the marked players, activating once the debuffs expire.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Places eight [[Tower|towers]] across the arena, one on each center-cardinal and one in each corner. Towers inflict a weak {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff while stood inside.&lt;br /&gt;
Unoccupied towers deal moderate party-wide damage and each inflict a stack of {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The fight against Voidwalker revolves around precise positioning, skillful dodging, and an actively keeping track of player&#039;s &#039;&#039;&#039;Spell-in-waiting&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
A long battle against a sizeable health bar, players will need to avoid deaths, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Stone curse icon1.png}} &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039; to the best of their ability to ensure the boss is defeated before the enrage cast.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Nyx&#039;&#039;&#039; have smaller hitboxes than one would visually assume. Players should still take care not to stand too close to the demons, as the {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; can easily result in a failure to beat the boss prior to enrage.&lt;br /&gt;
* [[Clock spots]] should be assigned for &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;. Players can rotate between the cones after to dodge the Nyx, but should back away from Voidwalker slightly to be spaced farther away from the Nyx paths.&lt;br /&gt;
* Assignments for &#039;&#039;&#039;Punishing Ray&#039;&#039;&#039; should be given to players. While [[clock spots]] can be used, tanks and melee DPS prefer the center cardinal towers for DPS uptime.&lt;br /&gt;
* The &#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039; debuffs and their timers can be seen in the party list. Players can watch the timers to know exactly when the debuffs will expire and on who. Additionally, a countdown will appear above player&#039;s heads once the timer reaches 5 seconds.&lt;br /&gt;
* Players marked by &#039;&#039;&#039;Hell Wind&#039;&#039;&#039; should avoid abilities and mechanics when the spell is about to take effect. Even the weak {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff from the &#039;&#039;&#039;Punishing Ray&#039;&#039;&#039; towers is enough to kill when a player only has 1 HP.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spot positions, then dodge the &#039;&#039;&#039;Nyx&#039;&#039;&#039; by rotating between the cones.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer/Guillotine&#039;&#039;&#039;&lt;br /&gt;
|Will be one of the two at random. Either stand underneath Voidwalker (if &#039;&#039;&#039;Slicer&#039;&#039;&#039;) or to the left/right (if &#039;&#039;&#039;Guillotine&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|Marked players must spread out to the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Stand in the assigned towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Unholy Darkness)&#039;&#039;&#039;&lt;br /&gt;
|Marks a random player with {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039; for 38 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Dark Fire III)&#039;&#039;&#039;&lt;br /&gt;
|Marks five random players with {{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Fire III&#039;&#039;&#039; for 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Marks a random player with {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; for 11 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|The five debuffed players should spread to the edges away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hell Wind + {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Unholy Darkness + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Everyone &#039;&#039;except&#039;&#039; the two {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should stack together next to the boss. The &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Shadoweye&#039;&#039;&#039; player should stand slightly away from the boss so the others can keep attacking while avoiding the gaze.&lt;br /&gt;
The two Prey will likely have to look away from the boss completely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flare&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Other Mechanics#Flare Marker|flare marker]] on one random tank, healer, and DPS. Deals moderate damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|An uncasted attack indicated by a reddish-orange tether from the Voidwalker to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. The Hand creates a massive [[Area of Effect#Static Circle AoE|static circle AoE]] covering all but the far opposite edge of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Hate&#039;&#039;&#039;&lt;br /&gt;
|An uncasted attack indicated by a purple tether from the Voidwalker to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. The Hand creates a [[Knockback#Directional Knockback|directional knockback]] away from itself, pushing players 25 yalms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium&#039;&#039;&#039;&lt;br /&gt;
|Places [[Stack marker#Light and Dark Rings|light and dark rings]] on all players. Supports will receive light rings while DPS receive dark rings.&lt;br /&gt;
Failing to neutralize light rings inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, while failing to neutralize dark rings inflicts {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
[[File:E2S Flare and Gaze.jpg|alt=How to position the three Flares and Gaze attacks.|thumb|How to position the three Flares and two Gaze attacks.]]&lt;br /&gt;
Voidwalker complicates their attack patterns, creating new Spell-in-Waiting patterns and forcing players to look out for The Hand of Erebos inbetween.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Empty Hate&#039;&#039;&#039; will be cast following &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;. Players should be careful not to get knocked back into the &#039;&#039;&#039;Nyx&#039;&#039;&#039; flying around.&lt;br /&gt;
* Each support should be assigned a DPS partner for &#039;&#039;&#039;Equilibrium&#039;&#039;&#039;.&lt;br /&gt;
* Players should assign positions to stand for &#039;&#039;&#039;Flare&#039;&#039;&#039;. As each cast always targets a tank, a healer, and a DPS, specific positions can be assigned to roles.&lt;br /&gt;
** Unexpectedly, the damage from standing on a single flare is low—only becoming deadly when multiple are in close proximity.&lt;br /&gt;
** Stacking with the healer flare on the east/west edge, with the tank and DPS flare in the opposite corners, not only keeps the majority of the party in healing range but allows the Flare tank and DPS to use gap-closer attacks to return to the boss after.&lt;br /&gt;
* Players marked by {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; while &#039;&#039;&#039;Flare&#039;&#039;&#039; is about to resolve should instead move to a different unoccupied corners to allow the group the ability to easily and safely look away.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|Run to the edge opposite of &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;&lt;br /&gt;
|Move to Voidwalker&#039;s sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Hate&#039;&#039;&#039;&lt;br /&gt;
|Stand on the edge next to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039; while avoiding being knocked back into the &#039;&#039;&#039;Nyx&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Hell Wind)&#039;&#039;&#039;&lt;br /&gt;
|Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting hell wind debuff.png|link=File:Spell-in-waiting hell wind debuff.png}} Spell-in-Waiting: Hell Wind&#039;&#039;&#039; on two random DPS for 25 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flare&#039;&#039;&#039;&lt;br /&gt;
|Stack with the healer flare on the east/west edge while the other two flares run to opposite corners.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; on a random non-tank for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray + {{Status effect|debuff|File:Spell-in-waiting hell wind debuff.png|link=File:Spell-in-waiting hell wind debuff.png}} Hell Wind + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Players marked by &#039;&#039;&#039;Hell Wind&#039;&#039;&#039; should avoid standing in a tower until the debuff resolves and they are partially healed. Look away from the &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium&#039;&#039;&#039;&lt;br /&gt;
|Supports must stack with one DPS each.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Move out of the way of the &#039;&#039;&#039;Nyx&#039;&#039;&#039; and stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Flare) + Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|Run to the edge opposite of &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Spell-in-Waiting: Flare&#039;&#039;&#039; on three players for 24 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Unholy Darkness)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039; on a player for 16 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Flare) + {{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare&#039;&#039;&#039;&lt;br /&gt;
|Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Spell-in-Waiting: Flare&#039;&#039;&#039; on three other players for 46 seconds while the previous &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare&#039;&#039;&#039; expires. Do not confuse the two.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Stack together immediately after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; on two random non-tank for 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Dark Fire III)&#039;&#039;&#039;&lt;br /&gt;
|Marks three random players with {{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Fire III&#039;&#039;&#039; for 7 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Split two the usual assigned areas while the two &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039; players move to different unoccupied corners.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|Marked players should run to the edges/corners while all others run towards the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium + Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Stack together into support+DPS pairs, then spread to the towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Grants Voidwalker a stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039;&lt;br /&gt;
|Casts the effects of &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;, &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;, and then &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039; in quick succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039;&lt;br /&gt;
|Casts the effects of &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;, &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;, and then &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039; in quick succession.&lt;br /&gt;
|}&lt;br /&gt;
A short but extremely deadly phase, Voidwalker will use &#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039; and &#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039; at random, forcing players to react to three attacks in two possible orders in a very short amount of time.&lt;br /&gt;
&lt;br /&gt;
* In both casts, &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039; is always followed by &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;. The only difference between the attacks is whether &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039; is used first or last.&lt;br /&gt;
* Players should aim the cones from Doomvoid Cleaver in the same locations the &#039;&#039;&#039;Nyx&#039;&#039;&#039; appear from the prior Doomvoid Slicer. This will line the Nyx up and provide a clean safe zone for players to dodge through.&lt;br /&gt;
* Against &#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039;, players will want to run into the small gap between two &#039;&#039;&#039;Nyx&#039;&#039;&#039; on top of Voidwalker to dodge Doomvoid Slicer in time, then spread to clock spots for Doomvoid Cleaver after.&lt;br /&gt;
* Against &#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039;, after Doomvoid Cleaver, players should immediately try to run through a gap of &#039;&#039;&#039;Nyx&#039;&#039;&#039; to Voidwalker&#039;s sides. Trying to dodge through the Nyx on Voidwalker&#039;s front/back first is unlikely to allow players time to get out of the way of Doomvoid Guillotine.&lt;br /&gt;
After the fifth cast of &#039;&#039;&#039;Quietus&#039;&#039;&#039;, Voidwalker will begin a 15 second enrage cast that will kill the party if successful.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Quietus&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be either &#039;&#039;&#039;Chaos&#039;&#039;&#039; or &#039;&#039;&#039;Retribution&#039;&#039;&#039; at random. React and dodge appropriately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be the opposite of the previous cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be either &#039;&#039;&#039;Chaos&#039;&#039;&#039; or &#039;&#039;&#039;Retribution&#039;&#039;&#039; at random. React and dodge appropriately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive. This is the last change to defeat Voidwalker.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Quietus (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Descent}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Head Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Hand Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Foot Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Head Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Hand Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Foot Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E2S.png&lt;br /&gt;
E2 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:E2S_Flare_Gaze_Placement.jpg&amp;diff=1520814</id>
		<title>File:E2S Flare Gaze Placement.jpg</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:E2S_Flare_Gaze_Placement.jpg&amp;diff=1520814"/>
		<updated>2026-08-06T07:38:56Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Marked for Deletion. New image with better strategy made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Delete}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Descent_(Savage)&amp;diff=1520813</id>
		<title>Eden&#039;s Gate: Descent (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Descent_(Savage)&amp;diff=1520813"/>
		<updated>2026-08-06T07:38:14Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 */ Replaced image and updated Flare placement strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Descent}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Descent (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty─but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image = Eden&#039;s Gate Descent (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 445&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Halo&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30083&lt;br /&gt;
| id-edb = 7616847b849&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E2S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Antithesis Manifest: [[Voidwalker]] ==&lt;br /&gt;
The fight against Voidwalker takes place on a 30x40 yalm arena in the sky. There are no walls; if players walk off or are pushed off the edge of the arena, they will die.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the two highest enmity players.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Nyx&#039;&#039;&#039;&lt;br /&gt;
|Untargetable red demons created by Voidwalker&#039;s &#039;&#039;&#039;Doomvoid&#039;&#039;&#039; abilities. Touching these demons inflicts a 30 second {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; and a stack of {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039; is a 60 second debuff that functions near-identically to {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|All players are hit by 30 degree [[Area of Effect#Spread Line or Cone|spread cones]]. Each cone spawns a &#039;&#039;&#039;Nyx&#039;&#039;&#039; 15y away from Voidwalker that then flies towards epicenter of the Cleaver before disappearing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone underneath Voidwalker. Creates eight &#039;&#039;&#039;Nyx&#039;&#039;&#039; 15y away that fly towards epicenter of the Slicer before disappearing.&lt;br /&gt;
Players hit are debuffed with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds and {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;&lt;br /&gt;
|A 10y wide [[Area of Effect#Static Line AoE|static line AoE]] extending through Voidwalker&#039;s front and back. Creates seven &#039;&#039;&#039;Nyx&#039;&#039;&#039; across its length that alternate flying left or right relative to the line.&lt;br /&gt;
Players hit are debuffed with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds and {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|A 15y radius [[Area of Effect#Spread Circle|spread circle]] placed on three to five players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Eye&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Gaze|gaze]] attack placed on a random non-tank player. Failing to dodge the attack inflicts {{Status effect|debuff|File:Stone curse icon1.png}} &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hell Wind&#039;&#039;&#039;&lt;br /&gt;
|Marks two random DPS players with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;. At the end of the cast, the marked players have their HP set to 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039;&lt;br /&gt;
|Buffs Voidwalker with {{Status effect|buff|File:Spell-in-waiting buff.png|link=File:Spell-in-waiting buff.png}} &#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039;, causing the next ability cast by Voidwalker to instead be stored as a debuff on the marked players, activating once the debuffs expire.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Places eight [[Tower|towers]] across the arena, one on each center-cardinal and one in each corner. Towers inflict a weak {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff while stood inside.&lt;br /&gt;
Unoccupied towers deal moderate party-wide damage and each inflict a stack of {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The fight against Voidwalker revolves around precise positioning, skillful dodging, and an actively keeping track of player&#039;s &#039;&#039;&#039;Spell-in-waiting&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
A long battle against a sizeable health bar, players will need to avoid deaths, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Stone curse icon1.png}} &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039; to the best of their ability to ensure the boss is defeated before the enrage cast.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Nyx&#039;&#039;&#039; have smaller hitboxes than one would visually assume. Players should still take care not to stand too close to the demons, as the {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; can easily result in a failure to beat the boss prior to enrage.&lt;br /&gt;
* [[Clock spots]] should be assigned for &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;. Players can rotate between the cones after to dodge the Nyx, but should back away from Voidwalker slightly to be spaced farther away from the Nyx paths.&lt;br /&gt;
* Assignments for &#039;&#039;&#039;Punishing Ray&#039;&#039;&#039; should be given to players. While [[clock spots]] can be used, tanks and melee DPS prefer the center cardinal towers for DPS uptime.&lt;br /&gt;
* The &#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039; debuffs and their timers can be seen in the party list. Players can watch the timers to know exactly when the debuffs will expire and on who. Additionally, a countdown will appear above player&#039;s heads once the timer reaches 5 seconds.&lt;br /&gt;
* Players marked by &#039;&#039;&#039;Hell Wind&#039;&#039;&#039; should avoid abilities and mechanics when the spell is about to take effect. Even the weak {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff from the &#039;&#039;&#039;Punishing Ray&#039;&#039;&#039; towers is enough to kill when a player only has 1 HP.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spot positions, then dodge the &#039;&#039;&#039;Nyx&#039;&#039;&#039; by rotating between the cones.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer/Guillotine&#039;&#039;&#039;&lt;br /&gt;
|Will be one of the two at random. Either stand underneath Voidwalker (if &#039;&#039;&#039;Slicer&#039;&#039;&#039;) or to the left/right (if &#039;&#039;&#039;Guillotine&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|Marked players must spread out to the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Stand in the assigned towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Unholy Darkness)&#039;&#039;&#039;&lt;br /&gt;
|Marks a random player with {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039; for 38 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Dark Fire III)&#039;&#039;&#039;&lt;br /&gt;
|Marks five random players with {{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Fire III&#039;&#039;&#039; for 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Marks a random player with {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; for 11 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|The five debuffed players should spread to the edges away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hell Wind + {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Unholy Darkness + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Everyone &#039;&#039;except&#039;&#039; the two {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should stack together next to the boss. The &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Shadoweye&#039;&#039;&#039; player should stand slightly away from the boss so the others can keep attacking while avoiding the gaze.&lt;br /&gt;
The two Prey will likely have to look away from the boss completely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flare&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Other Mechanics#Flare Marker|flare marker]] on one random tank, healer, and DPS. Deals moderate damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|An uncasted attack indicated by a reddish-orange tether from the Voidwalker to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. The Hand creates a massive [[Area of Effect#Static Circle AoE|static circle AoE]] covering all but the far opposite edge of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Hate&#039;&#039;&#039;&lt;br /&gt;
|An uncasted attack indicated by a purple tether from the Voidwalker to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. The Hand creates a [[Knockback#Directional Knockback|directional knockback]] away from itself, pushing players 25 yalms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium&#039;&#039;&#039;&lt;br /&gt;
|Places [[Stack marker#Light and Dark Rings|light and dark rings]] on all players. Supports will receive light rings while DPS receive dark rings.&lt;br /&gt;
Failing to neutralize light rings inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, while failing to neutralize dark rings inflicts {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
[[File:E2S Flare and Gaze.jpg|alt=How to position the three Flares and Gaze attacks.|thumb|How to position the three Flares and two Gaze attacks.]]&lt;br /&gt;
Voidwalker complicates their attack patterns, creating new Spell-in-Waiting patterns and forcing players to look out for The Hand of Erebos inbetween.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Empty Hate&#039;&#039;&#039; will be cast following &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;. Players should be careful not to get knocked back into the &#039;&#039;&#039;Nyx&#039;&#039;&#039; flying around.&lt;br /&gt;
* Each support should be assigned a DPS partner for &#039;&#039;&#039;Equilibrium&#039;&#039;&#039;.&lt;br /&gt;
* Players should assign positions to stand for &#039;&#039;&#039;Flare&#039;&#039;&#039;. As each cast always targets a tank, a healer, and a DPS, specific positions can be assigned to roles.&lt;br /&gt;
** Unexpectedly, the damage from standing on a single flare is low—only becoming deadly when multiple are in close proximity.&lt;br /&gt;
** Stacking with the healer flare on the east/west edge, with the tank and DPS flare in the opposite corners, not only keeps the majority of the party in healing range but allows the Flare tank and DPS to use gap-closer attacks to return to the boss after.&lt;br /&gt;
* Players marked by {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; while &#039;&#039;&#039;Flare&#039;&#039;&#039; is about to resolve should instead move to a different unoccupied corners to allow the group the ability to easily and safely look away.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|Run to the edge opposite of &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;&lt;br /&gt;
|Move to Voidwalker&#039;s sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Hate&#039;&#039;&#039;&lt;br /&gt;
|Stand on the edge next to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039; while avoiding being knocked back into the &#039;&#039;&#039;Nyx&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Hell Wind)&#039;&#039;&#039;&lt;br /&gt;
|Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting hell wind debuff.png|link=File:Spell-in-waiting hell wind debuff.png}} Spell-in-Waiting: Hell Wind&#039;&#039;&#039; on two random DPS for 25 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flare&#039;&#039;&#039;&lt;br /&gt;
|Stack with the healer flare on the east/west edge while the other two flares run to opposite corners.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; on a random non-tank for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray + {{Status effect|debuff|File:Spell-in-waiting hell wind debuff.png|link=File:Spell-in-waiting hell wind debuff.png}} Hell Wind + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Players marked by &#039;&#039;&#039;Hell Wind&#039;&#039;&#039; should avoid standing in a tower until the debuff resolves and they are partially healed. Look away from the &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium&#039;&#039;&#039;&lt;br /&gt;
|Supports must stack with one DPS each.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Move out of the way of the &#039;&#039;&#039;Nyx&#039;&#039;&#039; and stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Flare) + Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|Run to the edge opposite of &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Spell-in-Waiting: Flare&#039;&#039;&#039; on three players for 24 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Unholy Darkness)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039; on a player for 16 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Flare) + {{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare&#039;&#039;&#039;&lt;br /&gt;
|Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Spell-in-Waiting: Flare&#039;&#039;&#039; on three other players for 46 seconds while the previous &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare&#039;&#039;&#039; expires. Do not confuse the two.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Stack together immediately after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; on two random non-tank for 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Dark Fire III)&#039;&#039;&#039;&lt;br /&gt;
|Marks three random players with {{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Fire III&#039;&#039;&#039; for 7 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Split two the usual assigned areas while the two &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039; players move to different unoccupied corners.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|Marked players should run to the edges/corners while all others run towards the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium + Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Stack together into support+DPS pairs, then spread to the towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Grants Voidwalker a stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039;&lt;br /&gt;
|Casts the effects of &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;, &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;, and then &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039; in quick succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039;&lt;br /&gt;
|Casts the effects of &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;, &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;, and then &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039; in quick succession.&lt;br /&gt;
|}&lt;br /&gt;
A short but extremely deadly phase, Voidwalker will use &#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039; and &#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039; at random, forcing players to react to three attacks in two possible orders in a very short amount of time.&lt;br /&gt;
&lt;br /&gt;
* In both casts, &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039; is always followed by &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;. The only difference between the attacks is whether &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039; is used first or last.&lt;br /&gt;
* Players should aim the cones from Doomvoid Cleaver in the same locations the &#039;&#039;&#039;Nyx&#039;&#039;&#039; appear from the prior Doomvoid Slicer. This will line the Nyx up and provide a clean safe zone for players to dodge through.&lt;br /&gt;
* Against &#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039;, players will want to run into the small gap between two &#039;&#039;&#039;Nyx&#039;&#039;&#039; on top of Voidwalker to dodge Doomvoid Slicer in time, then spread to clock spots for Doomvoid Cleaver after.&lt;br /&gt;
* Against &#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039;, after Doomvoid Cleaver, players should immediately try to run through a gap of &#039;&#039;&#039;Nyx&#039;&#039;&#039; to Voidwalker&#039;s sides. Trying to dodge through the Nyx on Voidwalker&#039;s front/back first is unlikely to allow players time to get out of the way of Doomvoid Guillotine.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Quietus&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be either &#039;&#039;&#039;Chaos&#039;&#039;&#039; or &#039;&#039;&#039;Retribution&#039;&#039;&#039; at random. React and dodge appropriately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be the opposite of the previous cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be either &#039;&#039;&#039;Chaos&#039;&#039;&#039; or &#039;&#039;&#039;Retribution&#039;&#039;&#039; at random. React and dodge appropriately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive. This is the last change to defeat Voidwalker.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Quietus (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Descent}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Head Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Hand Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Foot Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Head Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Hand Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Foot Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E2S.png&lt;br /&gt;
E2 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:E2S_Flare_and_Gaze.jpg&amp;diff=1520801</id>
		<title>File:E2S Flare and Gaze.jpg</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:E2S_Flare_and_Gaze.jpg&amp;diff=1520801"/>
		<updated>2026-08-06T07:31:24Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to position the Flare and Gaze in Eden&#039;s Gate: Descent (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Descent_(Savage)&amp;diff=1520795</id>
		<title>Eden&#039;s Gate: Descent (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Descent_(Savage)&amp;diff=1520795"/>
		<updated>2026-08-06T07:23:59Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote Phase 2 and 3 with STDT tables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Descent}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Descent (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty─but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image = Eden&#039;s Gate Descent (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 445&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Halo&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30083&lt;br /&gt;
| id-edb = 7616847b849&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E2S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Antithesis Manifest: [[Voidwalker]] ==&lt;br /&gt;
The fight against Voidwalker takes place on a 30x40 yalm arena in the sky. There are no walls; if players walk off or are pushed off the edge of the arena, they will die.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the two highest enmity players.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Nyx&#039;&#039;&#039;&lt;br /&gt;
|Untargetable red demons created by Voidwalker&#039;s &#039;&#039;&#039;Doomvoid&#039;&#039;&#039; abilities. Touching these demons inflicts a 30 second {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; and a stack of {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039; is a 60 second debuff that functions near-identically to {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|All players are hit by 30 degree [[Area of Effect#Spread Line or Cone|spread cones]]. Each cone spawns a &#039;&#039;&#039;Nyx&#039;&#039;&#039; 15y away from Voidwalker that then flies towards epicenter of the Cleaver before disappearing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone underneath Voidwalker. Creates eight &#039;&#039;&#039;Nyx&#039;&#039;&#039; 15y away that fly towards epicenter of the Slicer before disappearing.&lt;br /&gt;
Players hit are debuffed with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds and {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;&lt;br /&gt;
|A 10y wide [[Area of Effect#Static Line AoE|static line AoE]] extending through Voidwalker&#039;s front and back. Creates seven &#039;&#039;&#039;Nyx&#039;&#039;&#039; across its length that alternate flying left or right relative to the line.&lt;br /&gt;
Players hit are debuffed with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds and {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|A 15y radius [[Area of Effect#Spread Circle|spread circle]] placed on three to five players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Eye&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Gaze|gaze]] attack placed on a random non-tank player. Failing to dodge the attack inflicts {{Status effect|debuff|File:Stone curse icon1.png}} &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hell Wind&#039;&#039;&#039;&lt;br /&gt;
|Marks two random DPS players with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;. At the end of the cast, the marked players have their HP set to 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039;&lt;br /&gt;
|Buffs Voidwalker with {{Status effect|buff|File:Spell-in-waiting buff.png|link=File:Spell-in-waiting buff.png}} &#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039;, causing the next ability cast by Voidwalker to instead be stored as a debuff on the marked players, activating once the debuffs expire.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Places eight [[Tower|towers]] across the arena, one on each center-cardinal and one in each corner. Towers inflict a weak {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff while stood inside.&lt;br /&gt;
Unoccupied towers deal moderate party-wide damage and each inflict a stack of {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The fight against Voidwalker revolves around precise positioning, skillful dodging, and an actively keeping track of player&#039;s &#039;&#039;&#039;Spell-in-waiting&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
A long battle against a sizeable health bar, players will need to avoid deaths, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Stone curse icon1.png}} &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039; to the best of their ability to ensure the boss is defeated before the enrage cast.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Nyx&#039;&#039;&#039; have smaller hitboxes than one would visually assume. Players should still take care not to stand too close to the demons, as the {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; can easily result in a failure to beat the boss prior to enrage.&lt;br /&gt;
* [[Clock spots]] should be assigned for &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;. Players can rotate between the cones after to dodge the Nyx, but should back away from Voidwalker slightly to be spaced farther away from the Nyx paths.&lt;br /&gt;
* Assignments for &#039;&#039;&#039;Punishing Ray&#039;&#039;&#039; should be given to players. While [[clock spots]] can be used, tanks and melee DPS prefer the center cardinal towers for DPS uptime.&lt;br /&gt;
* The &#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039; debuffs and their timers can be seen in the party list. Players can watch the timers to know exactly when the debuffs will expire and on who. Additionally, a countdown will appear above player&#039;s heads once the timer reaches 5 seconds.&lt;br /&gt;
* Players marked by &#039;&#039;&#039;Hell Wind&#039;&#039;&#039; should avoid abilities and mechanics when the spell is about to take effect. Even the weak {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff from the &#039;&#039;&#039;Punishing Ray&#039;&#039;&#039; towers is enough to kill when a player only has 1 HP.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spot positions, then dodge the &#039;&#039;&#039;Nyx&#039;&#039;&#039; by rotating between the cones.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer/Guillotine&#039;&#039;&#039;&lt;br /&gt;
|Will be one of the two at random. Either stand underneath Voidwalker (if &#039;&#039;&#039;Slicer&#039;&#039;&#039;) or to the left/right (if &#039;&#039;&#039;Guillotine&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|Marked players must spread out to the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Stand in the assigned towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Unholy Darkness)&#039;&#039;&#039;&lt;br /&gt;
|Marks a random player with {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039; for 38 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Dark Fire III)&#039;&#039;&#039;&lt;br /&gt;
|Marks five random players with {{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Fire III&#039;&#039;&#039; for 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Marks a random player with {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; for 11 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|The five debuffed players should spread to the edges away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hell Wind + {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Unholy Darkness + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Everyone &#039;&#039;except&#039;&#039; the two {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should stack together next to the boss. The &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Shadoweye&#039;&#039;&#039; player should stand slightly away from the boss so the others can keep attacking while avoiding the gaze.&lt;br /&gt;
The two Prey will likely have to look away from the boss completely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flare&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Other Mechanics#Flare Marker|flare marker]] on one random tank, healer, and DPS.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|An uncasted attack indicated by a reddish-orange tether from the Voidwalker to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. The Hand creates a massive [[Area of Effect#Static Circle AoE|static circle AoE]] covering all but the far opposite edge of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Hate&#039;&#039;&#039;&lt;br /&gt;
|An uncasted attack indicated by a purple tether from the Voidwalker to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. The Hand creates a [[Knockback#Directional Knockback|directional knockback]] away from itself, pushing players 25 yalms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium&#039;&#039;&#039;&lt;br /&gt;
|Places [[Stack marker#Light and Dark Rings|light and dark rings]] on all players. Supports will receive light rings while DPS receive dark rings.&lt;br /&gt;
Failing to neutralize light rings inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, while failing to neutralize dark rings inflicts {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
[[File:E2S Flare Gaze Placement.jpg|alt=An example for positioning for Flare and Shadoweye.|thumb|An example for positioning for Flare and Shadoweye.]]&lt;br /&gt;
Voidwalker complicates their attack patterns, creating new Spell-in-Waiting patterns and forcing players to look out for The Hand of Erebos inbetween.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Empty Hate&#039;&#039;&#039; will be cast following &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;. Players should be careful not to get knocked back into the &#039;&#039;&#039;Nyx&#039;&#039;&#039; flying around.&lt;br /&gt;
* Each support should be assigned a DPS partner for &#039;&#039;&#039;Equilibrium&#039;&#039;&#039;.&lt;br /&gt;
* Players should assign positions to stand for &#039;&#039;&#039;Flare&#039;&#039;&#039;. As each cast always targets a tank, a healer, and a DPS, specific positions can be assigned to roles.&lt;br /&gt;
** There are multiple ways to place flares, though it is recommended to space them out equally with one on the north and south corner, one on the edge halfway across the arena, and the party placed equidistant between all three.&lt;br /&gt;
* Players marked by {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; while &#039;&#039;&#039;Flare&#039;&#039;&#039; is about to resolve should instead move to a different unoccupied corners to allow the group the ability to easily and safely look away.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|Run to the edge opposite of &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;&lt;br /&gt;
|Move to Voidwalker&#039;s sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Hate&#039;&#039;&#039;&lt;br /&gt;
|Stand on the edge next to &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039; while avoiding being knocked back into the &#039;&#039;&#039;Nyx&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Hell Wind)&#039;&#039;&#039;&lt;br /&gt;
|Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting hell wind debuff.png|link=File:Spell-in-waiting hell wind debuff.png}} Spell-in-Waiting: Hell Wind&#039;&#039;&#039; on two random DPS for 25 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flare&#039;&#039;&#039;&lt;br /&gt;
|The three Flares should split to their assigned positions away from the rest of the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; on a random non-tank for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray + {{Status effect|debuff|File:Spell-in-waiting hell wind debuff.png|link=File:Spell-in-waiting hell wind debuff.png}} Hell Wind + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Players marked by &#039;&#039;&#039;Hell Wind&#039;&#039;&#039; should avoid standing in a tower until the debuff resolves and they are partially healed. Look away from the &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium&#039;&#039;&#039;&lt;br /&gt;
|Supports must stack with one DPS each.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Move out of the way of the &#039;&#039;&#039;Nyx&#039;&#039;&#039; and stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Flare) + Empty Rage&#039;&#039;&#039;&lt;br /&gt;
|Run to the edge opposite of &#039;&#039;&#039;&#039;&#039;The Hand of Erebos&#039;&#039;&#039;&#039;&#039;. Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Spell-in-Waiting: Flare&#039;&#039;&#039; on three players for 24 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Unholy Darkness)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039; on a player for 16 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Flare) + {{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare&#039;&#039;&#039;&lt;br /&gt;
|Places &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Spell-in-Waiting: Flare&#039;&#039;&#039; on three other players for 46 seconds while the previous &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare&#039;&#039;&#039; expires. Do not confuse the two.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Stack together immediately after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Places {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; on two random non-tank for 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Dark Fire III)&#039;&#039;&#039;&lt;br /&gt;
|Marks three random players with {{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Fire III&#039;&#039;&#039; for 7 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting flare debuff.png|link=File:Spell-in-waiting flare debuff.png}} Flare + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Split two the usual assigned areas while the two &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} Shadoweye&#039;&#039;&#039; players move to different unoccupied corners. All players should look towards the edges.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|Marked players should run to the edges/corners while all others run towards the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equilibrium + Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Stack together into support+DPS pairs, then spread to the towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Stand in clock spots around Voidwalker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Grants Voidwalker a stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039;&lt;br /&gt;
|Casts the effects of &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;, &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;, and then &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039; in quick succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039;&lt;br /&gt;
|Casts the effects of &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;, &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;, and then &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039; in quick succession.&lt;br /&gt;
|}&lt;br /&gt;
A short but extremely deadly phase, Voidwalker will use &#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039; and &#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039; at random, forcing players to react to three attacks in two possible orders in a very short amount of time.&lt;br /&gt;
&lt;br /&gt;
* In both casts, &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039; is always followed by &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;. The only difference between the attacks is whether &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039; is used first or last.&lt;br /&gt;
* Players should aim the cones from Doomvoid Cleaver in the same locations the &#039;&#039;&#039;Nyx&#039;&#039;&#039; appear from the prior Doomvoid Slicer. This will line the Nyx up and provide a clean safe zone for players to dodge through.&lt;br /&gt;
* Against &#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039;, players will want to run into the small gap between two &#039;&#039;&#039;Nyx&#039;&#039;&#039; on top of Voidwalker to dodge Doomvoid Slicer in time, then spread to clock spots for Doomvoid Cleaver after.&lt;br /&gt;
* Against &#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039;, after Doomvoid Cleaver, players should immediately try to run through a gap of &#039;&#039;&#039;Nyx&#039;&#039;&#039; to Voidwalker&#039;s sides. Trying to dodge through the Nyx on Voidwalker&#039;s front/back first is unlikely to allow players time to get out of the way of Doomvoid Guillotine.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Quietus&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be either &#039;&#039;&#039;Chaos&#039;&#039;&#039; or &#039;&#039;&#039;Retribution&#039;&#039;&#039; at random. React and dodge appropriately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be the opposite of the previous cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cycle of Chaos / Retribution&#039;&#039;&#039;&lt;br /&gt;
|Will be either &#039;&#039;&#039;Chaos&#039;&#039;&#039; or &#039;&#039;&#039;Retribution&#039;&#039;&#039; at random. React and dodge appropriately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quietus x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive. This is the last change to defeat Voidwalker.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Quietus (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Descent}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Head Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Hand Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Foot Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Head Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Hand Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Foot Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E2S.png&lt;br /&gt;
E2 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:E2S_Flare_Gaze_Placement.jpg&amp;diff=1520771</id>
		<title>File:E2S Flare Gaze Placement.jpg</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:E2S_Flare_Gaze_Placement.jpg&amp;diff=1520771"/>
		<updated>2026-08-06T06:07:57Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player positioning for the simultaneous Flare and Gaze in Eden&#039;s Gate: Descent (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_flare_debuff.png&amp;diff=1520735</id>
		<title>File:Spell-in-waiting flare debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_flare_debuff.png&amp;diff=1520735"/>
		<updated>2026-08-06T01:38:56Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell-in-Waiting: Flare debuff for Eden&#039;s Gate: Descent (Savage)&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_hell_wind_debuff.png&amp;diff=1520733</id>
		<title>File:Spell-in-waiting hell wind debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_hell_wind_debuff.png&amp;diff=1520733"/>
		<updated>2026-08-06T01:38:39Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell-in-Waiting: Hell Wind debuff for Eden&#039;s Gate: Descent (Savage)&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_buff.png&amp;diff=1520731</id>
		<title>File:Spell-in-waiting buff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_buff.png&amp;diff=1520731"/>
		<updated>2026-08-06T01:38:11Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell-in-waiting buff from Eden&#039;s Gate: Descent (Savage).&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Diabolic_curse_debuff.png&amp;diff=1520730</id>
		<title>File:Diabolic curse debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Diabolic_curse_debuff.png&amp;diff=1520730"/>
		<updated>2026-08-06T01:37:57Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Diabolic Curse from Eden&#039;s Gate: Descent (Savage).&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_shadoweye_debuff.png&amp;diff=1520729</id>
		<title>File:Spell-in-waiting shadoweye debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_shadoweye_debuff.png&amp;diff=1520729"/>
		<updated>2026-08-06T01:37:40Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell-in-Waiting: Shadoweye debuff for Eden&#039;s Gate: Descent (Savage)&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_dark_fire_iii_debuff.png&amp;diff=1520728</id>
		<title>File:Spell-in-waiting dark fire iii debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_dark_fire_iii_debuff.png&amp;diff=1520728"/>
		<updated>2026-08-06T01:37:24Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell-in-Waiting: Dark Fire III debuff for Eden&#039;s Gate: Descent (Savage)&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_unholy_darkness_debuff.png&amp;diff=1520727</id>
		<title>File:Spell-in-waiting unholy darkness debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_unholy_darkness_debuff.png&amp;diff=1520727"/>
		<updated>2026-08-06T01:37:11Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell-in-Waiting: Unholy Darkness debuff for Eden&#039;s Gate: Descent (Savage)&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Descent_(Savage)&amp;diff=1520726</id>
		<title>Eden&#039;s Gate: Descent (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Descent_(Savage)&amp;diff=1520726"/>
		<updated>2026-08-06T01:36:30Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote Phase 1 with STDT tables and new status effect icons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Descent}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Descent (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty─but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image = Eden&#039;s Gate Descent (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 445&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Halo&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30083&lt;br /&gt;
| id-edb = 7616847b849&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E2S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Antithesis Manifest: [[Voidwalker]] ==&lt;br /&gt;
The fight against Voidwalker takes place on a 30x40 yalm arena in the sky. There are no walls; if players walk off or are pushed off the edge of the arena, they will die.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the two highest enmity players.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Nyx&#039;&#039;&#039;&lt;br /&gt;
|Untargetable red demons created by Voidwalker&#039;s &#039;&#039;&#039;Doomvoid&#039;&#039;&#039; abilities. Touching these demons inflicts a 30 second {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; and a stack of {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039; is a 60 second debuff that functions near-identically to {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|All players are hit by 30 degree [[Area of Effect#Spread Line or Cone|spread cones]]. Each cone spawns a &#039;&#039;&#039;Nyx&#039;&#039;&#039; 15y away from Voidwalker that then flies towards epicenter of the Cleaver before disappearing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone underneath Voidwalker. Creates eight &#039;&#039;&#039;Nyx&#039;&#039;&#039; 15y away that fly towards epicenter of the Slicer before disappearing.&lt;br /&gt;
Players hit are debuffed with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds and {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;&lt;br /&gt;
|A 10y wide [[Area of Effect#Static Line AoE|static line AoE]] extending through Voidwalker&#039;s front and back. Creates seven &#039;&#039;&#039;Nyx&#039;&#039;&#039; across its length that alternate flying left or right relative to the line.&lt;br /&gt;
Players hit are debuffed with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds and {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|A 15y radius [[Area of Effect#Spread Circle|spread circle]] placed on two to five players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Eye&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Gaze|gaze]] attack placed on a player. Failing to dodge the attack inflicts {{Status effect|debuff|File:Stone curse icon1.png}} &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hell Wind&#039;&#039;&#039;&lt;br /&gt;
|Marks two players with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;. At the end of the cast, the marked players have their HP set to 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039;&lt;br /&gt;
|Buffs Voidwalker with {{Status effect|buff|File:Spell-in-waiting buff.png|link=File:Spell-in-waiting buff.png}} &#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039;, causing the next ability cast by Voidwalker to instead be stored as a debuff on the marked players, activating once the debuffs expire.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Places eight [[Tower|towers]] across the arena, one on each center-cardinal and one in each corner. Towers inflict a weak {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff while stood inside.&lt;br /&gt;
Unoccupied towers deal moderate party-wide damage and each inflict a stack of {{Status effect|debuff|File:Diabolic curse debuff.png|link=File:Diabolic curse debuff.png}} &#039;&#039;&#039;Diabolic Curse&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The fight against Voidwalker revolves around precise positioning, skillful dodging, and an actively keeping track of player&#039;s &#039;&#039;&#039;Spell-in-waiting&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
A long battle against a sizeable health bar, players will need to avoid deaths, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Stone curse icon1.png}} &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039; to the best of their ability to ensure the boss is defeated before the enrage cast.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Nyx&#039;&#039;&#039; have smaller hitboxes than one would visually assume. Players should still take care not to stand too close to the demons, as the {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; can easily result in a failure to beat the boss prior to enrage.&lt;br /&gt;
* [[Clock spots]] should be assigned for &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;. Players can rotate between the cones after to dodge the Nyx, but should back away from Voidwalker slightly to be spaced farther away from the Nyx paths.&lt;br /&gt;
* Assignments for &#039;&#039;&#039;Punishing Ray&#039;&#039;&#039; should be given to players. While [[clock spots]] can be used, tanks and melee DPS prefer the center cardinal towers for DPS uptime.&lt;br /&gt;
* The &#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039; debuffs and their timers can be seen in the party list. Players can watch the timers to know exactly when the debuffs will expire and on who. Additionally, a countdown will appear above player&#039;s heads once the timer reaches 5 seconds.&lt;br /&gt;
* Players marked by &#039;&#039;&#039;Hell Wind&#039;&#039;&#039; should avoid abilities and mechanics when the spell is about to take effect. Even the weak {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff from the &#039;&#039;&#039;Punishing Ray&#039;&#039;&#039; towers is enough to kill when a player only has 1 HP.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spot positions, then dodge the &#039;&#039;&#039;Nyx&#039;&#039;&#039; by rotating between the cones.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;&lt;br /&gt;
|Stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomvoid Slicer/Guillotine&#039;&#039;&#039;&lt;br /&gt;
|Will be one of the two at random. Either stand underneath Voidwalker (if &#039;&#039;&#039;Slicer&#039;&#039;&#039;) or to the left/right (if &#039;&#039;&#039;Guillotine&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|Marked players must spread out to the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Punishing Ray&#039;&#039;&#039;&lt;br /&gt;
|Stand in the assigned towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Unholy Darkness)&#039;&#039;&#039;&lt;br /&gt;
|Marks a random player with {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039; for 38 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Dark Fire III)&#039;&#039;&#039;&lt;br /&gt;
|Marks five random players with {{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Fire III&#039;&#039;&#039; for 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell-in-Waiting (Shadoweye)&#039;&#039;&#039;&lt;br /&gt;
|Marks a random player with {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039; for 11 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting dark fire iii debuff.png|link=File:Spell-in-waiting dark fire iii debuff.png}} Dark Fire III&#039;&#039;&#039;&lt;br /&gt;
|The five debuffed players should spread to the edges away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hell Wind + {{Status effect|debuff|File:Spell-in-waiting unholy darkness debuff.png|link=File:Spell-in-waiting unholy darkness debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Unholy Darkness + {{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Shadoweye&#039;&#039;&#039;&lt;br /&gt;
|Everyone &#039;&#039;except&#039;&#039; the two {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should stack together next to the boss. The &#039;&#039;&#039;{{Status effect|debuff|File:Spell-in-waiting shadoweye debuff.png|link=File:Spell-in-waiting shadoweye debuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;Shadoweye&#039;&#039;&#039; player should stand slightly away from the boss so the others can keep attacking while avoiding the gaze.&lt;br /&gt;
The two Prey will likely have to look away from the boss completely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowflame&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Hand of Erebos&#039;&#039;&#039; - the gigantic hand witnessed in normal mode - will appear at either the eastern or western side of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hand of Erebos (Empty Rage)&#039;&#039;&#039; - a massive AoE from the hand&#039;s location that covers a sizeable portion of the platform, indicated by a noticeable flame-like (orange) tether between the hand and Voidwalker. On seeing this tether, the group must move as far away from the hand as possible to avoid being caught in the blast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039; - the straight-line AoE from the front and back of the boss - will be fired across the arena and spawn demonic adds after it has dissipated. Once again, players must move to one of the sides to avoid the guillotine blast and must also contend with the summoned adds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039; - the arena-wide donut AoE from the bosses location - will be executed very shortly after the guillotine. As a result, players must move within Voidwalker&#039;s hitbox as soon as possible, preferably without colliding with the demonic adds spawned by the guillotine attack. Just like before, adds will once again spawn in a circular pattern and begin moving towards Voidwalker&#039;s location at the time, except now, the &#039;&#039;&#039;Hand of Erebos&#039;&#039;&#039; will appear once more.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hand of Erebos (Empty Hate)&#039;&#039;&#039; - a massive knockback, indicated by a dark purple tether between the hand and Voidwalker. If you see this tether, you can either utilize a &#039;&#039;&#039;knockback immunity&#039;&#039;&#039; or move as close to the hand as possible, preferably without colliding with any of the adds spawned by the previous &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039; will once again target all participants and blast them with a cone-attack, just like earlier. Be sure to spread around the boss to avoid clipping other players. Don&#039;t forget that adds will be summoned at the end of each beam.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowflame&#039;&#039;&#039; will blast the main and off-tank simultaneously once more with a vicious tank buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entropy&#039;&#039;&#039; will blast all active players with unavoidable damage, just like earlier.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*At this point, you will have to contend with another set of &#039;&#039;&#039;Spell In Waiting&#039;&#039;&#039; overlaps, so watch out!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hell Wind (In Waiting)&#039;&#039;&#039; - marks two random players and eventually reduces them to 1 HP, except this time, the effect will be heavily delayed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Proximity Flare&#039;&#039;&#039; - marks three players with a proximity marker, forcing them to move as far away from the group (and each other) as possible, typically to three corners of the arena. This mechanic is NOT delayed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Eye (In Waiting)&#039;&#039;&#039; - places a &#039;look away&#039; marker on a player with a sizeable delay.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Punishing Ray&#039;&#039;&#039; will now spawn more pools around the arena just like earlier. At the same time, &#039;&#039;&#039;Hell Wind&#039;&#039;&#039; will take effect, reducing the marked players to 1 HP and rendering it impossible for them to soak a pool until they have been healed up. In addition, &#039;&#039;&#039;Shadow Eye&#039;&#039;&#039; will be executed, forcing all unmarked players to look away from the affected player while dealing with the overlapping mechanics. Once players affected by &#039;&#039;&#039;Hell Wind&#039;&#039;&#039; have been healed up and assuming nobody was paralyzed by the simultaneous &#039;&#039;&#039;Shadow Eye&#039;&#039;&#039;, all players should be free to soak all pools and prevent the raid from taking massive damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowflame&#039;&#039;&#039; will blast the main and off-tank simultaneously once more with a vicious tank buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entropy&#039;&#039;&#039; will blast all active players with unavoidable damage, just like earlier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Equilibrium&#039;&#039;&#039; will mark all players with a black or white circle. Each individual player must quickly pair up with another player that has the opposite colour. Anyone who fails to pair up in time will be bombarded by a near-fatal explosion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039; will be unleashed soon after &#039;&#039;&#039;Equilibrium&#039;&#039;&#039;, giving players a small window of time to spread around the boss in a circle and avoid clipping other players with the upcoming line-AoEs. Don&#039;t forget that cleaver will spawn adds at the end of each beam that will move towards where the beam was fired from.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039; - the stack marker from earlier - except this time, everyone must group up to soak the damage whilst avoiding the adds spawned by the previous cleaver.&lt;br /&gt;
&lt;br /&gt;
*At this point, Voidwalker will unleash either a &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039; or &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;. Be ready to move to the sides of the boss (guillotine) or into the boss (slicer) and avoid adds spawned by either mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowflame&#039;&#039;&#039; will blast the main and off-tank simultaneously once more with a vicious tank buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entropy&#039;&#039;&#039; will blast all active players with unavoidable damage, just like earlier.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*You will now have to contend with yet another set of &#039;&#039;&#039;Spell In Waiting&#039;&#039;&#039; overlaps, so be careful!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Proximity Flare (In Waiting)&#039;&#039;&#039; - marks three players with a proximity marker, heavily delayed due to &#039;&#039;&#039;Spell In Waiting&#039;&#039;&#039;. Considering that marked players must move as far away from the group (and each other) as possible, it is wise to do so when the debuff timer reaches 8-10 seconds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hand of Erebos&#039;&#039;&#039; will either cast &#039;&#039;&#039;Empty Hate&#039;&#039;&#039; (knockback) or &#039;&#039;&#039;Empty Rage&#039;&#039;&#039; (point-blank AoE), forcing the raid to adjust on the fly. Remember - if you see the dark purple tether, move close to the hand or utilize knockback immunity. If you see the flaming orange tether, move as far from the hand as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unholy Darkness (In Waiting)&#039;&#039;&#039; - the stack marker from earlier. While &#039;&#039;&#039;In Waiting&#039;&#039;&#039;, the targeted player will notice a static stack-marker indicator within an additional circular icon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Proximity Flare (In Waiting)&#039;&#039;&#039; - marks another three players with (delayed) proximity markers shortly before the first set of proximity markers explode.&lt;br /&gt;
&lt;br /&gt;
*As soon as the first set of &#039;&#039;&#039;Proximity Flare&#039;&#039;&#039; players explode, they should move towards the group as soon as possible to help soak the upcoming &#039;&#039;&#039;Unholy Darkness (In Waiting)&#039;&#039;&#039;. The above combination of mechanics can be quite intensive, so healers beware!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowflame&#039;&#039;&#039; will blast the main and off-tank simultaneously once more with a vicious tank buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Eye x2 (In Waiting)&#039;&#039;&#039; - places a &#039;look away&#039; marker on &#039;&#039;&#039;two&#039;&#039;&#039; players with a sizeable delay.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Fire III (In Waiting)&#039;&#039;&#039; - targets three random players with the same purple circle from earlier, indicating an upcoming AoE blast. While &#039;&#039;&#039;In Waiting&#039;&#039;&#039;, the purple circle will persist on affected players.&lt;br /&gt;
&lt;br /&gt;
*To deal with the above mechanics, the three players marked with &#039;&#039;&#039;Proximity Flare&#039;&#039;&#039; should move to three separate corners of the arena, whilst the two players affected by &#039;&#039;&#039;Shadow Eye&#039;&#039;&#039; should move to the one remaining corner. The raid must ensure they do not look at &#039;&#039;&#039;Shadow Eye&#039;&#039;&#039; as it is cast. This includes the two marked players making sure that they avoid looking directly at each other. Once the &#039;&#039;&#039;Proximity Flare&#039;&#039;&#039; and &#039;&#039;&#039;Shadow Eye&#039;&#039;&#039; markers have been executed, the formerly marked players should move back to the centre of the arena, giving players marked by &#039;&#039;&#039;Dark Fire III&#039;&#039;&#039; enough space to spread out and avoid clipping the group with their upcoming AoE blasts. This is an extremely healing-intensive chain of events, so make sure to utilize as much mitigation and healing as possible.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Punishing Ray&#039;&#039;&#039; will now spawn more pools around the arena just like earlier, except this time, the raid will also have to contend with &#039;&#039;&#039;Equilibrium&#039;&#039;&#039;. As a result, the group must resolve their white and black markers before moving to a pool. Failure to do so may result in players dying prematurely, thus leaving multiple pools that cannot be closed, resulting in raid-wide damage and debuffs (or spicy death).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039; will be unleashed soon after &#039;&#039;&#039;Punishing Ray&#039;&#039;&#039;, giving players a small window of time to spread around the boss in a circle and avoid clipping other players with the upcoming line-AoEs. Don&#039;t forget the adds!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowflame&#039;&#039;&#039; will blast the main and off-tank simultaneously once more with a vicious tank buster.&lt;br /&gt;
&lt;br /&gt;
*If you have gotten this far, Voidwalker will soft-enrage via &#039;&#039;&#039;Quietus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quietus&#039;&#039;&#039; is a raid-wide AoE blast that provides Voidwalker with a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff. At this point, Voidwalker will now cycle between either &#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039; or &#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039;. Each one is essentially three previous mechanics executed in quick succession. One will be picked at random and will always be followed by the other in a loop.&lt;br /&gt;
&lt;br /&gt;
*If Voidwalker casts &#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039;, players must be prepared for a &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039;, &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039; and &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039; in that order. In short, players must move to the sides of the boss (guillotine - front &amp;amp; back), quickly move into the boss (slicer - donut), then quickly move to their assigned positions to avoid clipping other players with their upcoming conal AoE blast. Simultaneously, players must also be mindful of the 2x waves of adds spawned by guillotine and slicer.&lt;br /&gt;
&lt;br /&gt;
*If Voidwalker casts &#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039;, players must be prepared for a &#039;&#039;&#039;Doomvoid Slicer&#039;&#039;&#039;, &#039;&#039;&#039;Doomvoid Cleaver&#039;&#039;&#039; and &#039;&#039;&#039;Doomvoid Guillotine&#039;&#039;&#039; in that order. In short, players must move into Voidwalker (slicer - donut), then move quickly to their assigned positions to avoid clipping other players with the targeted conal attacks, then move to the Voidwalker&#039;s sides to avoid the front &amp;amp; back guillotine blast. Players will also have to contend with the 2x waves of adds spawned by the guillotine and slicer.&lt;br /&gt;
&lt;br /&gt;
*After Voidwalker has cast both &#039;&#039;&#039;Cycle of Chaos&#039;&#039;&#039; and &#039;&#039;&#039;Cycle of Retribution&#039;&#039;&#039; (any order), it will utilize another &#039;&#039;&#039;Quietus&#039;&#039;&#039; to inflict unavoidable raid-wide damage and provide itself yet another {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff, before entering another cycle of &#039;&#039;&#039;Chaos&#039;&#039;&#039; and &#039;&#039;&#039;Retribution&#039;&#039;&#039; (any order). If the raid survives, Voidwalker will triple-cast &#039;&#039;&#039;Quietus&#039;&#039;&#039; for tremendous raid-damage and buffs before long-casting one final &#039;&#039;&#039;Quietus&#039;&#039;&#039; that will wipe the raid if the boss is not defeated in time.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Descent}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Head Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Hand Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Foot Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Head Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Hand Gear Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Foot Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E2S.png&lt;br /&gt;
E2 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_flare_debuff.png&amp;diff=1520720</id>
		<title>File:Spell-in-waiting flare debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_flare_debuff.png&amp;diff=1520720"/>
		<updated>2026-08-06T01:27:03Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell-in-Waiting: Flare debuff for Eden&#039;s Gate: Descent (Savage)&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_shadoweye_debuff.png&amp;diff=1520719</id>
		<title>File:Spell-in-waiting shadoweye debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_shadoweye_debuff.png&amp;diff=1520719"/>
		<updated>2026-08-06T01:26:45Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell-in-Waiting: Shadoweye debuff for Eden&#039;s Gate: Descent (Savage)&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_hell_wind_debuff.png&amp;diff=1520718</id>
		<title>File:Spell-in-waiting hell wind debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_hell_wind_debuff.png&amp;diff=1520718"/>
		<updated>2026-08-06T01:25:58Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell-in-Waiting: Hell Wind debuff for Eden&#039;s Gate: Descent (Savage)&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_dark_fire_iii_debuff.png&amp;diff=1520717</id>
		<title>File:Spell-in-waiting dark fire iii debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_dark_fire_iii_debuff.png&amp;diff=1520717"/>
		<updated>2026-08-06T01:25:34Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell-in-Waiting: Dark Fire III debuff for Eden&#039;s Gate: Descent (Savage)&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_unholy_darkness_debuff.png&amp;diff=1520716</id>
		<title>File:Spell-in-waiting unholy darkness debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_unholy_darkness_debuff.png&amp;diff=1520716"/>
		<updated>2026-08-06T01:24:11Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell-in-Waiting: Unholy Darkness debuff for Eden&#039;s Gate: Descent (Savage)&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_buff.png&amp;diff=1520697</id>
		<title>File:Spell-in-waiting buff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Spell-in-waiting_buff.png&amp;diff=1520697"/>
		<updated>2026-08-06T00:43:41Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell-in-waiting buff from Eden&#039;s Gate: Descent (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Petrification&amp;diff=1520696</id>
		<title>Petrification</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Petrification&amp;diff=1520696"/>
		<updated>2026-08-06T00:39:29Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added Stone Curse clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{status effect|debuff|petrification}} [[Petrification]] is a detrimental [[status effect]] where Stone-like rigidity is preventing movement or the execution of actions.&lt;br /&gt;
&lt;br /&gt;
{{status effect|debuff|File:Stone curse icon1.png|link=File:Stone curse icon1.png}} &#039;&#039;&#039;Stone Curse&#039;&#039;&#039; is a more lethal version of this status effect, causing the afflicted to take greatly increased damage or instantly die if attacked mid-duration.&lt;br /&gt;
&lt;br /&gt;
==Blue Mage Actions==&lt;br /&gt;
*{{item icon|Level 5 Petrify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Status Effects]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Diabolic_curse_debuff.png&amp;diff=1520693</id>
		<title>File:Diabolic curse debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Diabolic_curse_debuff.png&amp;diff=1520693"/>
		<updated>2026-08-06T00:18:57Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Diabolic Curse from Eden&#039;s Gate: Descent (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1520456</id>
		<title>Eden&#039;s Gate: Resurrection (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1520456"/>
		<updated>2026-08-05T07:42:48Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Resurrection}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty - but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image =  Eden&#039;s Gate- Resurrection (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 440&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Core&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| id-gt = 30079&lt;br /&gt;
| id-edb = b82ab97c785&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E1S&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Keeper of Knowledge: [[Eden Prime]]==&lt;br /&gt;
The battle with Eden Prime takes place in a 40x40 yalm square arena. The perimeter of the arena is covered in a thin yellow light, instantly killing any players that collide with it even prior to the start of combat.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]]. Ignores the immunity provided by {{Status effect|buff|File:Transcendent icon1.png|link=File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; after resurrection.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Functions identically to &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;, but indicates the start or end of an attack series.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Two [[Tankbuster|tankbusters]] in quick succession. The first hit targets the highest enmity player at the start of the cast, inflicting {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds. The second hit targets the highest enmity player at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Eden Prime teleports to a random corner, turns towards the center, and fires a massive [[Area of Effect#Static Line AoE|static line AoE]] covering the entire arena in front of it.&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;|Vice and Virtue&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Places blue targeting reticles on DPS, Healers, or Tanks.&lt;br /&gt;
The effect of this attack varies depending on the role &#039;&#039;initially&#039;&#039; targeted.&lt;br /&gt;
|When initially placed on DPS, each marked player drops a 5y radius [[Area of Effect#Landmine|landmine]] at their location. These deal high damage and [[knockback]] to players that step into their radius.&lt;br /&gt;
|-&lt;br /&gt;
|When initially placed on tanks, both are hit by [[Tankbuster#AoE Tankbuster|line AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|When initially placed on healers, marked players are inflicted with an extremely powerful 20-second {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff at the end of the cast.&lt;br /&gt;
Markers can be passed to other players on touch, after which the previous owner is debuffed with {{Status effect|debuff|File:SlipperyPreyDebuff.png|link=File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039; for 6 seconds and unable to receive the marker again.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Simultaneously attacks with a [[Area of Effect#Static Circle AoE|static circle AoE]] underneath itself, four [[Area of Effect#Static Line AoE|static line AoEs]] in each cardinal direction, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The four farthest players are targeted by [[Area of Effect#Homing AoE|homing AoEs]], dropping 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath themselves five times in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The eight light orbs fire a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player to it, dealing high magic damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|}&lt;br /&gt;
While many attacks are similar to their [[Eden&#039;s Gate: Resurrection|normal mode]] variants, albeit their telegraphs removed, several new, unique abilities have been added to Eden Prime&#039;s repertoire.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* A tank-swap should occur during the cast of &#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
* Each cast of &#039;&#039;&#039;Vice and Virtue&#039;&#039;&#039; will require a different handling depending on which role is targeted.&lt;br /&gt;
** DPS should move their markers to the edges or corners, away from the rest of the party.&lt;br /&gt;
** Tanks should mitigate and move their markers towards the front of Eden Prime, away from the rest of the party and each other.&lt;br /&gt;
** Healers should pass their markers to the tanks, then prepare to heal the tanks heavily until their debuffs expire.&lt;br /&gt;
* Players should assign pairs for each corner, spreading out to avoid the cardinal line AoEs and the spread circles on each other.&lt;br /&gt;
* After the first &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;, four non-melee players should distance themselves from Eden Prime to make themselves targets for &#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;—leaving the tanks and melee DPS free to deal more damage.&lt;br /&gt;
* Players should be assigned [[Clock spots|clock spot]] positions corresponding with the eight &#039;&#039;&#039;Pure Beam&#039;&#039;&#039; orbs. As each orb fires a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player, each individual should stand adjacent to an orb aimed towards the closest edge to prevent other players getting hit.&lt;br /&gt;
&lt;br /&gt;
After a second Dimensional Shift to end the attack series, Phase 2 will begin.&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;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Targeted players should spread out to avoid inflicting unnecessary damage to teammates and place the landmines at the outer edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should utilize mitigations and position themselves so that the party (and the other tank) aren&#039;t blasted by their own beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|A tank swap should occur during the cast, or an invulnerability cooldown used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healers)&#039;&#039;&#039;&lt;br /&gt;
|Each Healer should pass a marker over to each tank as soon as possible. Tanks will have to be kept alive through the heavy damage-over-time effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Players should split into pairs of two and move to the diagonal edges of the arena (and away from each other).&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
|Four ranged players designated to handle [[Area of Effect#Homing AoE|homing AoEs]] should move away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
|The four assigned players should dodge their AoEs while the tanks and melee focus on dealing damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
|All players should stand next to an orb aimed towards the outside of the arena to ensure the beam is fired away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#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;Fragor Maximus (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----Eden Prime cast &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039;, dealing extreme party-wide damage and teleporting the arena to the depths of space. After a brief delay, two [[Other Mechanics#Proximity AoE|proximity AoEs]] will appear, indicating the arrival of two new enemies: &#039;&#039;&#039;Guardians of Paradise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Guardians will become buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if in close proximity to each other, forcing the two tanks to split them to different sides of the arena.&lt;br /&gt;
* Guardians also attack regularly with frontal [[Area of Effect#Cleave|cleaves]], requiring them to be faced away from others.&lt;br /&gt;
* They will both attempt to cast &#039;&#039;&#039;Mana Boost&#039;&#039;&#039;, a 5-second [[Interrupt|interruptible]] spell that provides the Guardian a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; if successful.&lt;br /&gt;
* Afterwards, both will cast &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; twice, dealing high party-wide damage.&lt;br /&gt;
&lt;br /&gt;
*If not defeated after 50 seconds, Guardians will begin a cast of &#039;&#039;&#039;Unto Dust&#039;&#039;&#039; that will kill the party if successful.&lt;br /&gt;
Once the Guardians of Paradise are successfully slain in time, &#039;&#039;&#039;Eternal Breath&#039;&#039;&#039;—the same transitional cutscene from [[Eden&#039;s Gate: Resurrection|normal mode]]—will play, causing Eden to launch the party into a black hole for tremendous damage.&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;Paradise Regained&#039;&#039;&#039;&lt;br /&gt;
|Eden Prime buffs themselves with {{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;, reversing the effects of certain abilities used while under this effect.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} &#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Acts as a {{I|Stack marker}} placed on each DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Tank)&#039;&#039;&#039;&lt;br /&gt;
|Fires a [[Stack marker#Line stack|line stack]] at both tanks. The first player hit by each stack is debuffed with {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Healer)&#039;&#039;&#039;&lt;br /&gt;
|Acts similarly to Phase 1, but instead inflicts &#039;&#039;&#039;{{Status effect|debuff|physical vulnerability up}} [[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039; for 30 seconds, and a moderate-damage {{Status effect|debuff|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Eden Prime creates a [[Area of Effect#Static Donut AoE|static donut AoE]] with a 10y safe zone, an unmarked {{I|Stack marker}} placed on a random non-tank, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam (Rotation)&#039;&#039;&#039;&lt;br /&gt;
|Four orbs of light appear around the arena, two on the far opposite edges and two in the center. Each orb has a [[Other Mechanics#Rotating arrows|rotating arrow]] around it.&lt;br /&gt;
As before, at the end of Eden Prime&#039;s &#039;&#039;&#039;Pure Beam&#039;&#039;&#039; cast, orbs will individually aim at the closest player, each preparing a spread of three [[Area of Effect#Static Line AoE|static line AoEs]] that rotate in the indicated directions.&lt;br /&gt;
&lt;br /&gt;
* Pure Beams fire multiple times, each hit inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* Each orb will rotate a total of 90 degrees in the indicated direction before dissipating.&lt;br /&gt;
|}&lt;br /&gt;
Similar to the phase 1 but different at the same time, Eden will alter its previously used abilities to throw players off.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
*During &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;, four &#039;&#039;&#039;&#039;&#039;Arcane Spheres&#039;&#039;&#039;&#039;&#039; are created that must be destroyed before they can drop meteors onto the arena.&lt;br /&gt;
*Healers and ranged DPS should be assigned to the four &#039;&#039;&#039;Pure Beam&#039;&#039;&#039; orbs. Center orbs should be faced towards the closest edge while the two orbs on the edge should be aimed in such a way that they rotate away from the center.&lt;br /&gt;
**DPS will need to ensure they do not stand too close to any orbs while destroying the &#039;&#039;&#039;&#039;&#039;Arcane Spheres&#039;&#039;&#039;&#039;&#039; to prevent AoEs from being aimed in dangerous directions.&lt;br /&gt;
*The regular version of &#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039; should have the landmines placed on the cardinal edges to leave the corners free for the follow-up &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Paradise Regained: ======&lt;br /&gt;
&lt;br /&gt;
*Players will carefully need to keep track of the {{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; buff to know when Eden Prime&#039;s casts are altered or not.&lt;br /&gt;
*Each DPS will need a support partner to stack with for {{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} &#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;.&lt;br /&gt;
*During &#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Tank)&#039;&#039;&#039;, tanks should split to two opposite sides, creating two light parties. Tanks must &#039;&#039;not&#039;&#039; be the closest player in the line to Eden Prime to avoid the {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; debuff.&lt;br /&gt;
*Healers should pass their &#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Healer)&#039;&#039;&#039; marker to any DPS. While the {{Status effect|debuff|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; is not powerful, healing is still required to ensure they do not die to party-wide damage.&lt;br /&gt;
*&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Delta Attack&#039;&#039;&#039; is much easier than its non-reversed version, simply requiring all non-tanks to stack together close to Eden Prime while tanks spread away from others.&lt;br /&gt;
&lt;br /&gt;
If Eden Prime is not defeated after ~10 minutes, they will enrage with a long cast of &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; that will kill 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;Paradise Regained&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Tank)&#039;&#039;&#039;&lt;br /&gt;
|Split into two light party stacks, with tanks standing behind the other players farther away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Each DPS should pair with a support player, creating four 2-player stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must stack behind Eden Prime while the two tanks spread out in front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Healer)&#039;&#039;&#039;&lt;br /&gt;
|Pass the markers to any DPS.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap during the cast.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam (Rotation)&#039;&#039;&#039;&lt;br /&gt;
|Have healers and ranged DPS aim the orbs away from the party towards the edges. Orbs on the outer edges should be aimed to rotate away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath Eden Prime.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and spread away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap during the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Place the landmines on the cardinal edges to leave the corners safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Pair up into corners and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healer)&#039;&#039;&#039;&lt;br /&gt;
|Pass the markers to the tanks.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam (Rotation)&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath Eden Prime.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat until Enrage&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Resurrection}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E1S.png&lt;br /&gt;
E1 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Binding_Coil_of_Bahamut_-_Turn_5&amp;diff=1520455</id>
		<title>The Binding Coil of Bahamut - Turn 5</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Binding_Coil_of_Bahamut_-_Turn_5&amp;diff=1520455"/>
		<updated>2026-08-05T07:39:26Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 3: Divebombs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Coils notice}}&lt;br /&gt;
{{other uses|the level 50 challenge-mode [[raid]]|the first tier in general|The Binding Coil of Bahamut|the [[Ultimate Raid]] involving [[Twintania]]|The Unending Coil of Bahamut (Ultimate)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Binding Coil of Bahamut - Turn 5&lt;br /&gt;
| description = Having overcome the seemingly endless waves of hostile constructs, you and your stalwart companions continue the descent into an unknown abyss. At the depth of 1910 yalms, you are assailed by a winged terror: an ancient dragon brought to heel by the Allagans and made to do their bidding. The trials grow ever more arduous, but you are resolved to press on for the sake of the truth.&lt;br /&gt;
| image = The Binding Coil of Bahamut - Turn 5.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 82&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Extreme/Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Raids (A Realm Reborn)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| entrance = Eastern La Noscea&lt;br /&gt;
| entrance-coordinates = 21.7, 22.3&lt;br /&gt;
| location = Ragnarok Central Core&lt;br /&gt;
| region = La Noscea&lt;br /&gt;
| req-quest = Primal Awakening&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| release = &lt;br /&gt;
| echo = 30&lt;br /&gt;
| id-gt = 30006&lt;br /&gt;
| id-edb = 7134211f501&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;T5&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
The Binding Coil of Bahamut Turn 5 features [[Twintania]], the most difficult boss in A Realm Reborn at the time of [[patch 2.0]]. It was first completed by the [[Free Company]] Order of Blue Garter on [[Servers#Primal_Data_Center|Excalibur server]] on October 27, 2013. &lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Defeat Twintania 0/1.&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Twintania]]===&lt;br /&gt;
{{evt|service=youtube|id=1fsPp9IQXuc|dimensions=350|align=right|description=Turn 5 Video Guide}}&#039;&#039;&#039;Note&#039;&#039;&#039;: Twintania does not have strict attack rotations, rather its attacks have unique recast timers and priorities on which abilities will cast first if available. This can result in unusual attack patterns and timings.&lt;br /&gt;
&lt;br /&gt;
This boss has five phases, each having a unique set of deadly attacks that the group must work together against to survive. Players out of position may result in the death of themselves or others in the group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-fight Setup:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DPS and healers should be split into two groups of three for Phase 2&#039;s &#039;&#039;&#039;Fireball&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A waymark should be set at the bottom of the small divot to the right of the entrance for Phase 3.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 85% ===&lt;br /&gt;
Twintania starts on the far edge of the arena surrounded by three &#039;&#039;&#039;Scourges of Meracydia&#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;The Scourge of Meracydia&#039;&#039;&#039;&lt;br /&gt;
|Three dragons that surround Twintania at the start of the fight. Casts &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;: A 3 second cast that shoots a {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns|Burning]]&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]] at a random player&#039;s feet, dealing damage over time while inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Death Sentence&#039;&#039;&#039;&lt;br /&gt;
|A 3 second casted [[tankbuster]], dealing heavy damage to the highest enmity player. Recast of ~35 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plummet&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Cleave|cleave]] dealing moderate damage. Recast of 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
The Main Tank should pull Twintania and face the boss away from the rest of the raid. The off-tank must grab the three Scourge of Meracydia and group them up.&lt;br /&gt;
&lt;br /&gt;
All three adds will cast Liquid Hell roughly every 15 seconds. As this attack&#039;s position is decided when the cast starts, it can be easily avoided by moving during the cast time. Don&#039;t stand in the fire.&lt;br /&gt;
&lt;br /&gt;
One healer should focus on the main tank, while the other healer focuses on healing the raid and the off tank. (While helping on the main tank when possible).&lt;br /&gt;
&lt;br /&gt;
Once all three adds are dead, the party can focus on Twintania until 85% health. &lt;br /&gt;
=== Phase 2: 85% - 55% ===&lt;br /&gt;
Twintania drops the first &#039;&#039;&#039;Neurolink&#039;&#039;&#039; underneath her, gains two new abilities, and a change to &#039;&#039;&#039;Death Sentence&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Death Sentence&#039;&#039;&#039;&lt;br /&gt;
|Now a high-damage [[tankbuster]] that inflicts the target with {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039;, heavily reducing healing received for 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* As attacks are recast-based, this will often be followed up quickly by &#039;&#039;&#039;Plummet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fireball&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} indicated by a red triangle above a target&#039;s head. Deals 13,000 damage divided across all players near the target.&lt;br /&gt;
&lt;br /&gt;
* Twintania will gain a stack of {{Status effect|buff|File:Waxen Flesh.png}} &#039;&#039;&#039;&#039;&#039;Waxen Flesh&#039;&#039;&#039;&#039;&#039; for every player hit, increasing the danger of the next &#039;&#039;&#039;Conflagration&#039;&#039;&#039; attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflagration&#039;&#039;&#039;&lt;br /&gt;
|Marks a player with a blue circle. After a few seconds, that player and any too close are stunned inside a dome of fire. This dome will kill all those inside after a certain amount of time unless destroyed.&lt;br /&gt;
&lt;br /&gt;
* The time it takes before Conflagration kills the trapped depends on the stacks of {{Status effect|buff|File:Waxen Flesh.png}} &#039;&#039;&#039;&#039;&#039;Waxen Flesh&#039;&#039;&#039;&#039;&#039;: starting at 30 seconds with one stack and reducing the timer by 5 seconds per additional stack.&lt;br /&gt;
* Players inside Conflagration are invulnerable and untargetable. If a player marked by &#039;&#039;&#039;Fireball&#039;&#039;&#039; runs inside the conflagration dome, the Fireball will be completely nullified.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:fetters icon1.png}} &#039;&#039;&#039;Neurolink&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Puddle|puddle]] dropped under Twintania during phase transitions. Standing inside reduces movement speed, damage dealt, and healing received. Important for later phases.&lt;br /&gt;
|}&lt;br /&gt;
The tank should move Twintania away from the &#039;&#039;&#039;Neurolink&#039;&#039;&#039; puddle, as a second one will be dropped at the end of this phase. It will be useful later to have these two puddles not too close to each other.&lt;br /&gt;
&lt;br /&gt;
The tanks should be prepared to tank-swap often during this phase, as &#039;&#039;&#039;Death Sentence&#039;&#039;&#039; can quickly result in its namesake.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The off tank should always be second place on the threat table, or they may be targeted by Conflagrations.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DPS and Healers should split equally between the left and right sides of Twintania (3 left, 3 right), with the offtank directly behind ready to shift to either side.&lt;br /&gt;
&lt;br /&gt;
The ideal amount of players hit by &#039;&#039;&#039;Fireball&#039;&#039;&#039; is four (however three is possible when not &#039;&#039;&#039;[[Minimum IL]]&#039;&#039;&#039;) as this will keep damage survivable while keeping &#039;&#039;&#039;Conflagration&#039;&#039;&#039; timers reasonable.&lt;br /&gt;
&lt;br /&gt;
When a player is marked by &#039;&#039;&#039;Firebal&#039;&#039;&#039;l&#039;&#039;&#039;,&#039;&#039;&#039; only those on the side it appeared should stack, with the off-tank shifting to join the stack as a fourth.&lt;br /&gt;
&lt;br /&gt;
The player targeted by the &#039;&#039;&#039;Conflagration&#039;&#039;&#039; should move quickly into the middle of the boss&#039; hitbox – directly underneath Twintania. This makes it easier for everyone, including the main tank, to attack and destroy the Conflagration in time. &lt;br /&gt;
&lt;br /&gt;
Every second &#039;&#039;&#039;Fireball&#039;&#039;&#039; will happen shortly after a &#039;&#039;&#039;Conflagration&#039;&#039;&#039;. Players can take advantage of this by having the marked player intentionally run inside the Conflagration, stopping the fireball and resetting the Conflagration timer.&lt;br /&gt;
&lt;br /&gt;
When Twintania reaches 55%, the third phase will begin.&lt;br /&gt;
=== Phase 3: Divebombs ===&lt;br /&gt;
At 55%, Twintania will drop the second Neurolink and fly into the air. If by any chance Conflagration is up during the phase change, ignore it and run into position for the Divebombs. &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;Divebomb&#039;&#039;&#039;&lt;br /&gt;
|One random player is marked with a green circle. Twintania then dives across the arena, dealing heavy damage and massive [[knockback]] in a [[Area of Effect#Static Line AoE|static line AoE]].&lt;br /&gt;
&lt;br /&gt;
* Twintania will appear at one of four locations, choosing the one closest to the marked player.&lt;br /&gt;
* The divebomb AoE will be aimed at where the marked player was standing &amp;lt;u&amp;gt;one full second prior to being marked&amp;lt;/u&amp;gt;.&lt;br /&gt;
* Divebombs always happen in sets of three.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Asclepius&#039;&#039;&#039;&lt;br /&gt;
|A large hard-hitting snake enemy with a high amount of health. Must be killed before the end of Phase 3.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hygieia&#039;&#039;&#039;&lt;br /&gt;
|Two smaller snake enemies. On death, they apply a 40 second  {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to all nearby, including &#039;&#039;&#039;Asclepius&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
[[File:The Binding Coil of Bahamut - Turn 5 Divebomb Map.jpg|alt=The arena wall and four locations Twintania will appear and divebomb from.|thumb|The arena wall and four locations Twintania will appear and divebomb from.]]&lt;br /&gt;
Phase 3 involves dodging Twintania&#039;s divebombs and defeating the Asclepius and Hygieia inbetween.&lt;br /&gt;
&lt;br /&gt;
Twintania&#039;s Divebomb is a notorious attack, with deceptive visual indicators and unusual functionality.&lt;br /&gt;
&lt;br /&gt;
* The most common method to handle this mechanic is to have the entire party stack at the bottom of the divot at the northwest edge of the arena, right next to one of Twintania&#039;s divebomb locations. The instant a green circle appears, all players will run to the top of the divot, wait for Twintania to divebomb, then run back down—repeat two more times.&lt;br /&gt;
** This works due to the height difference between the bottom and top of the divot. As Twintania divebombs a target at such a low angle, the AoE is too low to affect the rest of the arena.&lt;br /&gt;
** If a player is too slow and pushed far away by a divebomb, they should avoid rejoining the party at the bottom of the divot. If they become the next target while at the top of the hill, the party is likely to wipe.&lt;br /&gt;
&lt;br /&gt;
* Another easy method is to place two [[waymarks]], have the party stack on one, and run back and forth between each marker—starting from the instant Twintania disappears, and reversing direction after every divebomb.&lt;br /&gt;
** Two simple marker placements for this strategy is one on the southern finger and one on the western finger.&lt;br /&gt;
&lt;br /&gt;
After the first set of Divebombs complete, one &#039;&#039;&#039;Asclepius&#039;&#039;&#039; and two &#039;&#039;&#039;Hygieia&#039;&#039;&#039; will spawn.&lt;br /&gt;
&lt;br /&gt;
The main tank should take Asclepius while the off-tank takes the Hygieia. The Hygieia should either be tanked and killed away from Asclepius, or tanked just close enough to hit Asclepius with {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; without hitting the main tank. &lt;br /&gt;
&lt;br /&gt;
DPS should kill the Hygieia as fast as possible, then all players should move back to their assigned waymark while continuing DPS on the Asclepius.&lt;br /&gt;
&lt;br /&gt;
45 seconds after the spawning of Hygieia, Twintania will do three more divebombs. Handle these in the same way as before while keeping the main tank healed from Asclepius&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
Two more &#039;&#039;&#039;Hygieia&#039;&#039;&#039; will spawn. Kill these in the same manner as before, then kill Asclepius.&lt;br /&gt;
&lt;br /&gt;
Once all enemies are dead, every player should stand inside a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. The highest enmity tank should stand alone in whatever Neurolink is farthest south, while the rest of the party stands in the other.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: 55% - 30% ===&lt;br /&gt;
Twintania flies back into the arena with an explosion. &amp;lt;u&amp;gt;Do not be fooled&amp;lt;/u&amp;gt;, this is a non-damaging explosion and not Twintania&#039;s ultimate attack.&lt;br /&gt;
&lt;br /&gt;
Twintania loses the ability to cast Fireballs and Conflagrations, but gains two deadlier attacks.&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;Aetheric Profusion&#039;&#039;&#039;&lt;br /&gt;
|Only cast at the start of the phase— a few seconds after Twintania returns to the arena. Instantly defeats anyone not standing in a {{Status effect|debuff|File:fetters icon1.png}} &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. Those inside a Neurolink are instead dealt high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twister&#039;&#039;&#039;&lt;br /&gt;
|A 2 second cast that places an explosive tornado [[Area of Effect#Landmine|landmine]] directly under three random players. If players are not moving once this cast ends, these mines will explode killing and/or knocking back all nearby— likely into the death-wall.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dreadknight&#039;&#039;&#039;&lt;br /&gt;
|An enemy that spawns in the center of the room, then sets its sight on one random person. That person will be stunned, and the Dreadknight will start walking towards them. If it reaches the targeted player, that player will instantly die.&lt;br /&gt;
&lt;br /&gt;
* The Dreadknight is susceptible to {{Status effect|debuff|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; and {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;. {{Action icon|Shield Bash}} is especially useful.&lt;br /&gt;
|}&lt;br /&gt;
Several second after returning to the arena, Twintania casts &#039;&#039;&#039;Aetheric Profusion&#039;&#039;&#039;. This deals raid-wide damage and killing any player not stood inside a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. Addle can be cast to slightly reduce the damage of this attack.&lt;br /&gt;
&lt;br /&gt;
Players should immediately leave the &#039;&#039;&#039;Neurolink&#039;&#039;&#039; puddles after this attack to remove the debuff.&lt;br /&gt;
&lt;br /&gt;
The main tank should now drag and reposition Twintania at the bottom of the hill near the entrance to the room.&lt;br /&gt;
&lt;br /&gt;
All other players should spread throughout the whole room, but &amp;lt;u&amp;gt;avoid the center&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
All players will need to keep a constant eye out for &#039;&#039;&#039;Twister&#039;&#039;&#039; during this entire phase, as it can easily cause the party to wipe. Everyone should be ready to drop what they are doing to run once this cast starts. Setting Twintania as a Focus Target will make it easier to see when the cast starts.&lt;br /&gt;
&lt;br /&gt;
After the first Twister, Twintania will summon a &#039;&#039;&#039;Dreadknight&#039;&#039;&#039; in the middle of the room. &amp;lt;u&amp;gt;Players need to be far away from the Dreadknight until it chooses its target,&amp;lt;/u&amp;gt; then kill it as quickly as possible before it can reach them. If a player is too close to the Dreadknight when it spawns and it chooses them as a target, that player may die instantly.&lt;br /&gt;
&lt;br /&gt;
Twisters will continually spawn during this phase, even while Dreadknights are up, and so you should constantly be aware of your focus target, and always be ready to move.&lt;br /&gt;
&lt;br /&gt;
This repeats until Twintania reaches 30%&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: 30% - 0% ===&lt;br /&gt;
When Twintania reaches 30%, she will drop the third and final Neurolink. Twintania loses the ability to use Twisters and Dreadknights, but gains two new abilities:&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;Hatch&#039;&#039;&#039;&lt;br /&gt;
|A purple orb spawns directly under Twintania, and one random player is marked with a purple indicator. The orb will chase the marked player, exploding on contact with them or the first player it hits.&lt;br /&gt;
If the player hit is not inside a {{Status effect|debuff|File:fetters icon1.png}} &#039;&#039;&#039;Neurolink&#039;&#039;&#039;, they will take massive damage and likely die. When inside a Neurolink, however, damage is greatly mitigated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;&lt;br /&gt;
|Similar to the ones cast in Phase 1. Twintania will target one player and shoot them &amp;lt;u&amp;gt;five times&amp;lt;/u&amp;gt; in quick succession, creating a [[Area of Effect#Puddle|puddle]] with each shot.&lt;br /&gt;
&lt;br /&gt;
* The flaming [[Area of Effect#Puddle|puddles]] last for 30 seconds before disappearing.&lt;br /&gt;
|}&lt;br /&gt;
The main-tank should keep Twintania on top of a &#039;&#039;&#039;Neurolink&#039;&#039;&#039; at all times. The off-tank should immediately move into the Neurolink under Twintania and stay there as long as possible to absorb &#039;&#039;&#039;Hatch&#039;&#039;&#039;. DPS and Healers should position nearby other Neurolinks in case of emergency.&lt;br /&gt;
&lt;br /&gt;
As long as the off-tank is stood under Twintania, no one should have to worry about &#039;&#039;&#039;Hatch&#039;&#039;&#039;. A tank-swap will still have to occur for &#039;&#039;&#039;Death Sentence&#039;&#039;&#039;, in which the previous main tank will then take the off-tanks place inside the Neurolink.&lt;br /&gt;
&lt;br /&gt;
Be wary of &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;, as it can result in major issues depending on the player targeted. &lt;br /&gt;
&lt;br /&gt;
If the main tank is targeted by Liquid Hell, he should take two to the face, and then pop Invulnerability to stack all five on the same spot. Once the fifth has been dropped, the tank should rotate out of the flaming puddles without moving the boss out of the Neurolink.&lt;br /&gt;
&lt;br /&gt;
If the off tank gets targeted by Liquid Hell, everyone else needs to be extremely careful in dealing with &#039;&#039;&#039;Hatch&#039;&#039;&#039;. Be prepared to move to a Neurolink if you are targeted, and melee DPS will want to move out of the way of the orb. The tank may want to drag Twintania over to a different Neurolink for safety.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Allagan Weapons}}&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[Twintania]]===&lt;br /&gt;
*{{tomestone|Poetics|10}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|ADS Illuminant}} Drops directly from boss, must be &#039;&#039;&#039;synced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 1====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Allagan Wootz Nugget}}&lt;br /&gt;
{{Drops table row|Allagan Silk}}&lt;br /&gt;
{{Drops table row|Allagan Leather}}&lt;br /&gt;
{{Drops table row|Allagan Aetherstone - Weaponry}}&lt;br /&gt;
{{Drops table row|Allagan Aetherstone - Body Gear}}&lt;br /&gt;
{{Drops table row|Allagan Chest Gear Coffer (IL 90)}}&lt;br /&gt;
{{Drops table row|Faded Copy of Thunderer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 2====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Allagan Arms (IL 95)}}&lt;br /&gt;
{{Drops table row|Allagan Battleaxe}}&lt;br /&gt;
{{Drops table row|Allagan Guillotine}}&lt;br /&gt;
{{Drops table row|Allagan Spear}}&lt;br /&gt;
{{Drops table row|Allagan Baghnakhs}}&lt;br /&gt;
{{Drops table row|Allagan Daggers}}&lt;br /&gt;
{{Drops table row|Allagan Composite Bow}}&lt;br /&gt;
{{Drops table row|Allagan Pistol}}&lt;br /&gt;
{{Drops table row|Allagan Rod}}&lt;br /&gt;
{{Drops table row|Allagan Grimoire of Casting}}&lt;br /&gt;
{{Drops table row|Allagan Cane}}&lt;br /&gt;
{{Drops table row|Allagan Grimoire of Healing}}&lt;br /&gt;
{{Drops table row|Allagan Star Globe}}&lt;br /&gt;
{{Drops table row|Allagan Weapon Coffer (IL 95)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|The Binds That Tie I}}&lt;br /&gt;
{{achievement table row|The Binds That Tie II}}&lt;br /&gt;
{{achievement table row|The Binds That Tie III}}&lt;br /&gt;
{{achievement table row|Mightier than the Dragon}}&lt;br /&gt;
{{achievement table row|Mapping the Realm: The Binding Coil of Bahamut V}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Pre-Boss|Primal Timbre|roll=n}}&lt;br /&gt;
{{music table row|Boss|Thunderer}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:The Binding Coil of Bahamut - Turn 5 img1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene 1===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This is going rather more smoothly than I expected. It is indeed convenient to have a hero on hand.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Gods... That the cavern should open up &#039;&#039;again&#039;&#039;, even at this depth...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Hah! This resembles a finger...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &amp;lt;gasp&amp;gt; And so it should! This is Bahamut&#039;s hand!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; As with the wings, it seems to be frozen, and for that I count my blessings. But again I find myself wondering, how is it able to retain physical form?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I had assumed that Bahamut&#039;s reversion to aether was the cause of the widespread changes to the realm. But if he is still here, then that theory no longer holds.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; What was it, then, that brought about the realm&#039;s sudden regeneration? There is still so much we do not know about Carteneau...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I haven&#039;t the slightest inkling how deep these caverns run, but we must continue. &lt;br /&gt;
&lt;br /&gt;
===Post Duty Cutscene 1===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This contraption... Is it used to control the saturation of aether?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I suppose there is only one way to find out.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; The dragon you vanquished earlier—doubtless you noticed the peculiar contraption about its neck.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; It was likely a receptor of some description, used to enslave the creature.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Ancient Allag possessed the means to control dragons, it would seem. The Ishgardians would kill for the knowledge, though to be sure, it could as easily be brought to bear against them.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; An army of dragons could turn the tide of any battle, as the Garleans once learned to their sorrow. I would not be the least bit surprised if they now sought to exploit this power.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Whatever their plans, this serves as another reminder of the might of the Allagans. One cannot help but wonder how so advanced a civilization came to fall.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Gods be good...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This is...this is Bahamut&#039;s head!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; And that enormous crystal—it pulsates as if... as if it were a heart! Then the primal that had awakened...was Bahamut all this time!?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; No! No, no, &#039;&#039;NO&#039;&#039;! This cannot be true! This...this would mean that Grandfather died for naught!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Confound it! We do not know enough to strike at it now! We must withdraw!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Who...? Who is that? No...it can&#039;t be...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Grandfather? Is it truly you?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; No... Don&#039;t leave me again... Please...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &amp;gt;&amp;gt; Grandfather!!! &amp;lt;&amp;lt;&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I-I know... We can do no more for now...&lt;br /&gt;
&lt;br /&gt;
===Post Duty Cutscene 2===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Hm? But this looks like...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; How did we come to be in northern Thanalan of all places?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Oh, but such details matter little!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Grandfather&#039;s alive, [Forename]!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Bahamut did &#039;&#039;not&#039;&#039; defeat him!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; But why won&#039;t he return to us? I don&#039;t understand...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This expedition has yielded more questions than it did answers.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; At any rate, we would both be better for a rest. Let us return to the Waking Sands and reflect upon what we have seen.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Thank you, [Forename]. Without you, none of this would have been possible.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1520450</id>
		<title>Eden&#039;s Gate: Resurrection (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1520450"/>
		<updated>2026-08-05T06:49:27Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Quick Notes: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Resurrection}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty - but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image =  Eden&#039;s Gate- Resurrection (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 440&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Core&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| id-gt = 30079&lt;br /&gt;
| id-edb = b82ab97c785&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E1S&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Keeper of Knowledge: [[Eden Prime]]==&lt;br /&gt;
The battle with Eden Prime takes place in a 40x40 yalm square arena. The perimeter of the arena is covered in a thin yellow light, instantly killing any players that collide with it even prior to the start of combat.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]]. Ignores the immunity provided by {{Status effect|buff|File:Transcendent icon1.png|link=File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; after resurrection.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Functions identically to &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;, but indicates the start or end of an attack series.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Two [[Tankbuster|tankbusters]] in quick succession. The first hit targets the highest enmity player at the start of the cast, inflicting {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds. The second hit targets the highest enmity player at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Eden Prime teleports to a random corner, turns towards the center, and fires a massive [[Area of Effect#Static Line AoE|static line AoE]] covering the entire arena in front of it.&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;|Vice and Virtue&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Places blue targeting reticles on DPS, Healers, or Tanks.&lt;br /&gt;
The effect of this attack varies depending on the role &#039;&#039;initially&#039;&#039; targeted.&lt;br /&gt;
|When initially placed on DPS, each marked player drops a 5y radius [[Area of Effect#Landmine|landmine]] at their location. These deal high damage and [[knockback]] to players that step into their radius.&lt;br /&gt;
|-&lt;br /&gt;
|When initially placed on tanks, both are hit by [[Tankbuster#AoE Tankbuster|line AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|When initially placed on healers, marked players are inflicted with an extremely powerful 20-second {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff at the end of the cast.&lt;br /&gt;
Markers can be passed to other players on touch, after which the previous owner is debuffed with {{Status effect|debuff|File:SlipperyPreyDebuff.png|link=File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039; for 6 seconds and unable to receive the marker again.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Simultaneously attacks with a [[Area of Effect#Static Circle AoE|static circle AoE]] underneath itself, four [[Area of Effect#Static Line AoE|static line AoEs]] in each cardinal direction, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The four farthest players are targeted by [[Area of Effect#Homing AoE|homing AoEs]], dropping 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath themselves five times in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The eight light orbs fire a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player to it, dealing high magic damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|}&lt;br /&gt;
While many attacks are similar to their [[Eden&#039;s Gate: Resurrection|normal mode]] variants, albeit their telegraphs removed, several new, unique abilities have been added to Eden Prime&#039;s repertoire.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* A tank-swap should occur during the cast of &#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
* Each cast of &#039;&#039;&#039;Vice and Virtue&#039;&#039;&#039; will require a different handling depending on which role is targeted.&lt;br /&gt;
** DPS should move their markers to the edges or corners, away from the rest of the party.&lt;br /&gt;
** Tanks should mitigate and move their markers towards the front of Eden Prime, away from the rest of the party and each other.&lt;br /&gt;
** Healers should pass their markers to the tanks, then prepare to heal the tanks heavily until their debuffs expire.&lt;br /&gt;
* Players should assign pairs for each corner, spreading out to avoid the cardinal line AoEs and the spread circles on each other.&lt;br /&gt;
* After the first &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;, four non-melee players should distance themselves from Eden Prime to make themselves targets for &#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;—leaving the tanks and melee DPS free to deal more damage.&lt;br /&gt;
* Players should be assigned [[Clock spots|clock spot]] positions corresponding with the eight &#039;&#039;&#039;Pure Beam&#039;&#039;&#039; orbs. As each orb fires a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player, each individual should stand adjacent to an orb aimed towards the closest edge to prevent other players getting hit.&lt;br /&gt;
&lt;br /&gt;
After a second Dimensional Shift to end the attack series, Phase 2 will begin.&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;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Targeted players should spread out to avoid inflicting unnecessary damage to teammates and place the landmines at the outer edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should utilize mitigations and position themselves so that the party (and the other tank) aren&#039;t blasted by their own beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|A tank swap should occur during the cast, or an invulnerability cooldown used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healers)&#039;&#039;&#039;&lt;br /&gt;
|Each Healer should pass a marker over to each tank as soon as possible. Tanks will have to be kept alive through the heavy damage-over-time effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Players should split into pairs of two and move to the diagonal edges of the arena (and away from each other).&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
|Four ranged players designated to handle [[Area of Effect#Homing AoE|homing AoEs]] should move away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
|The four assigned players should dodge their AoEs while the tanks and melee focus on dealing damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
|All players should stand next to an orb aimed towards the outside of the arena to ensure the beam is fired away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#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;Fragor Maximus (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----Eden Prime cast &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039;, dealing extreme party-wide damage and teleporting the arena to the depths of space. After a brief delay, two [[Other Mechanics#Proximity AoE|proximity AoEs]] will appear, indicating the arrival of two new enemies: &#039;&#039;&#039;Guardians of Paradise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Guardians will become buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if in close proximity to each other, forcing the two tanks to split them to different sides of the arena.&lt;br /&gt;
* Guardians also attack regularly with frontal [[Area of Effect#Cleave|cleaves]], requiring them to be faced away from others.&lt;br /&gt;
* They will both attempt to cast &#039;&#039;&#039;Mana Boost&#039;&#039;&#039;, a 5-second [[Interrupt|interruptible]] spell that provides the Guardian a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; if successful.&lt;br /&gt;
* Afterwards, both will cast &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; twice, dealing high party-wide damage.&lt;br /&gt;
&lt;br /&gt;
*If not defeated after 50 seconds, Guardians will begin a cast of &#039;&#039;&#039;Unto Dust&#039;&#039;&#039; that will kill the party if successful.&lt;br /&gt;
Once the Guardans of Paradise are successfully slain in time, &#039;&#039;&#039;Eternal Breath&#039;&#039;&#039;—the same transitional cutscene from [[Eden&#039;s Gate: Resurrection|normal mode]]—will play, causing Eden to launch the party into a black hole for tremendous damage.&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;Paradise Regained&#039;&#039;&#039;&lt;br /&gt;
|Eden Prime buffs themselves with {{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;, reversing the effects of certain abilities used while under this effect.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} &#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Acts as a {{I|Stack marker}} placed on each DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Tank)&#039;&#039;&#039;&lt;br /&gt;
|Fires a [[Stack marker#Line stack|line stack]] at both tanks. The first player hit by each stack is debuffed with {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Healer)&#039;&#039;&#039;&lt;br /&gt;
|Acts similarly to Phase 1, but instead inflicts &#039;&#039;&#039;{{Status effect|debuff|physical vulnerability up}} [[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039; for 30 seconds, and a moderate-damage {{Status effect|debuff|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Eden Prime creates a [[Area of Effect#Static Donut AoE|static donut AoE]] with a 10y safe zone, an unmarked {{I|Stack marker}} placed on a random non-tank, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam (Rotation)&#039;&#039;&#039;&lt;br /&gt;
|Four orbs of light appear around the arena, two on the far opposite edges and two in the center. Each orb has a [[Other Mechanics#Rotating arrows|rotating arrow]] around it.&lt;br /&gt;
As before, at the end of Eden Prime&#039;s &#039;&#039;&#039;Pure Beam&#039;&#039;&#039; cast, orbs will individually aim at the closest player, each preparing a spread of three [[Area of Effect#Static Line AoE|static line AoEs]] that rotate in the indicated directions.&lt;br /&gt;
&lt;br /&gt;
* Pure Beams fire multiple times, each hit inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* Each orb will rotate a total of 90 degrees in the indicated direction before dissipating.&lt;br /&gt;
|}&lt;br /&gt;
Similar to the phase 1 but different at the same time, Eden will alter its previously used abilities to throw players off.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
*Players will carefully need to keep track of the {{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; buff to know when Eden Prime&#039;s casts are altered or not.&lt;br /&gt;
*Each DPS will need a support partner to stack with for {{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} &#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;.&lt;br /&gt;
*During &#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Tank)&#039;&#039;&#039;, tanks should split to two opposite sides, creating two light parties. Tanks must &#039;&#039;not&#039;&#039; be the closest player in the line to Eden Prime to avoid the {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; debuff.&lt;br /&gt;
*Healers should pass their &#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Healer)&#039;&#039;&#039; marker to any DPS. While the {{Status effect|debuff|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; is not powerful, healing is still required to ensure they do not die to party-wide damage.&lt;br /&gt;
*&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Delta Attack&#039;&#039;&#039; is much easier than its non-reversed, simply requiring all non-tanks to stack together close to Eden Prime while tanks spread away from others.&lt;br /&gt;
*During &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;, four &#039;&#039;&#039;&#039;&#039;Arcane Spheres&#039;&#039;&#039;&#039;&#039; are created that must be destroyed before they can drop meteors onto the arena.&lt;br /&gt;
*Healers and ranged DPS should be assigned to the four &#039;&#039;&#039;Pure Beam&#039;&#039;&#039; orbs. Center orbs should be faced towards the closest edge while the two orbs on the edge should be aimed in such a way that they rotate away from the center.&lt;br /&gt;
**DPS will need to ensure they do not stand too close to any orbs while destroying the &#039;&#039;&#039;&#039;&#039;Arcane Spheres&#039;&#039;&#039;&#039;&#039; to prevent AoEs from being aimed in dangerous directions.&lt;br /&gt;
*The regular version of &#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039; should have the landmines placed on the cardinal edges to leave the corners free for the follow-up &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
If Eden Prime is not defeated after ~10 minutes, they will enrage with a long cast of &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; that will kill 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;Paradise Regained&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Tank)&#039;&#039;&#039;&lt;br /&gt;
|Split into two light party stacks, with tanks standing behind the other players farther away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Each DPS should pair with a support player, creating four 2-player stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must stack behind Eden Prime while the two tanks spread out in front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Healer)&#039;&#039;&#039;&lt;br /&gt;
|Pass the markers to any DPS.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap during the cast.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam (Rotation)&#039;&#039;&#039;&lt;br /&gt;
|Have healers and ranged DPS aim the orbs away from the party towards the edges. Orbs on the outer edges should be aimed to rotate away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath Eden Prime.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and spread away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap during the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Place the landmines on the cardinal edges to leave the corners safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Pair up into corners and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healer)&#039;&#039;&#039;&lt;br /&gt;
|Pass the markers to the tanks.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam (Rotation)&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath Eden Prime.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat until Enrage&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Resurrection}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E1S.png&lt;br /&gt;
E1 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Paradise_regained_buff.png&amp;diff=1520449</id>
		<title>File:Paradise regained buff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Paradise_regained_buff.png&amp;diff=1520449"/>
		<updated>2026-08-05T06:46:42Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paradise Regained Buff from Eden&#039;s Gate: Resurrection (Savage).&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1520448</id>
		<title>Eden&#039;s Gate: Resurrection (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1520448"/>
		<updated>2026-08-05T06:46:07Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote rest of guide with STDT tables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Resurrection}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty - but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image =  Eden&#039;s Gate- Resurrection (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 440&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Core&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| id-gt = 30079&lt;br /&gt;
| id-edb = b82ab97c785&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E1S&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Keeper of Knowledge: [[Eden Prime]]==&lt;br /&gt;
The battle with Eden Prime takes place in a 40x40 yalm square arena. The perimeter of the arena is covered in a thin yellow light, instantly killing any players that collide with it even prior to the start of combat.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]]. Ignores the immunity provided by {{Status effect|buff|File:Transcendent icon1.png|link=File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; after resurrection.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Functions identically to &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;, but indicates the start or end of an attack series.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Two [[Tankbuster|tankbusters]] in quick succession. The first hit targets the highest enmity player at the start of the cast, inflicting {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds. The second hit targets the highest enmity player at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Eden Prime teleports to a random corner, turns towards the center, and fires a massive [[Area of Effect#Static Line AoE|static line AoE]] covering the entire arena in front of it.&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;|Vice and Virtue&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Places blue targeting reticles on DPS, Healers, or Tanks.&lt;br /&gt;
The effect of this attack varies depending on the role &#039;&#039;initially&#039;&#039; targeted.&lt;br /&gt;
|When initially placed on DPS, each marked player drops a 5y radius [[Area of Effect#Landmine|landmine]] at their location. These deal high damage and [[knockback]] to players that step into their radius.&lt;br /&gt;
|-&lt;br /&gt;
|When initially placed on tanks, both are hit by [[Tankbuster#AoE Tankbuster|line AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|When initially placed on healers, marked players are inflicted with an extremely powerful 20-second {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff at the end of the cast.&lt;br /&gt;
Markers can be passed to other players on touch, after which the previous owner is debuffed with {{Status effect|debuff|File:SlipperyPreyDebuff.png|link=File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039; for 6 seconds and unable to receive the marker again.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Simultaneously attacks with a [[Area of Effect#Static Circle AoE|static circle AoE]] underneath itself, four [[Area of Effect#Static Line AoE|static line AoEs]] in each cardinal direction, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The four farthest players are targeted by [[Area of Effect#Homing AoE|homing AoEs]], dropping 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath themselves five times in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The eight light orbs fire a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player to it, dealing high magic damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|}&lt;br /&gt;
While many attacks are similar to their [[Eden&#039;s Gate: Resurrection|normal mode]] variants, albeit their telegraphs removed, several new, unique abilities have been added to Eden Prime&#039;s repertoire.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* A tank-swap should occur during the cast of &#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
* Each cast of &#039;&#039;&#039;Vice and Virtue&#039;&#039;&#039; will require a different handling depending on which role is targeted.&lt;br /&gt;
** DPS should move their markers to the edges or corners, away from the rest of the party.&lt;br /&gt;
** Tanks should mitigate and move their markers towards the front of Eden Prime, away from the rest of the party and each other.&lt;br /&gt;
** Healers should pass their markers to the tanks, then prepare to heal the tanks heavily until their debuffs expire.&lt;br /&gt;
* Players should assign pairs for each corner, spreading out to avoid the cardinal line AoEs and the spread circles on each other.&lt;br /&gt;
* After the first &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;, four non-melee players should distance themselves from Eden Prime to make themselves targets for &#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;—leaving the tanks and melee DPS free to deal more damage.&lt;br /&gt;
* Players should be assigned [[Clock spots|clock spot]] positions corresponding with the eight &#039;&#039;&#039;Pure Beam&#039;&#039;&#039; orbs. As each orb fires a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player, each individual should stand adjacent to an orb aimed towards the closest edge to prevent other players getting hit.&lt;br /&gt;
&lt;br /&gt;
After a second Dimensional Shift to end the attack series, Phase 2 will begin.&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;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Targeted players should spread out to avoid inflicting unnecessary damage to teammates and place the landmines at the outer edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should utilize mitigations and position themselves so that the party (and the other tank) aren&#039;t blasted by their own beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|A tank swap should occur during the cast, or an invulnerability cooldown used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healers)&#039;&#039;&#039;&lt;br /&gt;
|Each Healer should pass a marker over to each tank as soon as possible. Tanks will have to be kept alive through the heavy damage-over-time effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Players should split into pairs of two and move to the diagonal edges of the arena (and away from each other).&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
|Four ranged players designated to handle [[Area of Effect#Homing AoE|homing AoEs]] should move away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
|The four assigned players should dodge their AoEs while the tanks and melee focus on dealing damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
|All players should stand next to an orb aimed towards the outside of the arena to ensure the beam is fired away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#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;Fragor Maximus (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----Eden Prime cast &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039;, dealing extreme party-wide damage and teleporting the arena to the depths of space. After a brief delay, two [[Other Mechanics#Proximity AoE|proximity AoEs]] will appear, indicating the arrival of two new enemies: &#039;&#039;&#039;Guardians of Paradise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Guardians will become buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if in close proximity to each other, forcing the two tanks to split them to different sides of the arena.&lt;br /&gt;
* Guardians also attack regularly with frontal [[Area of Effect#Cleave|cleaves]], requiring them to be faced away from others.&lt;br /&gt;
* They will both attempt to cast &#039;&#039;&#039;Mana Boost&#039;&#039;&#039;, a 5-second [[Interrupt|interruptible]] spell that provides the Guardian a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; if successful.&lt;br /&gt;
* Afterwards, both will cast &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; twice, dealing high party-wide damage.&lt;br /&gt;
&lt;br /&gt;
*If not defeated after 50 seconds, Guardians will begin a cast of &#039;&#039;&#039;Unto Dust&#039;&#039;&#039; that will kill the party if successful.&lt;br /&gt;
Once the Guardans of Paradise are successfully slain in time, &#039;&#039;&#039;Eternal Breath&#039;&#039;&#039;—the same transitional cutscene from [[Eden&#039;s Gate: Resurrection|normal mode]]—will play, causing Eden to launch the party into a black hole for tremendous damage.&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;Paradise Regained&#039;&#039;&#039;&lt;br /&gt;
|Eden Prime buffs themselves with {{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;, reversing the effects of certain abilities used while under this effect.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} &#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Acts as a {{I|Stack marker}} placed on each DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Tank)&#039;&#039;&#039;&lt;br /&gt;
|Fires a [[Stack marker#Line stack|line stack]] at both tanks. The first player hit by each stack is debuffed with {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Healer)&#039;&#039;&#039;&lt;br /&gt;
|Acts similarly to Phase 1, but instead inflicts &#039;&#039;&#039;{{Status effect|debuff|physical vulnerability up}} [[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039; for 30 seconds, and a weak {{Status effect|debuff|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Eden Prime creates a [[Area of Effect#Static Donut AoE|static donut AoE]] with a 10y safe zone, an unmarked {{I|Stack marker}} placed on a random non-tank, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam (Rotation)&#039;&#039;&#039;&lt;br /&gt;
|Four orbs of light appear around the arena, two on the far opposite edges and two in the center. Each orb has a [[Other Mechanics#Rotating arrows|rotating arrow]] around it.&lt;br /&gt;
As before, at the end of Eden Prime&#039;s &#039;&#039;&#039;Pure Beam&#039;&#039;&#039; cast, orbs will individually aim at the closest player, each preparing a spread of three [[Area of Effect#Static Line AoE|static line AoEs]] that rotate in the indicated directions.&lt;br /&gt;
&lt;br /&gt;
* Pure Beams fire multiple times, each hit inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* Each orb will rotate a total of 90 degrees in the indicated direction before dissipating.&lt;br /&gt;
|}&lt;br /&gt;
Similar to the phase 1 but different at the same time, Eden will alter its previously used abilities to throw players off.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
*Players will carefully need to keep track of the {{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; buff to know when Eden Prime&#039;s casts are altered or not.&lt;br /&gt;
*Each DPS will need a support partner to stack with for {{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} &#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;.&lt;br /&gt;
*During &#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Tank)&#039;&#039;&#039;, tanks should split to two opposite sides, creating two light parties. Tanks must &#039;&#039;not&#039;&#039; be the closest player in the line to Eden Prime to avoid the {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; debuff.&lt;br /&gt;
*Healers should pass their &#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Healer)&#039;&#039;&#039; marker to any DPS. While the {{Status effect|debuff|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; is not powerful, healing is still required to ensure they do not die to party-wide damage.&lt;br /&gt;
*&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Delta Attack&#039;&#039;&#039; is much easier than its non-reversed, simply requiring all non-tanks to stack together close to Eden Prime while tanks spread away from others.&lt;br /&gt;
*During &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;, four &#039;&#039;&#039;&#039;&#039;Arcane Spheres&#039;&#039;&#039;&#039;&#039; are created that must be destroyed before they can drop meteors onto the arena.&lt;br /&gt;
*Healers and ranged DPS should be assigned to the four &#039;&#039;&#039;Pure Beam&#039;&#039;&#039; orbs. Center orbs should be faced towards the closest edge while the two orbs on the edge should be aimed in such a way that they rotate away from the center.&lt;br /&gt;
**DPS will need to ensure they do not stand too close to any orbs while destroying the &#039;&#039;&#039;&#039;&#039;Arcane Spheres&#039;&#039;&#039;&#039;&#039; to prevent AoEs from being aimed in dangerous directions.&lt;br /&gt;
*The regular version of &#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039; should have the landmines placed on the cardinal edges to leave the corners free for the follow-up &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
If Eden Prime is not defeated after ~10 minutes, they will enrage with a long cast of &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; that will kill 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;Paradise Regained&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Tank)&#039;&#039;&#039;&lt;br /&gt;
|Split into two light party stacks, with tanks standing behind the other players farther away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Each DPS should pair with a support player, creating four 2-player stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must stack behind Eden Prime while the two tanks spread out in front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Paradise regained buff.png|link=File:Paradise regained buff.png}} Vice and Virtue (Healer)&#039;&#039;&#039;&lt;br /&gt;
|Pass the markers to any DPS.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap during the cast.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam (Rotation)&#039;&#039;&#039;&lt;br /&gt;
|Have healers and ranged DPS aim the orbs away from the party towards the edges. Orbs on the outer edges should be aimed to rotate away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath Eden Prime.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and spread away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap during the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Place the landmines on the cardinal edges to leave the corners safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Pair up into corners and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healer)&#039;&#039;&#039;&lt;br /&gt;
|Pass the markers to the tanks.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam (Rotation)&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand underneath Eden Prime.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat until Enrage&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Resurrection}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E1S.png&lt;br /&gt;
E1 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Paradise_regained_buff.png&amp;diff=1520424</id>
		<title>File:Paradise regained buff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Paradise_regained_buff.png&amp;diff=1520424"/>
		<updated>2026-08-05T05:28:58Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paradise Regained Buff from Eden&#039;s Gate: Resurrection (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:The_Binding_Coil_of_Bahamut_-_Turn_5_Divebomb_Map.jpg&amp;diff=1520289</id>
		<title>File:The Binding Coil of Bahamut - Turn 5 Divebomb Map.jpg</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:The_Binding_Coil_of_Bahamut_-_Turn_5_Divebomb_Map.jpg&amp;diff=1520289"/>
		<updated>2026-08-05T00:20:02Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Pckables uploaded a new version of File:The Binding Coil of Bahamut - Turn 5 Divebomb Map.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The arena and location of Divebomb locations in The Binding Coil of Bahamut - Turn 5.&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Binding_Coil_of_Bahamut_-_Turn_5&amp;diff=1520288</id>
		<title>The Binding Coil of Bahamut - Turn 5</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Binding_Coil_of_Bahamut_-_Turn_5&amp;diff=1520288"/>
		<updated>2026-08-05T00:19:41Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote Phase 3 with new information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Coils notice}}&lt;br /&gt;
{{other uses|the level 50 challenge-mode [[raid]]|the first tier in general|The Binding Coil of Bahamut|the [[Ultimate Raid]] involving [[Twintania]]|The Unending Coil of Bahamut (Ultimate)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Binding Coil of Bahamut - Turn 5&lt;br /&gt;
| description = Having overcome the seemingly endless waves of hostile constructs, you and your stalwart companions continue the descent into an unknown abyss. At the depth of 1910 yalms, you are assailed by a winged terror: an ancient dragon brought to heel by the Allagans and made to do their bidding. The trials grow ever more arduous, but you are resolved to press on for the sake of the truth.&lt;br /&gt;
| image = The Binding Coil of Bahamut - Turn 5.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 82&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Extreme/Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Raids (A Realm Reborn)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| entrance = Eastern La Noscea&lt;br /&gt;
| entrance-coordinates = 21.7, 22.3&lt;br /&gt;
| location = Ragnarok Central Core&lt;br /&gt;
| region = La Noscea&lt;br /&gt;
| req-quest = Primal Awakening&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| release = &lt;br /&gt;
| echo = 30&lt;br /&gt;
| id-gt = 30006&lt;br /&gt;
| id-edb = 7134211f501&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;T5&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
The Binding Coil of Bahamut Turn 5 features [[Twintania]], the most difficult boss in A Realm Reborn at the time of [[patch 2.0]]. It was first completed by the [[Free Company]] Order of Blue Garter on [[Servers#Primal_Data_Center|Excalibur server]] on October 27, 2013. &lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Defeat Twintania 0/1.&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Twintania]]===&lt;br /&gt;
{{evt|service=youtube|id=1fsPp9IQXuc|dimensions=350|align=right|description=Turn 5 Video Guide}}&#039;&#039;&#039;Note&#039;&#039;&#039;: Twintania does not have strict attack rotations, rather its attacks have unique recast timers and priorities on which abilities will cast first if available. This can result in unusual attack patterns and timings.&lt;br /&gt;
&lt;br /&gt;
This boss has five phases, each having a unique set of deadly attacks that the group must work together against to survive. Players out of position may result in the death of themselves or others in the group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-fight Setup:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DPS and healers should be split into two groups of three for Phase 2&#039;s &#039;&#039;&#039;Fireball&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A waymark should be set at the bottom of the small divot to the right of the entrance for Phase 3.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 85% ===&lt;br /&gt;
Twintania starts on the far edge of the arena surrounded by three &#039;&#039;&#039;Scourges of Meracydia&#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;The Scourge of Meracydia&#039;&#039;&#039;&lt;br /&gt;
|Three dragons that surround Twintania at the start of the fight. Casts &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;: A 3 second cast that shoots a {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns|Burning]]&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]] at a random player&#039;s feet, dealing damage over time while inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Death Sentence&#039;&#039;&#039;&lt;br /&gt;
|A 3 second casted [[tankbuster]], dealing heavy damage to the highest enmity player. Recast of ~35 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plummet&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Cleave|cleave]] dealing moderate damage. Recast of 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
The Main Tank should pull Twintania and face the boss away from the rest of the raid. The off-tank must grab the three Scourge of Meracydia and group them up.&lt;br /&gt;
&lt;br /&gt;
All three adds will cast Liquid Hell roughly every 15 seconds. As this attack&#039;s position is decided when the cast starts, it can be easily avoided by moving during the cast time. Don&#039;t stand in the fire.&lt;br /&gt;
&lt;br /&gt;
One healer should focus on the main tank, while the other healer focuses on healing the raid and the off tank. (While helping on the main tank when possible).&lt;br /&gt;
&lt;br /&gt;
Once all three adds are dead, the party can focus on Twintania until 85% health. &lt;br /&gt;
=== Phase 2: 85% - 55% ===&lt;br /&gt;
Twintania drops the first &#039;&#039;&#039;Neurolink&#039;&#039;&#039; underneath her, gains two new abilities, and a change to &#039;&#039;&#039;Death Sentence&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 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;Death Sentence&#039;&#039;&#039;&lt;br /&gt;
|Now a high-damage [[tankbuster]] that inflicts the target with {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039;, heavily reducing healing received for 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* As attacks are recast-based, this will often be followed up quickly by &#039;&#039;&#039;Plummet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fireball&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} indicated by a red triangle above a target&#039;s head. Deals 13,000 damage divided across all players near the target.&lt;br /&gt;
&lt;br /&gt;
* Twintania will gain a stack of {{Status effect|buff|File:Waxen Flesh.png}} &#039;&#039;&#039;&#039;&#039;Waxen Flesh&#039;&#039;&#039;&#039;&#039; for every player hit, increasing the danger of the next &#039;&#039;&#039;Conflagration&#039;&#039;&#039; attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflagration&#039;&#039;&#039;&lt;br /&gt;
|Marks a player with a blue circle. After a few seconds, that player and any too close are stunned inside a dome of fire. This dome will kill all those inside after a certain amount of time unless destroyed.&lt;br /&gt;
&lt;br /&gt;
* The time it takes before Conflagration kills the trapped depends on the stacks of {{Status effect|buff|File:Waxen Flesh.png}} &#039;&#039;&#039;&#039;&#039;Waxen Flesh&#039;&#039;&#039;&#039;&#039;: starting at 30 seconds with one stack and reducing the timer by 5 seconds per additional stack.&lt;br /&gt;
* Players inside Conflagration are invulnerable and untargetable. If a player marked by &#039;&#039;&#039;Fireball&#039;&#039;&#039; runs inside the conflagration dome, the Fireball will be completely nullified.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:fetters icon1.png}} &#039;&#039;&#039;Neurolink&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Puddle|puddle]] dropped under Twintania during phase transitions. Standing inside reduces movement speed, damage dealt, and healing received. Important for later phases.&lt;br /&gt;
|}&lt;br /&gt;
The tank should move Twintania away from the &#039;&#039;&#039;Neurolink&#039;&#039;&#039; puddle, as a second one will be dropped at the end of this phase. It will be useful later to have these two puddles not too close to each other.&lt;br /&gt;
&lt;br /&gt;
The tanks should be prepared to tank-swap often during this phase, as &#039;&#039;&#039;Death Sentence&#039;&#039;&#039; can quickly result in its namesake.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The off tank should always be second place on the threat table, or they may be targeted by Conflagrations.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DPS and Healers should split equally between the left and right sides of Twintania (3 left, 3 right), with the offtank directly behind ready to shift to either side.&lt;br /&gt;
&lt;br /&gt;
The ideal amount of players hit by &#039;&#039;&#039;Fireball&#039;&#039;&#039; is four (however three is possible when not &#039;&#039;&#039;[[Minimum IL]]&#039;&#039;&#039;) as this will keep damage survivable while keeping &#039;&#039;&#039;Conflagration&#039;&#039;&#039; timers reasonable.&lt;br /&gt;
&lt;br /&gt;
When a player is marked by &#039;&#039;&#039;Firebal&#039;&#039;&#039;l&#039;&#039;&#039;,&#039;&#039;&#039; only those on the side it appeared should stack, with the off-tank shifting to join the stack as a fourth.&lt;br /&gt;
&lt;br /&gt;
The player targeted by the &#039;&#039;&#039;Conflagration&#039;&#039;&#039; should move quickly into the middle of the boss&#039; hitbox – directly underneath Twintania. This makes it easier for everyone, including the main tank, to attack and destroy the Conflagration in time. &lt;br /&gt;
&lt;br /&gt;
Every second &#039;&#039;&#039;Fireball&#039;&#039;&#039; will happen shortly after a &#039;&#039;&#039;Conflagration&#039;&#039;&#039;. Players can take advantage of this by having the marked player intentionally run inside the Conflagration, stopping the fireball and resetting the Conflagration timer.&lt;br /&gt;
&lt;br /&gt;
When Twintania reaches 55%, the third phase will begin.&lt;br /&gt;
=== Phase 3: Divebombs ===&lt;br /&gt;
At 55%, Twintania will drop the second Neurolink and fly into the air. If by any chance Conflagration is up during the phase change, ignore it and run into position for the Divebombs. &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;Divebomb&#039;&#039;&#039;&lt;br /&gt;
|One random player is marked with a green circle. Twintania then dives across the arena, dealing heavy damage and massive [[knockback]] in a [[Area of Effect#Static Line AoE|static line AoE]].&lt;br /&gt;
&lt;br /&gt;
* Twintania will appear at one of four locations, choosing the one closest to the marked player.&lt;br /&gt;
* The divebomb AoE will be aimed at where the marked player was standing &amp;lt;u&amp;gt;one full second prior to being marked&amp;lt;/u&amp;gt;.&lt;br /&gt;
* Divebombs always happen in sets of three.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Asclepius&#039;&#039;&#039;&lt;br /&gt;
|A large hard-hitting snake enemy with a high amount of health. Must be killed before the end of Phase 3.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hygieia&#039;&#039;&#039;&lt;br /&gt;
|Two smaller snake enemies. On death, they apply a 40 second  {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to all nearby, including &#039;&#039;&#039;Asclepius&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
[[File:The Binding Coil of Bahamut - Turn 5 Divebomb Map.jpg|alt=The arena wall and four locations Twintania will appear and divebomb from.|thumb|The arena wall and four locations Twintania will appear and divebomb from.]]&lt;br /&gt;
Phase 3 involves dodging Twintania&#039;s divebombs and defeating the Asclepius and Hygieia inbetween.&lt;br /&gt;
&lt;br /&gt;
Twintania&#039;s Divebomb is a notorious attack, with deceptive visual indicators and unusual functionality.&lt;br /&gt;
&lt;br /&gt;
* The most common method to handle this mechanic is to have the entire party stack at the bottom of the divot at the northwest edge of the arena, right next to one of Twintania&#039;s divebomb locations. The instant a green circle appears, all players will run to the top of the divot, wait for Twintania to divebomb, then run back down—repeat two more times.&lt;br /&gt;
** This works due to the height difference between the bottom and top of the divot. As Twintania attempts to divebomb a target at such a low angle, the rest of the arena is unaffected.&lt;br /&gt;
** If a player is too slow and is hit by a divebomb, they should avoid rejoining the party at the bottom of the divot as they are unlikely to reach them in time before the next divebomb target is selected.&lt;br /&gt;
&lt;br /&gt;
* Another easy method would be to place two [[waymarks]], have the party stack on one, and run back and forth between each marker—starting from the instant Twintania disappears, and reversing direction after every divebomb.&lt;br /&gt;
** Two simple marker placements for this strategy would be one on the southern finger and one the western finger.&lt;br /&gt;
&lt;br /&gt;
After the first set of Divebombs complete, one &#039;&#039;&#039;Asclepius&#039;&#039;&#039; and two &#039;&#039;&#039;Hygieia&#039;&#039;&#039; will spawn.&lt;br /&gt;
&lt;br /&gt;
The main tank should take Asclepius while the off-tank takes the Hygieia. The Hygieia should either be tanked and killed away from Asclepius, or tanked just close enough to hit Asclepius with {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; without hitting the main tank. &lt;br /&gt;
&lt;br /&gt;
DPS should kill the Hygieia as fast as possible, then all players should move back to their assigned waymark while continuing DPS on the Asclepius.&lt;br /&gt;
&lt;br /&gt;
45 seconds after the spawning of Hygieia, Twintania will do three more divebombs. Handle these in the same way as before while keeping the main tank healed from Asclepius&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
Two more &#039;&#039;&#039;Hygieia&#039;&#039;&#039; will spawn. Kill these in the same manner as before, then kill Asclepius.&lt;br /&gt;
&lt;br /&gt;
Once all enemies are dead, every player should stand inside a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. The highest enmity tank should stand alone in whatever Neurolink is farthest south, while the rest of the party stands in the other.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: 55% - 30% ===&lt;br /&gt;
Twintania flies back into the arena with an explosion. &amp;lt;u&amp;gt;Do not be fooled&amp;lt;/u&amp;gt;, this is a non-damaging explosion and not Twintania&#039;s ultimate attack.&lt;br /&gt;
&lt;br /&gt;
Twintania loses the ability to cast Fireballs and Conflagrations, but gains two deadlier attacks.&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;Aetheric Profusion&#039;&#039;&#039;&lt;br /&gt;
|Only cast at the start of the phase— a few seconds after Twintania returns to the arena. Instantly defeats anyone not standing in a {{Status effect|debuff|File:fetters icon1.png}} &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. Those inside a Neurolink are instead dealt high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twister&#039;&#039;&#039;&lt;br /&gt;
|A 2 second cast that places an explosive tornado [[Area of Effect#Landmine|landmine]] directly under three random players. If players are not moving once this cast ends, these mines will explode killing and/or knocking back all nearby— likely into the death-wall.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dreadknight&#039;&#039;&#039;&lt;br /&gt;
|An enemy that spawns in the center of the room, then sets its sight on one random person. That person will be stunned, and the Dreadknight will start walking towards them. If it reaches the targeted player, that player will instantly die.&lt;br /&gt;
&lt;br /&gt;
* The Dreadknight is susceptible to {{Status effect|debuff|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; and {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;. {{Action icon|Shield Bash}} is especially useful.&lt;br /&gt;
|}&lt;br /&gt;
Several second after returning to the arena, Twintania casts &#039;&#039;&#039;Aetheric Profusion&#039;&#039;&#039;. This deals raid-wide damage and killing any player not stood inside a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. Addle can be cast to slightly reduce the damage of this attack.&lt;br /&gt;
&lt;br /&gt;
Players should immediately leave the &#039;&#039;&#039;Neurolink&#039;&#039;&#039; puddles after this attack to remove the debuff.&lt;br /&gt;
&lt;br /&gt;
The main tank should now drag and reposition Twintania at the bottom of the hill near the entrance to the room.&lt;br /&gt;
&lt;br /&gt;
All other players should spread throughout the whole room, but &amp;lt;u&amp;gt;avoid the center&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
All players will need to keep a constant eye out for &#039;&#039;&#039;Twister&#039;&#039;&#039; during this entire phase, as it can easily cause the party to wipe. Everyone should be ready to drop what they are doing to run once this cast starts. Setting Twintania as a Focus Target will make it easier to see when the cast starts.&lt;br /&gt;
&lt;br /&gt;
After the first Twister, Twintania will summon a &#039;&#039;&#039;Dreadknight&#039;&#039;&#039; in the middle of the room. &amp;lt;u&amp;gt;Players need to be far away from the Dreadknight until it chooses its target,&amp;lt;/u&amp;gt; then kill it as quickly as possible before it can reach them. If a player is too close to the Dreadknight when it spawns and it chooses them as a target, that player may die instantly.&lt;br /&gt;
&lt;br /&gt;
Twisters will continually spawn during this phase, even while Dreadknights are up, and so you should constantly be aware of your focus target, and always be ready to move.&lt;br /&gt;
&lt;br /&gt;
This repeats until Twintania reaches 30%&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: 30% - 0% ===&lt;br /&gt;
When Twintania reaches 30%, she will drop the third and final Neurolink. Twintania loses the ability to use Twisters and Dreadknights, but gains two new abilities:&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;Hatch&#039;&#039;&#039;&lt;br /&gt;
|A purple orb spawns directly under Twintania, and one random player is marked with a purple indicator. The orb will chase the marked player, exploding on contact with them or the first player it hits.&lt;br /&gt;
If the player hit is not inside a {{Status effect|debuff|File:fetters icon1.png}} &#039;&#039;&#039;Neurolink&#039;&#039;&#039;, they will take massive damage and likely die. When inside a Neurolink, however, damage is greatly mitigated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;&lt;br /&gt;
|Similar to the ones cast in Phase 1. Twintania will target one player and shoot them &amp;lt;u&amp;gt;five times&amp;lt;/u&amp;gt; in quick succession, creating a [[Area of Effect#Puddle|puddle]] with each shot.&lt;br /&gt;
&lt;br /&gt;
* The flaming [[Area of Effect#Puddle|puddles]] last for 30 seconds before disappearing.&lt;br /&gt;
|}&lt;br /&gt;
The main-tank should keep Twintania on top of a &#039;&#039;&#039;Neurolink&#039;&#039;&#039; at all times. The off-tank should immediately move into the Neurolink under Twintania and stay there as long as possible to absorb &#039;&#039;&#039;Hatch&#039;&#039;&#039;. DPS and Healers should position nearby other Neurolinks in case of emergency.&lt;br /&gt;
&lt;br /&gt;
As long as the off-tank is stood under Twintania, no one should have to worry about &#039;&#039;&#039;Hatch&#039;&#039;&#039;. A tank-swap will still have to occur for &#039;&#039;&#039;Death Sentence&#039;&#039;&#039;, in which the previous main tank will then take the off-tanks place inside the Neurolink.&lt;br /&gt;
&lt;br /&gt;
Be wary of &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;, as it can result in major issues depending on the player targeted. &lt;br /&gt;
&lt;br /&gt;
If the main tank is targeted by Liquid Hell, he should take two to the face, and then pop Invulnerability to stack all five on the same spot. Once the fifth has been dropped, the tank should rotate out of the flaming puddles without moving the boss out of the Neurolink.&lt;br /&gt;
&lt;br /&gt;
If the off tank gets targeted by Liquid Hell, everyone else needs to be extremely careful in dealing with &#039;&#039;&#039;Hatch&#039;&#039;&#039;. Be prepared to move to a Neurolink if you are targeted, and melee DPS will want to move out of the way of the orb. The tank may want to drag Twintania over to a different Neurolink for safety.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Allagan Weapons}}&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[Twintania]]===&lt;br /&gt;
*{{tomestone|Poetics|10}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|ADS Illuminant}} Drops directly from boss, must be &#039;&#039;&#039;synced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 1====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Allagan Wootz Nugget}}&lt;br /&gt;
{{Drops table row|Allagan Silk}}&lt;br /&gt;
{{Drops table row|Allagan Leather}}&lt;br /&gt;
{{Drops table row|Allagan Aetherstone - Weaponry}}&lt;br /&gt;
{{Drops table row|Allagan Aetherstone - Body Gear}}&lt;br /&gt;
{{Drops table row|Allagan Chest Gear Coffer (IL 90)}}&lt;br /&gt;
{{Drops table row|Faded Copy of Thunderer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 2====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Allagan Arms (IL 95)}}&lt;br /&gt;
{{Drops table row|Allagan Battleaxe}}&lt;br /&gt;
{{Drops table row|Allagan Guillotine}}&lt;br /&gt;
{{Drops table row|Allagan Spear}}&lt;br /&gt;
{{Drops table row|Allagan Baghnakhs}}&lt;br /&gt;
{{Drops table row|Allagan Daggers}}&lt;br /&gt;
{{Drops table row|Allagan Composite Bow}}&lt;br /&gt;
{{Drops table row|Allagan Pistol}}&lt;br /&gt;
{{Drops table row|Allagan Rod}}&lt;br /&gt;
{{Drops table row|Allagan Grimoire of Casting}}&lt;br /&gt;
{{Drops table row|Allagan Cane}}&lt;br /&gt;
{{Drops table row|Allagan Grimoire of Healing}}&lt;br /&gt;
{{Drops table row|Allagan Star Globe}}&lt;br /&gt;
{{Drops table row|Allagan Weapon Coffer (IL 95)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|The Binds That Tie I}}&lt;br /&gt;
{{achievement table row|The Binds That Tie II}}&lt;br /&gt;
{{achievement table row|The Binds That Tie III}}&lt;br /&gt;
{{achievement table row|Mightier than the Dragon}}&lt;br /&gt;
{{achievement table row|Mapping the Realm: The Binding Coil of Bahamut V}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Pre-Boss|Primal Timbre|roll=n}}&lt;br /&gt;
{{music table row|Boss|Thunderer}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:The Binding Coil of Bahamut - Turn 5 img1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene 1===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This is going rather more smoothly than I expected. It is indeed convenient to have a hero on hand.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Gods... That the cavern should open up &#039;&#039;again&#039;&#039;, even at this depth...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Hah! This resembles a finger...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &amp;lt;gasp&amp;gt; And so it should! This is Bahamut&#039;s hand!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; As with the wings, it seems to be frozen, and for that I count my blessings. But again I find myself wondering, how is it able to retain physical form?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I had assumed that Bahamut&#039;s reversion to aether was the cause of the widespread changes to the realm. But if he is still here, then that theory no longer holds.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; What was it, then, that brought about the realm&#039;s sudden regeneration? There is still so much we do not know about Carteneau...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I haven&#039;t the slightest inkling how deep these caverns run, but we must continue. &lt;br /&gt;
&lt;br /&gt;
===Post Duty Cutscene 1===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This contraption... Is it used to control the saturation of aether?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I suppose there is only one way to find out.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; The dragon you vanquished earlier—doubtless you noticed the peculiar contraption about its neck.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; It was likely a receptor of some description, used to enslave the creature.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Ancient Allag possessed the means to control dragons, it would seem. The Ishgardians would kill for the knowledge, though to be sure, it could as easily be brought to bear against them.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; An army of dragons could turn the tide of any battle, as the Garleans once learned to their sorrow. I would not be the least bit surprised if they now sought to exploit this power.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Whatever their plans, this serves as another reminder of the might of the Allagans. One cannot help but wonder how so advanced a civilization came to fall.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Gods be good...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This is...this is Bahamut&#039;s head!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; And that enormous crystal—it pulsates as if... as if it were a heart! Then the primal that had awakened...was Bahamut all this time!?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; No! No, no, &#039;&#039;NO&#039;&#039;! This cannot be true! This...this would mean that Grandfather died for naught!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Confound it! We do not know enough to strike at it now! We must withdraw!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Who...? Who is that? No...it can&#039;t be...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Grandfather? Is it truly you?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; No... Don&#039;t leave me again... Please...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &amp;gt;&amp;gt; Grandfather!!! &amp;lt;&amp;lt;&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I-I know... We can do no more for now...&lt;br /&gt;
&lt;br /&gt;
===Post Duty Cutscene 2===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Hm? But this looks like...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; How did we come to be in northern Thanalan of all places?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Oh, but such details matter little!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Grandfather&#039;s alive, [Forename]!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Bahamut did &#039;&#039;not&#039;&#039; defeat him!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; But why won&#039;t he return to us? I don&#039;t understand...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This expedition has yielded more questions than it did answers.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; At any rate, we would both be better for a rest. Let us return to the Waking Sands and reflect upon what we have seen.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Thank you, [Forename]. Without you, none of this would have been possible.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:The_Binding_Coil_of_Bahamut_-_Turn_5_Divebomb_Map.jpg&amp;diff=1520265</id>
		<title>File:The Binding Coil of Bahamut - Turn 5 Divebomb Map.jpg</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:The_Binding_Coil_of_Bahamut_-_Turn_5_Divebomb_Map.jpg&amp;diff=1520265"/>
		<updated>2026-08-04T23:37:35Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The arena and location of Divebomb locations in The Binding Coil of Bahamut - Turn 5.&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1519966</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1519966"/>
		<updated>2026-08-04T19:37:46Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Updates to Patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|To Kweh under Distant Skies}}&lt;br /&gt;
| patch = 4.4&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Alphascape V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello, World===&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks, the debuff expires, or a tethered player dies, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Hello, World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}} Critical Overflow Bug&lt;br /&gt;
|An 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}} Critical Synchronization Bug&lt;br /&gt;
|A debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello, World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}} Latent Defect&lt;br /&gt;
|A 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|Critical Error&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on each side of the Line AoE. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello, World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard-hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still need to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to break all four tethers intentionally before they expire naturally—which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and defeat the party. Tethers must be broken one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will kill the party if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch, not only to give a clear view of which type of tether is between each player, but to give everyone time to move closer or away from their partner depending on the tether type received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; followed by &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
#*Alternatively, three tethers can be broken prior to Oversampled Wave Cannon with quick coordination.&lt;br /&gt;
# The final tether can be broken after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether, prior to the &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; cast.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether during Oversampled Wave Cannon&#039;s cast, as the vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* Both tether types break with a 10 yalm distance, with red/green far tethers breaking when within 10y of each other, and blue close tethers breaking when 10y away from each other.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
* The tank with {{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}} &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; must break their tether sometime prior to Oversampled Wave Cannon, as the [[Tankbuster#AoE Tankbuster|AoE tankbuster]] would kill their partner.&lt;br /&gt;
|-|Hello, World=&lt;br /&gt;
====== Hello, World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello, World.|thumb|One of many potential methods to surviving Hello, World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello, World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello, World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating arms, looking at the left (northwestern) arm.&lt;br /&gt;
&lt;br /&gt;
* If this arm has an orange rotating arrow, the party should run to the north edge of the arena to start.&lt;br /&gt;
* If this arm has a blue rotating arrow, the party should run to the south edge of the arena.&lt;br /&gt;
* If all arrows are the same color, players can simply run to the east edge (all orange) or the west edge (all blue).&lt;br /&gt;
&lt;br /&gt;
Assuming all arrows are not the same color, everyone should now be standing in the middle Line AoE on either the north or south edge of the arena. The party then simply has to move left or right towards the line AoE that is rotating in a different direction to the other two, placing players into the correct safe zone.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the arm targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the cast and the random nature of the arm placement, players often have enough time to safely spread out without the need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* Players should not panic once the spread circles appear. Those not marked by spread circles should focus entirely on moving out of the static circle AoEs, then moving back into position the instant the static circle AoEs disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello, World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello, World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&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 - Hello, World #2 ===&lt;br /&gt;
----Omega casts Hello, World once more, throwing in new bugs in an attempt to erase the party from existence.&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;
! class=&amp;quot;line-right&amp;quot;|Hello, World #2&lt;br /&gt;
|Functions the same as before with two new additions: the second healer is debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;, and three &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; [[Tower|towers]] appear after 24 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}} Critical Underflow Bug&lt;br /&gt;
|A 15 second debuff that will spread copies of itself to other players via touch, each with a 15 second timer. On expiration, explodes into a 5y radius [[Area of Effect#Spread Circle|circle AoE]] that does not damage the user, but kills any other players in range.&lt;br /&gt;
Buffs the afflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Underflow debugger icon1.png|link=File:Underflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Underflow Debugger&#039;&#039;&#039; on expiration, completely preventing the player from receiving the Underflow debuff again for 30 seconds. Does not protect against damage.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|Cascading Latent Defect&lt;br /&gt;
|Three [[Tower|towers]] that appear 24 seconds after Hello, World is cast and resolve after 6 seconds. There is one tower in the east, one in the west, and one in the center of the arena. Unoccupied towers deal extreme party-wide damage.&lt;br /&gt;
On resolution, players inside the towers are debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; will kill the entire party on expiration. This can &#039;&#039;only&#039;&#039; be cleansed by being debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}} Critical Underflow Bug&#039;&#039;&#039; prior, and then having Underflow expire before Cascading Latent Defect does.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Program Omega&#039;&#039;&#039;&lt;br /&gt;
|A soft enrage. Deals repeated party-wide damage combined with four casts of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; that grant Omega one stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; each.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O12S Hello World 2.gif|alt=One of many methods to surviving Hello World 2.|thumb|One of many methods to survive Hello, World #2.]]&lt;br /&gt;
Mostly a repeat of the prior phase, but the added complexities with &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; will intensely test the party&#039;s ability to execute strategies exactly to plan.&lt;br /&gt;
&lt;br /&gt;
====== Hello, World #2: ======&lt;br /&gt;
As before, there are countless viable strategies to solving the new version of this attack. Many strategies from the previous Hello, World can be mostly re-used.&lt;br /&gt;
&lt;br /&gt;
With the addition of &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; [[Tower|towers]], new goals have been added to survive the onslaught.&lt;br /&gt;
&lt;br /&gt;
* Three players (selected via debuffs assigned by Hello, World) must be assigned to the towers, and each must have an active &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; prior to the towers appearing.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; must be spread at least twice to allow the debuff to expire within the window needed to cure &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
** To correctly line up the timing, the three players intending to take the towers must receive Underflow any time &amp;lt;u&amp;gt;between the second and third expiration&amp;lt;/u&amp;gt; of &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
* All players debuffed with Underflow must take care to not touch other players not intended as Underflow recipients, and to separate from others when the debuff is about to expire.&lt;br /&gt;
** As it is unknown which healer will receive Underflow from Hello, World, the party may want to keep both healers a short distance away from everyone else until debuffs are assigned.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World #2, Omega will follow the same attack exact attack pattern as before.&lt;br /&gt;
&lt;br /&gt;
The fight will end with a cast of &#039;&#039;&#039;Program Omega&#039;&#039;&#039; and four casts of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, each granting Omega a stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; while doing constant party-wide damage.&lt;br /&gt;
&lt;br /&gt;
After five stacks, 10 minutes and 30 seconds into the fight, Omega will being a 10 second cast of &#039;&#039;&#039;Ion Efflux&#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;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
Players taking towers must be debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Program Omega&#039;&#039;&#039;&lt;br /&gt;
|Heal the party continuously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux x4&#039;&#039;&#039;&lt;br /&gt;
|Continue to mitigate and heal. 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;Ion Efflux (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519900</id>
		<title>Eden&#039;s Gate: Resurrection (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519900"/>
		<updated>2026-08-04T07:44:41Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Resurrection}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty - but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image =  Eden&#039;s Gate- Resurrection (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 440&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Core&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| id-gt = 30079&lt;br /&gt;
| id-edb = b82ab97c785&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E1S&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Keeper of Knowledge: [[Eden Prime]]==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The outer edge of the arena will kill any player that comes in contact with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]]. Ignores the immunity provided by {{Status effect|buff|File:Transcendent icon1.png|link=File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; after resurrection.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Functions identically to &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;, but indicates the start or end of an attack series.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Two [[Tankbuster|tankbusters]] in quick succession. The first hit targets the highest enmity player at the start of the cast, inflicting {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds. The second hit targets the highest enmity player at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Eden Prime teleports to a random corner, turns around, and fires a massive [[Area of Effect#Static Line AoE|static line AoE]] covering the entire arena in front of it.&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;|Vice and Virtue&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Places blue targeting reticles on DPS, Healers, or Tanks.&lt;br /&gt;
The effect of this attack varies depending on the role &#039;&#039;initially&#039;&#039; targeted.&lt;br /&gt;
|When initially placed on DPS, each marked player drops a 5y radius [[Area of Effect#Puddle|puddle]] at their location.&lt;br /&gt;
|-&lt;br /&gt;
|When initially placed on tanks, both are hit by [[Tankbuster#AoE Tankbuster|line AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|When initially placed on healers, marked players are inflicted with an extremely powerful 20-second {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff at the end of the cast.&lt;br /&gt;
Markers can be passed to other players on touch, after which the previous owner is debuffed with {{Status effect|debuff|File:SlipperyPreyDebuff.png|link=File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039; for 6 seconds and unable to receive the marker again.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Simultaneously attacks with a [[Area of Effect#Static Circle AoE|static circle AoE]] underneath itself, four [[Area of Effect#Static Line AoE|static line AoEs]] in each cardinal direction, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The four farthest players are targeted by [[Area of Effect#Homing AoE|homing AoEs]], dropping 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath themselves five times in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The eight light orbs fire a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player to it, dealing high magic damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Targeted players should spread out to avoid inflicting unnecessary damage to teammates and place the puddles at the outer edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should utilize mitigations and position themselves so that the party (and the other tank) aren&#039;t blasted by their own beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|A tank swap should occur during the cast, or an invulnerability cooldown used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healers)&#039;&#039;&#039;&lt;br /&gt;
|Each Healer should pass a marker over to each tank as soon as possible. Tanks will have to be kept alive through the heavy damage-over-time effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Players should split into pairs of two and move to the diagonal edges of the arena (and away from each other).&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
|Four ranged players designated to handle [[Area of Effect#Homing AoE|homing AoEs]] should move away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
|The four assigned players should dodge their AoEs while the tanks and melee focus on dealing damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
|All players should stand next to an orb aimed towards the outside of the arena to ensure the beam is fired away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#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;Fragor Maximus (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; is very similar to Normal mode. After inflicting major raidwide damage, Eden teleports the arena to the depths of space. After a brief delay, two proximity markers will spawn, indicating the arrival of two adds - &#039;&#039;&#039;Guardians of Paradise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Each guardian should be picked up by a tank, moved towards each other, and faced away from the group. However, seeing as each add will perform regular cleaves, it is best not to double-tank them. Periodically, adds will attempt to cast &#039;&#039;&#039;Mana Boost&#039;&#039;&#039;, which should immediately be [[interrupt]]ed. If successfully cast, &#039;&#039;&#039;Mana Boost&#039;&#039;&#039; will buff the add with lethal damage. Eventually, both adds will begin charging &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; - an unavoidable AoE blast for massive damage. To avoid the brunt of the damage, players should focus down a specific add so that the group isn&#039;t blasted by two &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; at the same time.&lt;br /&gt;
&lt;br /&gt;
*As a last resort (enrage), adds will eventually begin to cast &#039;&#039;&#039;Unto Dust&#039;&#039;&#039;, forcing a DPS check which will wipe the entire raid if unsuccessful.&lt;br /&gt;
&lt;br /&gt;
*If the adds are successfully slain in time, &#039;&#039;&#039;Eternal Breath&#039;&#039;&#039; - the same transitional cutscene from normal - will play, causing Eden to shoot the raid into a black hole for tremendous damage and eventually drop everyone back to the original platform.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; is cast immediately after the transition has ended, giving Eden the ability to buff and alter mechanics so that they must be handled in a different manner. Due to this, players must pay attention to Eden&#039;s buffs. If you notice that Eden has a buff-icon while casting an ability, that ability will be &#039;&#039;&#039;altered&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; revamps the original tankbuster so that it must be shared by the entire group rather than avoided. To combat this change, all players should split into two groups and stand alongside the tank to soak as much damage as possible. Despite being &#039;&#039;&#039;Altered&#039;&#039;&#039;, everyone hit by the mechanic will still acquire &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039;. Furthermore, the first person hit by the blast will also be marked with &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039;, so tanks should ensure that they are standing &#039;&#039;behind&#039;&#039; the assigned group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Puddles)&#039;&#039;&#039; will once again mark four random DPS. However, the revamped version no longer drops persistent puddles and, instead, requires the marked player to soak the upcoming damage alongside one additional player (ie. pair up). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Delta Attack&#039;&#039;&#039; is practically an inverse version of the original mechanic. Instead of spreading throughout the room to avoid massive line-based attacks throughout the arena, the group must instead stack close to Eden to avoid a major donut AoE. Simultaneously, both tanks will be marked for line AoEs, and a random DPS or healer will be marked for a non-telegraphed stack marker. To handle this, all players should group up close to Eden, with two tanks standing (separately) on one side while everyone else stacks together on the other. By doing so, everyone avoids the donut AoE, the tanks aim their beams harmlessly out of the arena, and the stack marker is soaked by everyone else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Prey)&#039;&#039;&#039; marks both healers and is similar to the original mechanic, except this time, players affected by the resulting blast will receive &#039;&#039;&#039;Poison&#039;&#039;&#039;, &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039; and &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;. Due to these debuffs being unpleasant for tanks, the marks should instead be passed on to a DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;, the double-hitting tankbuster against Eden&#039;s primary target, will be used once more. However, it is not altered in any way, thus should be handled in the same manner as phase one (either with an immunity cooldown or tank swap).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena to the alternate red version once more. Unlike before, &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; will also spawn four white orbs (rather than the previous eight) next to &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, which must be destroyed before they collide with the platform. Should any meteor land, the entire raid will be bombarded by heavy damage and debuffs. While the meteors drop, the raid will also have to contend with mechanics from the white orbs as well (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;White Orbs&#039;&#039;&#039;, just like earlier, will each target the closest player, except this time, the resulting beams will fire tri-pronged line attacks that will spin-fire in a particular direction indicated by the rotating arrows. Due to overlapping with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, players should be assigned to each orb and bait the beams so that they fire out of the arena, leaving other DPS (and tanks) free to deal with any remaining meteors in the center. Bear in mind that the orbs will fire in a 180-degree arc before dissipating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible to avoid instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena back to its original state.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;If you&#039;ve gotten this far, Eden will perform a chain of previous mechanics in quick succession, such as:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; - the raidwide attack from the start of the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; - the arena-wide donut AoE from the start of the battle. Remember to move into Eden&#039;s hitbox to avoid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Tankbusters)&#039;&#039;&#039; - the unmodified attack against both tanks simultaneously. Tanks must remember to aim their markers so that the resulting blast doesn&#039;t clip the raid (or their fellow tank).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039; - the double-hitting tankbuster against Eden&#039;s primary target. Don&#039;t forget to utilize immunity (single tank) or a tank swap to avoid stacking &#039;&#039;&#039;Vulnerability&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Puddles)&#039;&#039;&#039; - the unmodified version you dealt with at the beginning of the battle. Don&#039;t forget to place puddles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - the unmodified version from earlier. Don&#039;t forget to pair up and stand within the diagonal safespots away from Eden to avoid the inner AoE and the barrage of attacks across the north, south, east and western sides of the playing field. Bear in mind that the &#039;&#039;&#039;puddles&#039;&#039;&#039; will still be active at this point, so be sure to drop them away from the safespots before &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; is executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Prey)&#039;&#039;&#039; - the unmodified version from earlier. Healers should once again transfer their marks to each tank as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the alternate red version, along with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039; and four &#039;&#039;&#039;White Orbs&#039;&#039;&#039; you dealt with a little earlier. Both mechanics are handled the same way as before (by baiting the beams so that the tri-pronged attacks fire out of the arena and don&#039;t rotate towards the center).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the original version, followed by another &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; (raidwide AoE), and &#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; (move into Eden&#039;s hitbox to avoid the donut AoE).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Having survived this onslaught, the raid will witness Eden casting another &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;, giving it alternative versions of previous mechanics much like before. After dealing with Eden&#039;s altered assault, such as &#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; and a few others, Eden will soon initiate a hard enrage via &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039;, causing a final DPS check. Should Eden successfully cast &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; at this point, the raid suffers an unavoidable raid wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Resurrection}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E1S.png&lt;br /&gt;
E1 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519897</id>
		<title>Eden&#039;s Gate: Resurrection (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519897"/>
		<updated>2026-08-04T07:35:20Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Resurrection}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty - but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image =  Eden&#039;s Gate- Resurrection (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 440&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Core&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| id-gt = 30079&lt;br /&gt;
| id-edb = b82ab97c785&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E1S&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Keeper of Knowledge: [[Eden Prime]]==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The outer edge of the arena will kill any player that comes in contact with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]]. Ignores the immunity provided by {{Status effect|buff|File:Transcendent icon1.png|link=File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; after resurrection.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Functions identically to &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;, but indicates the start or end of an attack series.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Two [[Tankbuster|tankbusters]] in quick succession. The first hit targets the highest enmity player at the start of the cast, inflicting {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds. The second hit targets the highest enmity player at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Eden Prime teleports to a random corner, turns around, and fires a massive [[Area of Effect#Static Line AoE|static line AoE]] covering the entire arena in front of it.&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;|Vice and Virtue&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Places blue targeting reticles on DPS, Healers, or Tanks.&lt;br /&gt;
The effect of this attack varies depending on the role targeted.&lt;br /&gt;
|When placed on DPS, each marked player drops a 5y radius [[Area of Effect#Puddle|puddle]] at their location.&lt;br /&gt;
|-&lt;br /&gt;
|When placed on tanks, both are hit by [[Tankbuster#AoE Tankbuster|line AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|When placed on healers, markers can be passed to other players on touch. At the end of the cast, the marked players are inflicted with an extremely powerful {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff for 20 seconds.&lt;br /&gt;
When the marker is passed, the previous owner is debuffed with {{Status effect|debuff|File:SlipperyPreyDebuff.png|link=File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039; for 6 seconds and unable to receive the marker again.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Simultaneously attacks with a [[Area of Effect#Static Circle AoE|static circle AoE]] underneath itself, four [[Area of Effect#Static Line AoE|static line AoEs]] in each cardinal direction, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The four farthest players are targeted by [[Area of Effect#Homing AoE|homing AoEs]], dropping 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath themselves five times in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The eight light orbs fire a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player to it, dealing high magic damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Targeted players should spread out to avoid inflicting unnecessary damage to teammates and place the puddles at the outer edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should utilize mitigations and position themselves so that the party (and the other tank) aren&#039;t blasted by their own beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|A tank swap should occur during the cast, or an invulnerability cooldown used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healers)&#039;&#039;&#039;&lt;br /&gt;
|Each Healer should pass a marker over to each tank as soon as possible. Tanks will have to be kept alive through the heavy damage-over-time effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Players should split into pairs of two and move to the diagonal edges of the arena (and away from each other).&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
|Four ranged players designated to handle [[Area of Effect#Homing AoE|homing AoEs]] should move away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
|The four assigned players should dodge their AoEs while the tanks and melee focus on dealing damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
|All players should stand next to an orb aimed towards the outside of the arena to ensure the beam is fired away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#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;Fragor Maximus (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; is very similar to Normal mode. After inflicting major raidwide damage, Eden teleports the arena to the depths of space. After a brief delay, two proximity markers will spawn, indicating the arrival of two adds - &#039;&#039;&#039;Guardians of Paradise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Each guardian should be picked up by a tank, moved towards each other, and faced away from the group. However, seeing as each add will perform regular cleaves, it is best not to double-tank them. Periodically, adds will attempt to cast &#039;&#039;&#039;Mana Boost&#039;&#039;&#039;, which should immediately be [[interrupt]]ed. If successfully cast, &#039;&#039;&#039;Mana Boost&#039;&#039;&#039; will buff the add with lethal damage. Eventually, both adds will begin charging &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; - an unavoidable AoE blast for massive damage. To avoid the brunt of the damage, players should focus down a specific add so that the group isn&#039;t blasted by two &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; at the same time.&lt;br /&gt;
&lt;br /&gt;
*As a last resort (enrage), adds will eventually begin to cast &#039;&#039;&#039;Unto Dust&#039;&#039;&#039;, forcing a DPS check which will wipe the entire raid if unsuccessful.&lt;br /&gt;
&lt;br /&gt;
*If the adds are successfully slain in time, &#039;&#039;&#039;Eternal Breath&#039;&#039;&#039; - the same transitional cutscene from normal - will play, causing Eden to shoot the raid into a black hole for tremendous damage and eventually drop everyone back to the original platform.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; is cast immediately after the transition has ended, giving Eden the ability to buff and alter mechanics so that they must be handled in a different manner. Due to this, players must pay attention to Eden&#039;s buffs. If you notice that Eden has a buff-icon while casting an ability, that ability will be &#039;&#039;&#039;altered&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; revamps the original tankbuster so that it must be shared by the entire group rather than avoided. To combat this change, all players should split into two groups and stand alongside the tank to soak as much damage as possible. Despite being &#039;&#039;&#039;Altered&#039;&#039;&#039;, everyone hit by the mechanic will still acquire &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039;. Furthermore, the first person hit by the blast will also be marked with &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039;, so tanks should ensure that they are standing &#039;&#039;behind&#039;&#039; the assigned group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Puddles)&#039;&#039;&#039; will once again mark four random DPS. However, the revamped version no longer drops persistent puddles and, instead, requires the marked player to soak the upcoming damage alongside one additional player (ie. pair up). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Delta Attack&#039;&#039;&#039; is practically an inverse version of the original mechanic. Instead of spreading throughout the room to avoid massive line-based attacks throughout the arena, the group must instead stack close to Eden to avoid a major donut AoE. Simultaneously, both tanks will be marked for line AoEs, and a random DPS or healer will be marked for a non-telegraphed stack marker. To handle this, all players should group up close to Eden, with two tanks standing (separately) on one side while everyone else stacks together on the other. By doing so, everyone avoids the donut AoE, the tanks aim their beams harmlessly out of the arena, and the stack marker is soaked by everyone else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Prey)&#039;&#039;&#039; marks both healers and is similar to the original mechanic, except this time, players affected by the resulting blast will receive &#039;&#039;&#039;Poison&#039;&#039;&#039;, &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039; and &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;. Due to these debuffs being unpleasant for tanks, the marks should instead be passed on to a DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;, the double-hitting tankbuster against Eden&#039;s primary target, will be used once more. However, it is not altered in any way, thus should be handled in the same manner as phase one (either with an immunity cooldown or tank swap).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena to the alternate red version once more. Unlike before, &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; will also spawn four white orbs (rather than the previous eight) next to &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, which must be destroyed before they collide with the platform. Should any meteor land, the entire raid will be bombarded by heavy damage and debuffs. While the meteors drop, the raid will also have to contend with mechanics from the white orbs as well (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;White Orbs&#039;&#039;&#039;, just like earlier, will each target the closest player, except this time, the resulting beams will fire tri-pronged line attacks that will spin-fire in a particular direction indicated by the rotating arrows. Due to overlapping with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, players should be assigned to each orb and bait the beams so that they fire out of the arena, leaving other DPS (and tanks) free to deal with any remaining meteors in the center. Bear in mind that the orbs will fire in a 180-degree arc before dissipating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible to avoid instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena back to its original state.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;If you&#039;ve gotten this far, Eden will perform a chain of previous mechanics in quick succession, such as:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; - the raidwide attack from the start of the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; - the arena-wide donut AoE from the start of the battle. Remember to move into Eden&#039;s hitbox to avoid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Tankbusters)&#039;&#039;&#039; - the unmodified attack against both tanks simultaneously. Tanks must remember to aim their markers so that the resulting blast doesn&#039;t clip the raid (or their fellow tank).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039; - the double-hitting tankbuster against Eden&#039;s primary target. Don&#039;t forget to utilize immunity (single tank) or a tank swap to avoid stacking &#039;&#039;&#039;Vulnerability&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Puddles)&#039;&#039;&#039; - the unmodified version you dealt with at the beginning of the battle. Don&#039;t forget to place puddles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - the unmodified version from earlier. Don&#039;t forget to pair up and stand within the diagonal safespots away from Eden to avoid the inner AoE and the barrage of attacks across the north, south, east and western sides of the playing field. Bear in mind that the &#039;&#039;&#039;puddles&#039;&#039;&#039; will still be active at this point, so be sure to drop them away from the safespots before &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; is executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Prey)&#039;&#039;&#039; - the unmodified version from earlier. Healers should once again transfer their marks to each tank as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the alternate red version, along with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039; and four &#039;&#039;&#039;White Orbs&#039;&#039;&#039; you dealt with a little earlier. Both mechanics are handled the same way as before (by baiting the beams so that the tri-pronged attacks fire out of the arena and don&#039;t rotate towards the center).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the original version, followed by another &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; (raidwide AoE), and &#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; (move into Eden&#039;s hitbox to avoid the donut AoE).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Having survived this onslaught, the raid will witness Eden casting another &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;, giving it alternative versions of previous mechanics much like before. After dealing with Eden&#039;s altered assault, such as &#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; and a few others, Eden will soon initiate a hard enrage via &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039;, causing a final DPS check. Should Eden successfully cast &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; at this point, the raid suffers an unavoidable raid wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Resurrection}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E1S.png&lt;br /&gt;
E1 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519896</id>
		<title>Eden&#039;s Gate: Resurrection (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519896"/>
		<updated>2026-08-04T07:32:13Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Resurrection}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty - but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image =  Eden&#039;s Gate- Resurrection (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 440&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Core&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| id-gt = 30079&lt;br /&gt;
| id-edb = b82ab97c785&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E1S&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Keeper of Knowledge: [[Eden Prime]]==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The outer edge of the arena will kill any player that comes in contact with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]]. Ignores the immunity provided by {{Status effect|buff|File:Transcendent icon1.png|link=File:Transcendent icon1.png}} &#039;&#039;&#039;Transcendent&#039;&#039;&#039; after resurrection.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Functions identically to &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;, but indicates the start or end of an attack series.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Two [[Tankbuster|tankbusters]] in quick succession. The first hit targets the highest enmity player at the start of the cast, inflicting {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds. The second hit targets the highest enmity player at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Eden Prime teleports to a random corner, turns around, and fires a massive [[Area of Effect#Static Line AoE|static line AoE]] covering the entire arena in front of it.&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;|Vice and Virtue&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Places blue targeting reticles on DPS, Healers, or Tanks.&lt;br /&gt;
The effect of this attack varies depending on the role targeted.&lt;br /&gt;
|When placed on DPS, each marked player drops a 5y radius [[Area of Effect#Puddle|puddle]] at their location.&lt;br /&gt;
|-&lt;br /&gt;
|When placed on tanks, both are hit by [[Tankbuster#AoE Tankbuster|line AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|When placed on healers, markers can be passed to other players on touch. At the end of the cast, the marked players are inflicted with an extremely powerful {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff for 20 seconds.&lt;br /&gt;
When the marker is passed, the previous owner is debuffed with {{Status effect|debuff|File:SlipperyPreyDebuff.png|link=File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039; for 6 seconds and unable to receive the marker again.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Simultaneously attacks with a [[Area of Effect#Static Circle AoE|static circle AoE]] underneath itself, four [[Area of Effect#Static Line AoE|static line AoEs]] in each cardinal direction, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The four farthest players are targeted by [[Area of Effect#Homing AoE|homing AoEs]], dropping 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath themselves five times in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The eight light orbs fire a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player to it, dealing high magic damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Targeted players should spread out to avoid inflicting unnecessary damage to teammates and place the puddles at the outer edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should utilize mitigations and position themselves so that the party (and the other tank) aren&#039;t blasted by their own beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|A tank swap should occur during the cast, or an invulnerability cooldown used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healers)&#039;&#039;&#039;&lt;br /&gt;
|Each Healer should pass a marker over to each tank as soon as possible. Tanks will have to be kept alive through the heavy damage-over-time effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Players should split into pairs of two and move to the diagonal edges of the arena (and away from each other).&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
|Four ranged players designated to handle [[Area of Effect#Homing AoE|homing AoEs]] should move away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
|The four assigned players should dodge their AoEs while the tanks and melee focus on dealing damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
|All players should stand next to an orb aimed towards the outside of the arena to ensure the beam is fired away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#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;Fragor Maximus (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; is very similar to Normal mode. After inflicting major raidwide damage, Eden teleports the arena to the depths of space. After a brief delay, two proximity markers will spawn, indicating the arrival of two adds - &#039;&#039;&#039;Guardians of Paradise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Each guardian should be picked up by a tank, moved towards each other, and faced away from the group. However, seeing as each add will perform regular cleaves, it is best not to double-tank them. Periodically, adds will attempt to cast &#039;&#039;&#039;Mana Boost&#039;&#039;&#039;, which should immediately be [[interrupt]]ed. If successfully cast, &#039;&#039;&#039;Mana Boost&#039;&#039;&#039; will buff the add with lethal damage. Eventually, both adds will begin charging &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; - an unavoidable AoE blast for massive damage. To avoid the brunt of the damage, players should focus down a specific add so that the group isn&#039;t blasted by two &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; at the same time.&lt;br /&gt;
&lt;br /&gt;
*As a last resort (enrage), adds will eventually begin to cast &#039;&#039;&#039;Unto Dust&#039;&#039;&#039;, forcing a DPS check which will wipe the entire raid if unsuccessful.&lt;br /&gt;
&lt;br /&gt;
*If the adds are successfully slain in time, &#039;&#039;&#039;Eternal Breath&#039;&#039;&#039; - the same transitional cutscene from normal - will play, causing Eden to shoot the raid into a black hole for tremendous damage and eventually drop everyone back to the original platform.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; is cast immediately after the transition has ended, giving Eden the ability to buff and alter mechanics so that they must be handled in a different manner. Due to this, players must pay attention to Eden&#039;s buffs. If you notice that Eden has a buff-icon while casting an ability, that ability will be &#039;&#039;&#039;altered&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; revamps the original tankbuster so that it must be shared by the entire group rather than avoided. To combat this change, all players should split into two groups and stand alongside the tank to soak as much damage as possible. Despite being &#039;&#039;&#039;Altered&#039;&#039;&#039;, everyone hit by the mechanic will still acquire &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039;. Furthermore, the first person hit by the blast will also be marked with &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039;, so tanks should ensure that they are standing &#039;&#039;behind&#039;&#039; the assigned group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Puddles)&#039;&#039;&#039; will once again mark four random DPS. However, the revamped version no longer drops persistent puddles and, instead, requires the marked player to soak the upcoming damage alongside one additional player (ie. pair up). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Delta Attack&#039;&#039;&#039; is practically an inverse version of the original mechanic. Instead of spreading throughout the room to avoid massive line-based attacks throughout the arena, the group must instead stack close to Eden to avoid a major donut AoE. Simultaneously, both tanks will be marked for line AoEs, and a random DPS or healer will be marked for a non-telegraphed stack marker. To handle this, all players should group up close to Eden, with two tanks standing (separately) on one side while everyone else stacks together on the other. By doing so, everyone avoids the donut AoE, the tanks aim their beams harmlessly out of the arena, and the stack marker is soaked by everyone else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Prey)&#039;&#039;&#039; marks both healers and is similar to the original mechanic, except this time, players affected by the resulting blast will receive &#039;&#039;&#039;Poison&#039;&#039;&#039;, &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039; and &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;. Due to these debuffs being unpleasant for tanks, the marks should instead be passed on to a DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;, the double-hitting tankbuster against Eden&#039;s primary target, will be used once more. However, it is not altered in any way, thus should be handled in the same manner as phase one (either with an immunity cooldown or tank swap).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena to the alternate red version once more. Unlike before, &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; will also spawn four white orbs (rather than the previous eight) next to &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, which must be destroyed before they collide with the platform. Should any meteor land, the entire raid will be bombarded by heavy damage and debuffs. While the meteors drop, the raid will also have to contend with mechanics from the white orbs as well (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;White Orbs&#039;&#039;&#039;, just like earlier, will each target the closest player, except this time, the resulting beams will fire tri-pronged line attacks that will spin-fire in a particular direction indicated by the rotating arrows. Due to overlapping with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, players should be assigned to each orb and bait the beams so that they fire out of the arena, leaving other DPS (and tanks) free to deal with any remaining meteors in the center. Bear in mind that the orbs will fire in a 180-degree arc before dissipating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible to avoid instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena back to its original state.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;If you&#039;ve gotten this far, Eden will perform a chain of previous mechanics in quick succession, such as:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; - the raidwide attack from the start of the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; - the arena-wide donut AoE from the start of the battle. Remember to move into Eden&#039;s hitbox to avoid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Tankbusters)&#039;&#039;&#039; - the unmodified attack against both tanks simultaneously. Tanks must remember to aim their markers so that the resulting blast doesn&#039;t clip the raid (or their fellow tank).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039; - the double-hitting tankbuster against Eden&#039;s primary target. Don&#039;t forget to utilize immunity (single tank) or a tank swap to avoid stacking &#039;&#039;&#039;Vulnerability&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Puddles)&#039;&#039;&#039; - the unmodified version you dealt with at the beginning of the battle. Don&#039;t forget to place puddles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - the unmodified version from earlier. Don&#039;t forget to pair up and stand within the diagonal safespots away from Eden to avoid the inner AoE and the barrage of attacks across the north, south, east and western sides of the playing field. Bear in mind that the &#039;&#039;&#039;puddles&#039;&#039;&#039; will still be active at this point, so be sure to drop them away from the safespots before &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; is executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Prey)&#039;&#039;&#039; - the unmodified version from earlier. Healers should once again transfer their marks to each tank as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the alternate red version, along with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039; and four &#039;&#039;&#039;White Orbs&#039;&#039;&#039; you dealt with a little earlier. Both mechanics are handled the same way as before (by baiting the beams so that the tri-pronged attacks fire out of the arena and don&#039;t rotate towards the center).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the original version, followed by another &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; (raidwide AoE), and &#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; (move into Eden&#039;s hitbox to avoid the donut AoE).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Having survived this onslaught, the raid will witness Eden casting another &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;, giving it alternative versions of previous mechanics much like before. After dealing with Eden&#039;s altered assault, such as &#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; and a few others, Eden will soon initiate a hard enrage via &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039;, causing a final DPS check. Should Eden successfully cast &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; at this point, the raid suffers an unavoidable raid wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Resurrection}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E1S.png&lt;br /&gt;
E1 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519893</id>
		<title>Eden&#039;s Gate: Resurrection (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519893"/>
		<updated>2026-08-04T07:31:00Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Resurrection}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty - but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image =  Eden&#039;s Gate- Resurrection (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 440&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Core&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| id-gt = 30079&lt;br /&gt;
| id-edb = b82ab97c785&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E1S&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Keeper of Knowledge: [[Eden Prime]]==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The outer edge of the arena will kill any player that comes in contact with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]]. Ignores the immunity provided by {{Status effect|buff|File:Transcendent icon1.png|link=File:Transcendent icon1.png}} &#039;&#039;&#039;Transcendent&#039;&#039;&#039; after resurrection.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Two [[Tankbuster|tankbusters]] in quick succession. The first hit targets the highest enmity player at the start of the cast, inflicting {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds. The second hit targets the highest enmity player at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Eden Prime teleports to a random corner, turns around, and fires a massive [[Area of Effect#Static Line AoE|static line AoE]] covering the entire arena in front of it.&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;|Vice and Virtue&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Places blue targeting reticles on DPS, Healers, or Tanks.&lt;br /&gt;
The effect of this attack varies depending on the role targeted.&lt;br /&gt;
|When placed on DPS, each marked player drops a 5y radius [[Area of Effect#Puddle|puddle]] at their location.&lt;br /&gt;
|-&lt;br /&gt;
|When placed on tanks, both are hit by [[Tankbuster#AoE Tankbuster|line AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|When placed on healers, markers can be passed to other players on touch. At the end of the cast, the marked players are inflicted with an extremely powerful {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff for 20 seconds.&lt;br /&gt;
When the marker is passed, the previous owner is debuffed with {{Status effect|debuff|File:SlipperyPreyDebuff.png|link=File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039; for 6 seconds and unable to receive the marker again.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Simultaneously attacks with a [[Area of Effect#Static Circle AoE|static circle AoE]] underneath itself, four [[Area of Effect#Static Line AoE|static line AoEs]] in each cardinal direction, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The four farthest players are targeted by [[Area of Effect#Homing AoE|homing AoEs]], dropping 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath themselves five times in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The eight light orbs fire a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player to it, dealing high magic damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Targeted players should spread out to avoid inflicting unnecessary damage to teammates and place the puddles at the outer edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should utilize mitigations and position themselves so that the party (and the other tank) aren&#039;t blasted by their own beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|A tank swap should occur during the cast, or an invulnerability cooldown used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healers)&#039;&#039;&#039;&lt;br /&gt;
|Each Healer should pass a marker over to each tank as soon as possible. Tanks will have to be kept alive through the heavy damage-over-time effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Players should split into pairs of two and move to the diagonal edges of the arena (and away from each other).&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
|Four ranged players designated to handle [[Area of Effect#Homing AoE|homing AoEs]] should move away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
|The four assigned players should dodge their AoEs while the tanks and melee focus on dealing damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
|All players should stand next to an orb aimed towards the outside of the arena to ensure the beam is fired away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#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;Fragor Maximus (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; is very similar to Normal mode. After inflicting major raidwide damage, Eden teleports the arena to the depths of space. After a brief delay, two proximity markers will spawn, indicating the arrival of two adds - &#039;&#039;&#039;Guardians of Paradise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Each guardian should be picked up by a tank, moved towards each other, and faced away from the group. However, seeing as each add will perform regular cleaves, it is best not to double-tank them. Periodically, adds will attempt to cast &#039;&#039;&#039;Mana Boost&#039;&#039;&#039;, which should immediately be [[interrupt]]ed. If successfully cast, &#039;&#039;&#039;Mana Boost&#039;&#039;&#039; will buff the add with lethal damage. Eventually, both adds will begin charging &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; - an unavoidable AoE blast for massive damage. To avoid the brunt of the damage, players should focus down a specific add so that the group isn&#039;t blasted by two &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; at the same time.&lt;br /&gt;
&lt;br /&gt;
*As a last resort (enrage), adds will eventually begin to cast &#039;&#039;&#039;Unto Dust&#039;&#039;&#039;, forcing a DPS check which will wipe the entire raid if unsuccessful.&lt;br /&gt;
&lt;br /&gt;
*If the adds are successfully slain in time, &#039;&#039;&#039;Eternal Breath&#039;&#039;&#039; - the same transitional cutscene from normal - will play, causing Eden to shoot the raid into a black hole for tremendous damage and eventually drop everyone back to the original platform.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; is cast immediately after the transition has ended, giving Eden the ability to buff and alter mechanics so that they must be handled in a different manner. Due to this, players must pay attention to Eden&#039;s buffs. If you notice that Eden has a buff-icon while casting an ability, that ability will be &#039;&#039;&#039;altered&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; revamps the original tankbuster so that it must be shared by the entire group rather than avoided. To combat this change, all players should split into two groups and stand alongside the tank to soak as much damage as possible. Despite being &#039;&#039;&#039;Altered&#039;&#039;&#039;, everyone hit by the mechanic will still acquire &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039;. Furthermore, the first person hit by the blast will also be marked with &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039;, so tanks should ensure that they are standing &#039;&#039;behind&#039;&#039; the assigned group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Puddles)&#039;&#039;&#039; will once again mark four random DPS. However, the revamped version no longer drops persistent puddles and, instead, requires the marked player to soak the upcoming damage alongside one additional player (ie. pair up). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Delta Attack&#039;&#039;&#039; is practically an inverse version of the original mechanic. Instead of spreading throughout the room to avoid massive line-based attacks throughout the arena, the group must instead stack close to Eden to avoid a major donut AoE. Simultaneously, both tanks will be marked for line AoEs, and a random DPS or healer will be marked for a non-telegraphed stack marker. To handle this, all players should group up close to Eden, with two tanks standing (separately) on one side while everyone else stacks together on the other. By doing so, everyone avoids the donut AoE, the tanks aim their beams harmlessly out of the arena, and the stack marker is soaked by everyone else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Prey)&#039;&#039;&#039; marks both healers and is similar to the original mechanic, except this time, players affected by the resulting blast will receive &#039;&#039;&#039;Poison&#039;&#039;&#039;, &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039; and &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;. Due to these debuffs being unpleasant for tanks, the marks should instead be passed on to a DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;, the double-hitting tankbuster against Eden&#039;s primary target, will be used once more. However, it is not altered in any way, thus should be handled in the same manner as phase one (either with an immunity cooldown or tank swap).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena to the alternate red version once more. Unlike before, &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; will also spawn four white orbs (rather than the previous eight) next to &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, which must be destroyed before they collide with the platform. Should any meteor land, the entire raid will be bombarded by heavy damage and debuffs. While the meteors drop, the raid will also have to contend with mechanics from the white orbs as well (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;White Orbs&#039;&#039;&#039;, just like earlier, will each target the closest player, except this time, the resulting beams will fire tri-pronged line attacks that will spin-fire in a particular direction indicated by the rotating arrows. Due to overlapping with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, players should be assigned to each orb and bait the beams so that they fire out of the arena, leaving other DPS (and tanks) free to deal with any remaining meteors in the center. Bear in mind that the orbs will fire in a 180-degree arc before dissipating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible to avoid instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena back to its original state.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;If you&#039;ve gotten this far, Eden will perform a chain of previous mechanics in quick succession, such as:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; - the raidwide attack from the start of the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; - the arena-wide donut AoE from the start of the battle. Remember to move into Eden&#039;s hitbox to avoid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Tankbusters)&#039;&#039;&#039; - the unmodified attack against both tanks simultaneously. Tanks must remember to aim their markers so that the resulting blast doesn&#039;t clip the raid (or their fellow tank).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039; - the double-hitting tankbuster against Eden&#039;s primary target. Don&#039;t forget to utilize immunity (single tank) or a tank swap to avoid stacking &#039;&#039;&#039;Vulnerability&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Puddles)&#039;&#039;&#039; - the unmodified version you dealt with at the beginning of the battle. Don&#039;t forget to place puddles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - the unmodified version from earlier. Don&#039;t forget to pair up and stand within the diagonal safespots away from Eden to avoid the inner AoE and the barrage of attacks across the north, south, east and western sides of the playing field. Bear in mind that the &#039;&#039;&#039;puddles&#039;&#039;&#039; will still be active at this point, so be sure to drop them away from the safespots before &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; is executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Prey)&#039;&#039;&#039; - the unmodified version from earlier. Healers should once again transfer their marks to each tank as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the alternate red version, along with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039; and four &#039;&#039;&#039;White Orbs&#039;&#039;&#039; you dealt with a little earlier. Both mechanics are handled the same way as before (by baiting the beams so that the tri-pronged attacks fire out of the arena and don&#039;t rotate towards the center).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the original version, followed by another &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; (raidwide AoE), and &#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; (move into Eden&#039;s hitbox to avoid the donut AoE).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Having survived this onslaught, the raid will witness Eden casting another &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;, giving it alternative versions of previous mechanics much like before. After dealing with Eden&#039;s altered assault, such as &#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; and a few others, Eden will soon initiate a hard enrage via &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039;, causing a final DPS check. Should Eden successfully cast &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; at this point, the raid suffers an unavoidable raid wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Resurrection}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E1S.png&lt;br /&gt;
E1 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519892</id>
		<title>Eden&#039;s Gate: Resurrection (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519892"/>
		<updated>2026-08-04T07:18:24Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Resurrection}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty - but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image =  Eden&#039;s Gate- Resurrection (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 440&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Core&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| id-gt = 30079&lt;br /&gt;
| id-edb = b82ab97c785&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E1S&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Keeper of Knowledge: [[Eden Prime]]==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The outer edge of the arena will kill any player that comes in contact with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Deals party-wide damage and indicates the start or end of an attack series.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Two [[Tankbuster|tankbusters]] in quick succession. The first hit targets the highest enmity player at the start of the cast, inflicting {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds. The second hit targets the highest enmity player at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Eden Prime teleports to a random corner, turns around, and fires a massive [[Area of Effect#Static Line AoE|static line AoE]] covering the entire arena in front of it.&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;|Vice and Virtue&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Places blue targeting reticles on DPS, Healers, or Tanks.&lt;br /&gt;
The effect of this attack varies depending on the role targeted.&lt;br /&gt;
|When placed on DPS, each marked player drops a 5y radius [[Area of Effect#Puddle|puddle]] at their location.&lt;br /&gt;
|-&lt;br /&gt;
|When placed on tanks, both are hit by [[Tankbuster#AoE Tankbuster|line AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|When placed on healers, markers can be passed to other players on touch. At the end of the cast, the marked players are inflicted with an extremely powerful {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff for 20 seconds.&lt;br /&gt;
When the marker is passed, the previous owner is debuffed with {{Status effect|debuff|File:SlipperyPreyDebuff.png|link=File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039; for 6 seconds and unable to receive the marker again.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Simultaneously attacks with a [[Area of Effect#Static Circle AoE|static circle AoE]] underneath itself, four [[Area of Effect#Static Line AoE|static line AoEs]] in each cardinal direction, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The four farthest players are targeted by [[Area of Effect#Homing AoE|homing AoEs]], dropping 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath themselves five times in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The eight light orbs fire a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player to it, dealing high magic damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Targeted players should spread out to avoid inflicting unnecessary damage to teammates and place the puddles at the outer edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should utilize mitigations and position themselves so that the party (and the other tank) aren&#039;t blasted by their own beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|A tank swap should occur during the cast, or an invulnerability cooldown used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healers)&#039;&#039;&#039;&lt;br /&gt;
|Each Healer should pass a marker over to each tank as soon as possible. Tanks will have to be kept alive through the heavy damage-over-time effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Players should split into pairs of two and move to the diagonal edges of the arena (and away from each other).&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
|Four ranged players designated to handle [[Area of Effect#Homing AoE|homing AoEs]] should move away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
|The four assigned players should dodge their AoEs while the tanks and melee focus on dealing damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
|All players should stand next to an orb aimed towards the outside of the arena to ensure the beam is fired away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#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;Fragor Maximus (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; is very similar to Normal mode. After inflicting major raidwide damage, Eden teleports the arena to the depths of space. After a brief delay, two proximity markers will spawn, indicating the arrival of two adds - &#039;&#039;&#039;Guardians of Paradise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Each guardian should be picked up by a tank, moved towards each other, and faced away from the group. However, seeing as each add will perform regular cleaves, it is best not to double-tank them. Periodically, adds will attempt to cast &#039;&#039;&#039;Mana Boost&#039;&#039;&#039;, which should immediately be [[interrupt]]ed. If successfully cast, &#039;&#039;&#039;Mana Boost&#039;&#039;&#039; will buff the add with lethal damage. Eventually, both adds will begin charging &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; - an unavoidable AoE blast for massive damage. To avoid the brunt of the damage, players should focus down a specific add so that the group isn&#039;t blasted by two &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; at the same time.&lt;br /&gt;
&lt;br /&gt;
*As a last resort (enrage), adds will eventually begin to cast &#039;&#039;&#039;Unto Dust&#039;&#039;&#039;, forcing a DPS check which will wipe the entire raid if unsuccessful.&lt;br /&gt;
&lt;br /&gt;
*If the adds are successfully slain in time, &#039;&#039;&#039;Eternal Breath&#039;&#039;&#039; - the same transitional cutscene from normal - will play, causing Eden to shoot the raid into a black hole for tremendous damage and eventually drop everyone back to the original platform.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; is cast immediately after the transition has ended, giving Eden the ability to buff and alter mechanics so that they must be handled in a different manner. Due to this, players must pay attention to Eden&#039;s buffs. If you notice that Eden has a buff-icon while casting an ability, that ability will be &#039;&#039;&#039;altered&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; revamps the original tankbuster so that it must be shared by the entire group rather than avoided. To combat this change, all players should split into two groups and stand alongside the tank to soak as much damage as possible. Despite being &#039;&#039;&#039;Altered&#039;&#039;&#039;, everyone hit by the mechanic will still acquire &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039;. Furthermore, the first person hit by the blast will also be marked with &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039;, so tanks should ensure that they are standing &#039;&#039;behind&#039;&#039; the assigned group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Puddles)&#039;&#039;&#039; will once again mark four random DPS. However, the revamped version no longer drops persistent puddles and, instead, requires the marked player to soak the upcoming damage alongside one additional player (ie. pair up). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Delta Attack&#039;&#039;&#039; is practically an inverse version of the original mechanic. Instead of spreading throughout the room to avoid massive line-based attacks throughout the arena, the group must instead stack close to Eden to avoid a major donut AoE. Simultaneously, both tanks will be marked for line AoEs, and a random DPS or healer will be marked for a non-telegraphed stack marker. To handle this, all players should group up close to Eden, with two tanks standing (separately) on one side while everyone else stacks together on the other. By doing so, everyone avoids the donut AoE, the tanks aim their beams harmlessly out of the arena, and the stack marker is soaked by everyone else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Prey)&#039;&#039;&#039; marks both healers and is similar to the original mechanic, except this time, players affected by the resulting blast will receive &#039;&#039;&#039;Poison&#039;&#039;&#039;, &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039; and &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;. Due to these debuffs being unpleasant for tanks, the marks should instead be passed on to a DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;, the double-hitting tankbuster against Eden&#039;s primary target, will be used once more. However, it is not altered in any way, thus should be handled in the same manner as phase one (either with an immunity cooldown or tank swap).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena to the alternate red version once more. Unlike before, &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; will also spawn four white orbs (rather than the previous eight) next to &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, which must be destroyed before they collide with the platform. Should any meteor land, the entire raid will be bombarded by heavy damage and debuffs. While the meteors drop, the raid will also have to contend with mechanics from the white orbs as well (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;White Orbs&#039;&#039;&#039;, just like earlier, will each target the closest player, except this time, the resulting beams will fire tri-pronged line attacks that will spin-fire in a particular direction indicated by the rotating arrows. Due to overlapping with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, players should be assigned to each orb and bait the beams so that they fire out of the arena, leaving other DPS (and tanks) free to deal with any remaining meteors in the center. Bear in mind that the orbs will fire in a 180-degree arc before dissipating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible to avoid instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena back to its original state.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;If you&#039;ve gotten this far, Eden will perform a chain of previous mechanics in quick succession, such as:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; - the raidwide attack from the start of the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; - the arena-wide donut AoE from the start of the battle. Remember to move into Eden&#039;s hitbox to avoid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Tankbusters)&#039;&#039;&#039; - the unmodified attack against both tanks simultaneously. Tanks must remember to aim their markers so that the resulting blast doesn&#039;t clip the raid (or their fellow tank).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039; - the double-hitting tankbuster against Eden&#039;s primary target. Don&#039;t forget to utilize immunity (single tank) or a tank swap to avoid stacking &#039;&#039;&#039;Vulnerability&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Puddles)&#039;&#039;&#039; - the unmodified version you dealt with at the beginning of the battle. Don&#039;t forget to place puddles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - the unmodified version from earlier. Don&#039;t forget to pair up and stand within the diagonal safespots away from Eden to avoid the inner AoE and the barrage of attacks across the north, south, east and western sides of the playing field. Bear in mind that the &#039;&#039;&#039;puddles&#039;&#039;&#039; will still be active at this point, so be sure to drop them away from the safespots before &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; is executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Prey)&#039;&#039;&#039; - the unmodified version from earlier. Healers should once again transfer their marks to each tank as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the alternate red version, along with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039; and four &#039;&#039;&#039;White Orbs&#039;&#039;&#039; you dealt with a little earlier. Both mechanics are handled the same way as before (by baiting the beams so that the tri-pronged attacks fire out of the arena and don&#039;t rotate towards the center).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the original version, followed by another &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; (raidwide AoE), and &#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; (move into Eden&#039;s hitbox to avoid the donut AoE).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Having survived this onslaught, the raid will witness Eden casting another &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;, giving it alternative versions of previous mechanics much like before. After dealing with Eden&#039;s altered assault, such as &#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; and a few others, Eden will soon initiate a hard enrage via &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039;, causing a final DPS check. Should Eden successfully cast &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; at this point, the raid suffers an unavoidable raid wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Resurrection}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E1S.png&lt;br /&gt;
E1 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519891</id>
		<title>Eden&#039;s Gate: Resurrection (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519891"/>
		<updated>2026-08-04T07:17:05Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Resurrection}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty - but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image =  Eden&#039;s Gate- Resurrection (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 440&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Core&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| id-gt = 30079&lt;br /&gt;
| id-edb = b82ab97c785&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E1S&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Keeper of Knowledge: [[Eden Prime]]==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The outer edge of the arena will kill any player that comes in contact with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Deals party-wide damage and indicates the start or end of an attack series.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Two [[Tankbuster|tankbusters]] in quick succession, the first targeting the highest enmity player and inflicting {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds. The second hit targets the highest enmity player at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Eden Prime teleports to a random corner, turns around, and fires a massive [[Area of Effect#Static Line AoE|static line AoE]] covering the entire arena in front of it.&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;|Vice and Virtue&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Places blue targeting reticles on DPS, Healers, or Tanks.&lt;br /&gt;
The effect of this attack varies depending on the role targeted.&lt;br /&gt;
|When placed on DPS, each marked player drops a 5y radius [[Area of Effect#Puddle|puddle]] at their location.&lt;br /&gt;
|-&lt;br /&gt;
|When placed on tanks, both are hit by [[Tankbuster#AoE Tankbuster|line AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|When placed on healers, markers can be passed to other players on touch. At the end of the cast, the marked players are inflicted with an extremely powerful {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff for 20 seconds.&lt;br /&gt;
When the marker is passed, the previous owner is debuffed with {{Status effect|debuff|File:SlipperyPreyDebuff.png|link=File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039; for 6 seconds and unable to receive the marker again.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Simultaneously attacks with a [[Area of Effect#Static Circle AoE|static circle AoE]] underneath itself, four [[Area of Effect#Static Line AoE|static line AoEs]] in each cardinal direction, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The four farthest players are targeted by [[Area of Effect#Homing AoE|homing AoEs]], dropping 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath themselves five times in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The eight light orbs fire a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player to it, dealing high magic damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Targeted players should spread out to avoid inflicting unnecessary damage to teammates and place the puddles at the outer edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should utilize mitigations and position themselves so that the party (and the other tank) aren&#039;t blasted by their own beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|A tank swap should occur during the cast, or an invulnerability cooldown used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healers)&#039;&#039;&#039;&lt;br /&gt;
|Each Healer should pass a marker over to each tank as soon as possible. Tanks will have to be kept alive through the heavy damage-over-time effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Players should split into pairs of two and move to the diagonal edges of the arena (and away from each other).&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
|Four ranged players designated to handle [[Area of Effect#Homing AoE|homing AoEs]] should move away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
|The four assigned players should dodge their AoEs while the tanks and melee focus on dealing damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
|All players should stand next to an orb aimed towards the outside of the arena to ensure the beam is fired away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#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;Fragor Maximus (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; is very similar to Normal mode. After inflicting major raidwide damage, Eden teleports the arena to the depths of space. After a brief delay, two proximity markers will spawn, indicating the arrival of two adds - &#039;&#039;&#039;Guardians of Paradise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Each guardian should be picked up by a tank, moved towards each other, and faced away from the group. However, seeing as each add will perform regular cleaves, it is best not to double-tank them. Periodically, adds will attempt to cast &#039;&#039;&#039;Mana Boost&#039;&#039;&#039;, which should immediately be [[interrupt]]ed. If successfully cast, &#039;&#039;&#039;Mana Boost&#039;&#039;&#039; will buff the add with lethal damage. Eventually, both adds will begin charging &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; - an unavoidable AoE blast for massive damage. To avoid the brunt of the damage, players should focus down a specific add so that the group isn&#039;t blasted by two &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; at the same time.&lt;br /&gt;
&lt;br /&gt;
*As a last resort (enrage), adds will eventually begin to cast &#039;&#039;&#039;Unto Dust&#039;&#039;&#039;, forcing a DPS check which will wipe the entire raid if unsuccessful.&lt;br /&gt;
&lt;br /&gt;
*If the adds are successfully slain in time, &#039;&#039;&#039;Eternal Breath&#039;&#039;&#039; - the same transitional cutscene from normal - will play, causing Eden to shoot the raid into a black hole for tremendous damage and eventually drop everyone back to the original platform.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; is cast immediately after the transition has ended, giving Eden the ability to buff and alter mechanics so that they must be handled in a different manner. Due to this, players must pay attention to Eden&#039;s buffs. If you notice that Eden has a buff-icon while casting an ability, that ability will be &#039;&#039;&#039;altered&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; revamps the original tankbuster so that it must be shared by the entire group rather than avoided. To combat this change, all players should split into two groups and stand alongside the tank to soak as much damage as possible. Despite being &#039;&#039;&#039;Altered&#039;&#039;&#039;, everyone hit by the mechanic will still acquire &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039;. Furthermore, the first person hit by the blast will also be marked with &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039;, so tanks should ensure that they are standing &#039;&#039;behind&#039;&#039; the assigned group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Puddles)&#039;&#039;&#039; will once again mark four random DPS. However, the revamped version no longer drops persistent puddles and, instead, requires the marked player to soak the upcoming damage alongside one additional player (ie. pair up). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Delta Attack&#039;&#039;&#039; is practically an inverse version of the original mechanic. Instead of spreading throughout the room to avoid massive line-based attacks throughout the arena, the group must instead stack close to Eden to avoid a major donut AoE. Simultaneously, both tanks will be marked for line AoEs, and a random DPS or healer will be marked for a non-telegraphed stack marker. To handle this, all players should group up close to Eden, with two tanks standing (separately) on one side while everyone else stacks together on the other. By doing so, everyone avoids the donut AoE, the tanks aim their beams harmlessly out of the arena, and the stack marker is soaked by everyone else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Prey)&#039;&#039;&#039; marks both healers and is similar to the original mechanic, except this time, players affected by the resulting blast will receive &#039;&#039;&#039;Poison&#039;&#039;&#039;, &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039; and &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;. Due to these debuffs being unpleasant for tanks, the marks should instead be passed on to a DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;, the double-hitting tankbuster against Eden&#039;s primary target, will be used once more. However, it is not altered in any way, thus should be handled in the same manner as phase one (either with an immunity cooldown or tank swap).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena to the alternate red version once more. Unlike before, &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; will also spawn four white orbs (rather than the previous eight) next to &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, which must be destroyed before they collide with the platform. Should any meteor land, the entire raid will be bombarded by heavy damage and debuffs. While the meteors drop, the raid will also have to contend with mechanics from the white orbs as well (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;White Orbs&#039;&#039;&#039;, just like earlier, will each target the closest player, except this time, the resulting beams will fire tri-pronged line attacks that will spin-fire in a particular direction indicated by the rotating arrows. Due to overlapping with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, players should be assigned to each orb and bait the beams so that they fire out of the arena, leaving other DPS (and tanks) free to deal with any remaining meteors in the center. Bear in mind that the orbs will fire in a 180-degree arc before dissipating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible to avoid instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena back to its original state.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;If you&#039;ve gotten this far, Eden will perform a chain of previous mechanics in quick succession, such as:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; - the raidwide attack from the start of the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; - the arena-wide donut AoE from the start of the battle. Remember to move into Eden&#039;s hitbox to avoid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Tankbusters)&#039;&#039;&#039; - the unmodified attack against both tanks simultaneously. Tanks must remember to aim their markers so that the resulting blast doesn&#039;t clip the raid (or their fellow tank).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039; - the double-hitting tankbuster against Eden&#039;s primary target. Don&#039;t forget to utilize immunity (single tank) or a tank swap to avoid stacking &#039;&#039;&#039;Vulnerability&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Puddles)&#039;&#039;&#039; - the unmodified version you dealt with at the beginning of the battle. Don&#039;t forget to place puddles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - the unmodified version from earlier. Don&#039;t forget to pair up and stand within the diagonal safespots away from Eden to avoid the inner AoE and the barrage of attacks across the north, south, east and western sides of the playing field. Bear in mind that the &#039;&#039;&#039;puddles&#039;&#039;&#039; will still be active at this point, so be sure to drop them away from the safespots before &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; is executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Prey)&#039;&#039;&#039; - the unmodified version from earlier. Healers should once again transfer their marks to each tank as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the alternate red version, along with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039; and four &#039;&#039;&#039;White Orbs&#039;&#039;&#039; you dealt with a little earlier. Both mechanics are handled the same way as before (by baiting the beams so that the tri-pronged attacks fire out of the arena and don&#039;t rotate towards the center).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the original version, followed by another &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; (raidwide AoE), and &#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; (move into Eden&#039;s hitbox to avoid the donut AoE).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Having survived this onslaught, the raid will witness Eden casting another &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;, giving it alternative versions of previous mechanics much like before. After dealing with Eden&#039;s altered assault, such as &#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; and a few others, Eden will soon initiate a hard enrage via &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039;, causing a final DPS check. Should Eden successfully cast &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; at this point, the raid suffers an unavoidable raid wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Resurrection}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E1S.png&lt;br /&gt;
E1 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519890</id>
		<title>Eden&#039;s Gate: Resurrection (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519890"/>
		<updated>2026-08-04T07:16:14Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Resurrection}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty - but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image =  Eden&#039;s Gate- Resurrection (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 440&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Core&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| id-gt = 30079&lt;br /&gt;
| id-edb = b82ab97c785&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E1S&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Keeper of Knowledge: [[Eden Prime]]==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The outer edge of the arena will kill any player that comes in contact with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Deals party-wide damage and indicates the start or end of an attack series.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Two [[Tankbuster|tankbusters]] in quick succession, the first targeting the highest enmity player and inflicting {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds. The second targeting the highest enmity player at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Eden Prime teleports to a random corner, turns around, and fires a massive [[Area of Effect#Static Line AoE|static line AoE]] covering the entire arena in front of it.&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;|Vice and Virtue&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Places blue targeting reticles on DPS, Healers, or Tanks.&lt;br /&gt;
The effect of this attack varies depending on the role targeted.&lt;br /&gt;
|When placed on DPS, each marked player drops a 5y radius [[Area of Effect#Puddle|puddle]] at their location.&lt;br /&gt;
|-&lt;br /&gt;
|When placed on tanks, both are hit by [[Tankbuster#AoE Tankbuster|line AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|When placed on healers, markers can be passed to other players on touch. At the end of the cast, the marked players are inflicted with an extremely powerful {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff for 20 seconds.&lt;br /&gt;
When the marker is passed, the previous owner is debuffed with {{Status effect|debuff|File:SlipperyPreyDebuff.png|link=File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039; for 6 seconds and unable to receive the marker again.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Simultaneously attacks with a [[Area of Effect#Static Circle AoE|static circle AoE]] underneath itself, four [[Area of Effect#Static Line AoE|static line AoEs]] in each cardinal direction, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The four farthest players are targeted by [[Area of Effect#Homing AoE|homing AoEs]], dropping 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath themselves five times in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The eight light orbs fire a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player to it, dealing high magic damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Targeted players should spread out to avoid inflicting unnecessary damage to teammates and place the puddles at the outer edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should utilize mitigations and position themselves so that the party (and the other tank) aren&#039;t blasted by their own beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|A tank swap should occur during the cast, or an invulnerability cooldown used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healers)&#039;&#039;&#039;&lt;br /&gt;
|Each Healer should pass a marker over to each tank as soon as possible. Tanks will have to be kept alive through the heavy damage-over-time effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Players should split into pairs of two and move to the diagonal edges of the arena (and away from each other).&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
|Four ranged players designated to handle [[Area of Effect#Homing AoE|homing AoEs]] should move away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
|The four assigned players should dodge their AoEs while the tanks and melee focus on dealing damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
|All players should stand next to an orb aimed towards the outside of the arena to ensure the beam is fired away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#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;Fragor Maximus (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; is very similar to Normal mode. After inflicting major raidwide damage, Eden teleports the arena to the depths of space. After a brief delay, two proximity markers will spawn, indicating the arrival of two adds - &#039;&#039;&#039;Guardians of Paradise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Each guardian should be picked up by a tank, moved towards each other, and faced away from the group. However, seeing as each add will perform regular cleaves, it is best not to double-tank them. Periodically, adds will attempt to cast &#039;&#039;&#039;Mana Boost&#039;&#039;&#039;, which should immediately be [[interrupt]]ed. If successfully cast, &#039;&#039;&#039;Mana Boost&#039;&#039;&#039; will buff the add with lethal damage. Eventually, both adds will begin charging &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; - an unavoidable AoE blast for massive damage. To avoid the brunt of the damage, players should focus down a specific add so that the group isn&#039;t blasted by two &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; at the same time.&lt;br /&gt;
&lt;br /&gt;
*As a last resort (enrage), adds will eventually begin to cast &#039;&#039;&#039;Unto Dust&#039;&#039;&#039;, forcing a DPS check which will wipe the entire raid if unsuccessful.&lt;br /&gt;
&lt;br /&gt;
*If the adds are successfully slain in time, &#039;&#039;&#039;Eternal Breath&#039;&#039;&#039; - the same transitional cutscene from normal - will play, causing Eden to shoot the raid into a black hole for tremendous damage and eventually drop everyone back to the original platform.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; is cast immediately after the transition has ended, giving Eden the ability to buff and alter mechanics so that they must be handled in a different manner. Due to this, players must pay attention to Eden&#039;s buffs. If you notice that Eden has a buff-icon while casting an ability, that ability will be &#039;&#039;&#039;altered&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; revamps the original tankbuster so that it must be shared by the entire group rather than avoided. To combat this change, all players should split into two groups and stand alongside the tank to soak as much damage as possible. Despite being &#039;&#039;&#039;Altered&#039;&#039;&#039;, everyone hit by the mechanic will still acquire &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039;. Furthermore, the first person hit by the blast will also be marked with &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039;, so tanks should ensure that they are standing &#039;&#039;behind&#039;&#039; the assigned group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Puddles)&#039;&#039;&#039; will once again mark four random DPS. However, the revamped version no longer drops persistent puddles and, instead, requires the marked player to soak the upcoming damage alongside one additional player (ie. pair up). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Delta Attack&#039;&#039;&#039; is practically an inverse version of the original mechanic. Instead of spreading throughout the room to avoid massive line-based attacks throughout the arena, the group must instead stack close to Eden to avoid a major donut AoE. Simultaneously, both tanks will be marked for line AoEs, and a random DPS or healer will be marked for a non-telegraphed stack marker. To handle this, all players should group up close to Eden, with two tanks standing (separately) on one side while everyone else stacks together on the other. By doing so, everyone avoids the donut AoE, the tanks aim their beams harmlessly out of the arena, and the stack marker is soaked by everyone else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Prey)&#039;&#039;&#039; marks both healers and is similar to the original mechanic, except this time, players affected by the resulting blast will receive &#039;&#039;&#039;Poison&#039;&#039;&#039;, &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039; and &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;. Due to these debuffs being unpleasant for tanks, the marks should instead be passed on to a DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;, the double-hitting tankbuster against Eden&#039;s primary target, will be used once more. However, it is not altered in any way, thus should be handled in the same manner as phase one (either with an immunity cooldown or tank swap).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena to the alternate red version once more. Unlike before, &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; will also spawn four white orbs (rather than the previous eight) next to &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, which must be destroyed before they collide with the platform. Should any meteor land, the entire raid will be bombarded by heavy damage and debuffs. While the meteors drop, the raid will also have to contend with mechanics from the white orbs as well (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;White Orbs&#039;&#039;&#039;, just like earlier, will each target the closest player, except this time, the resulting beams will fire tri-pronged line attacks that will spin-fire in a particular direction indicated by the rotating arrows. Due to overlapping with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, players should be assigned to each orb and bait the beams so that they fire out of the arena, leaving other DPS (and tanks) free to deal with any remaining meteors in the center. Bear in mind that the orbs will fire in a 180-degree arc before dissipating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible to avoid instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena back to its original state.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;If you&#039;ve gotten this far, Eden will perform a chain of previous mechanics in quick succession, such as:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; - the raidwide attack from the start of the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; - the arena-wide donut AoE from the start of the battle. Remember to move into Eden&#039;s hitbox to avoid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Tankbusters)&#039;&#039;&#039; - the unmodified attack against both tanks simultaneously. Tanks must remember to aim their markers so that the resulting blast doesn&#039;t clip the raid (or their fellow tank).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039; - the double-hitting tankbuster against Eden&#039;s primary target. Don&#039;t forget to utilize immunity (single tank) or a tank swap to avoid stacking &#039;&#039;&#039;Vulnerability&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Puddles)&#039;&#039;&#039; - the unmodified version you dealt with at the beginning of the battle. Don&#039;t forget to place puddles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - the unmodified version from earlier. Don&#039;t forget to pair up and stand within the diagonal safespots away from Eden to avoid the inner AoE and the barrage of attacks across the north, south, east and western sides of the playing field. Bear in mind that the &#039;&#039;&#039;puddles&#039;&#039;&#039; will still be active at this point, so be sure to drop them away from the safespots before &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; is executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Prey)&#039;&#039;&#039; - the unmodified version from earlier. Healers should once again transfer their marks to each tank as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the alternate red version, along with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039; and four &#039;&#039;&#039;White Orbs&#039;&#039;&#039; you dealt with a little earlier. Both mechanics are handled the same way as before (by baiting the beams so that the tri-pronged attacks fire out of the arena and don&#039;t rotate towards the center).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the original version, followed by another &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; (raidwide AoE), and &#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; (move into Eden&#039;s hitbox to avoid the donut AoE).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Having survived this onslaught, the raid will witness Eden casting another &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;, giving it alternative versions of previous mechanics much like before. After dealing with Eden&#039;s altered assault, such as &#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; and a few others, Eden will soon initiate a hard enrage via &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039;, causing a final DPS check. Should Eden successfully cast &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; at this point, the raid suffers an unavoidable raid wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Resurrection}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E1S.png&lt;br /&gt;
E1 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519889</id>
		<title>Eden&#039;s Gate: Resurrection (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519889"/>
		<updated>2026-08-04T07:15:45Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Resurrection}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty - but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image =  Eden&#039;s Gate- Resurrection (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 440&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Core&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| id-gt = 30079&lt;br /&gt;
| id-edb = b82ab97c785&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E1S&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Keeper of Knowledge: [[Eden Prime]]==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The outer edge of the arena will kill any player that comes in contact with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Deals party-wide damage and indicates the start or end of an attack series.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Two [[Tankbuster|tankbusters]] in quick succession, the first targeting the highest enmity player and inflicting {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds. The second targeting the highest enmity player at the end of the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Eden Prime teleports to a random corner, turns around, and fires a massive [[Area of Effect#Static Line AoE|static line AoE]] covering the entire arena in front of it.&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;|Vice and Virtue&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Places blue targeting reticles on DPS, Healers, or Tanks.&lt;br /&gt;
The effect of this attack varies depending on the role targeted.&lt;br /&gt;
|When placed on DPS, each marked player drops a 5y radius [[Area of Effect#Puddle|puddle]] at their location.&lt;br /&gt;
|-&lt;br /&gt;
|When placed on tanks, both are hit by [[Tankbuster#AoE Tankbuster|line AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|When placed on healers, markers can be passed to other players on touch. At the end of the cast, the marked players are inflicted with an extremely powerful {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff for 20 seconds.&lt;br /&gt;
When the marker is passed, the previous owner is debuffed with {{Status effect|debuff|File:SlipperyPreyDebuff.png|link=File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039; for 6 seconds and unable to receive the marker again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Simultaneously attacks with a [[Area of Effect#Static Circle AoE|static circle AoE]] underneath itself, four [[Area of Effect#Static Line AoE|static line AoEs]] in each cardinal direction, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The four farthest players are targeted by [[Area of Effect#Homing AoE|homing AoEs]], dropping 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath themselves five times in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The eight light orbs fire a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player to it, dealing high magic damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Targeted players should spread out to avoid inflicting unnecessary damage to teammates and place the puddles at the outer edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should utilize mitigations and position themselves so that the party (and the other tank) aren&#039;t blasted by their own beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|A tank swap should occur during the cast, or an invulnerability cooldown used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healers)&#039;&#039;&#039;&lt;br /&gt;
|Each Healer should pass a marker over to each tank as soon as possible. Tanks will have to be kept alive through the heavy damage-over-time effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Players should split into pairs of two and move to the diagonal edges of the arena (and away from each other).&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
|Four ranged players designated to handle [[Area of Effect#Homing AoE|homing AoEs]] should move away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
|The four assigned players should dodge their AoEs while the tanks and melee focus on dealing damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
|All players should stand next to an orb aimed towards the outside of the arena to ensure the beam is fired away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#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;Fragor Maximus (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; is very similar to Normal mode. After inflicting major raidwide damage, Eden teleports the arena to the depths of space. After a brief delay, two proximity markers will spawn, indicating the arrival of two adds - &#039;&#039;&#039;Guardians of Paradise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Each guardian should be picked up by a tank, moved towards each other, and faced away from the group. However, seeing as each add will perform regular cleaves, it is best not to double-tank them. Periodically, adds will attempt to cast &#039;&#039;&#039;Mana Boost&#039;&#039;&#039;, which should immediately be [[interrupt]]ed. If successfully cast, &#039;&#039;&#039;Mana Boost&#039;&#039;&#039; will buff the add with lethal damage. Eventually, both adds will begin charging &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; - an unavoidable AoE blast for massive damage. To avoid the brunt of the damage, players should focus down a specific add so that the group isn&#039;t blasted by two &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; at the same time.&lt;br /&gt;
&lt;br /&gt;
*As a last resort (enrage), adds will eventually begin to cast &#039;&#039;&#039;Unto Dust&#039;&#039;&#039;, forcing a DPS check which will wipe the entire raid if unsuccessful.&lt;br /&gt;
&lt;br /&gt;
*If the adds are successfully slain in time, &#039;&#039;&#039;Eternal Breath&#039;&#039;&#039; - the same transitional cutscene from normal - will play, causing Eden to shoot the raid into a black hole for tremendous damage and eventually drop everyone back to the original platform.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; is cast immediately after the transition has ended, giving Eden the ability to buff and alter mechanics so that they must be handled in a different manner. Due to this, players must pay attention to Eden&#039;s buffs. If you notice that Eden has a buff-icon while casting an ability, that ability will be &#039;&#039;&#039;altered&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; revamps the original tankbuster so that it must be shared by the entire group rather than avoided. To combat this change, all players should split into two groups and stand alongside the tank to soak as much damage as possible. Despite being &#039;&#039;&#039;Altered&#039;&#039;&#039;, everyone hit by the mechanic will still acquire &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039;. Furthermore, the first person hit by the blast will also be marked with &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039;, so tanks should ensure that they are standing &#039;&#039;behind&#039;&#039; the assigned group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Puddles)&#039;&#039;&#039; will once again mark four random DPS. However, the revamped version no longer drops persistent puddles and, instead, requires the marked player to soak the upcoming damage alongside one additional player (ie. pair up). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Delta Attack&#039;&#039;&#039; is practically an inverse version of the original mechanic. Instead of spreading throughout the room to avoid massive line-based attacks throughout the arena, the group must instead stack close to Eden to avoid a major donut AoE. Simultaneously, both tanks will be marked for line AoEs, and a random DPS or healer will be marked for a non-telegraphed stack marker. To handle this, all players should group up close to Eden, with two tanks standing (separately) on one side while everyone else stacks together on the other. By doing so, everyone avoids the donut AoE, the tanks aim their beams harmlessly out of the arena, and the stack marker is soaked by everyone else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Prey)&#039;&#039;&#039; marks both healers and is similar to the original mechanic, except this time, players affected by the resulting blast will receive &#039;&#039;&#039;Poison&#039;&#039;&#039;, &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039; and &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;. Due to these debuffs being unpleasant for tanks, the marks should instead be passed on to a DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;, the double-hitting tankbuster against Eden&#039;s primary target, will be used once more. However, it is not altered in any way, thus should be handled in the same manner as phase one (either with an immunity cooldown or tank swap).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena to the alternate red version once more. Unlike before, &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; will also spawn four white orbs (rather than the previous eight) next to &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, which must be destroyed before they collide with the platform. Should any meteor land, the entire raid will be bombarded by heavy damage and debuffs. While the meteors drop, the raid will also have to contend with mechanics from the white orbs as well (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;White Orbs&#039;&#039;&#039;, just like earlier, will each target the closest player, except this time, the resulting beams will fire tri-pronged line attacks that will spin-fire in a particular direction indicated by the rotating arrows. Due to overlapping with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, players should be assigned to each orb and bait the beams so that they fire out of the arena, leaving other DPS (and tanks) free to deal with any remaining meteors in the center. Bear in mind that the orbs will fire in a 180-degree arc before dissipating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible to avoid instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena back to its original state.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;If you&#039;ve gotten this far, Eden will perform a chain of previous mechanics in quick succession, such as:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; - the raidwide attack from the start of the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; - the arena-wide donut AoE from the start of the battle. Remember to move into Eden&#039;s hitbox to avoid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Tankbusters)&#039;&#039;&#039; - the unmodified attack against both tanks simultaneously. Tanks must remember to aim their markers so that the resulting blast doesn&#039;t clip the raid (or their fellow tank).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039; - the double-hitting tankbuster against Eden&#039;s primary target. Don&#039;t forget to utilize immunity (single tank) or a tank swap to avoid stacking &#039;&#039;&#039;Vulnerability&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Puddles)&#039;&#039;&#039; - the unmodified version you dealt with at the beginning of the battle. Don&#039;t forget to place puddles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - the unmodified version from earlier. Don&#039;t forget to pair up and stand within the diagonal safespots away from Eden to avoid the inner AoE and the barrage of attacks across the north, south, east and western sides of the playing field. Bear in mind that the &#039;&#039;&#039;puddles&#039;&#039;&#039; will still be active at this point, so be sure to drop them away from the safespots before &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; is executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Prey)&#039;&#039;&#039; - the unmodified version from earlier. Healers should once again transfer their marks to each tank as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the alternate red version, along with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039; and four &#039;&#039;&#039;White Orbs&#039;&#039;&#039; you dealt with a little earlier. Both mechanics are handled the same way as before (by baiting the beams so that the tri-pronged attacks fire out of the arena and don&#039;t rotate towards the center).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the original version, followed by another &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; (raidwide AoE), and &#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; (move into Eden&#039;s hitbox to avoid the donut AoE).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Having survived this onslaught, the raid will witness Eden casting another &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;, giving it alternative versions of previous mechanics much like before. After dealing with Eden&#039;s altered assault, such as &#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; and a few others, Eden will soon initiate a hard enrage via &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039;, causing a final DPS check. Should Eden successfully cast &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; at this point, the raid suffers an unavoidable raid wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Resurrection}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E1S.png&lt;br /&gt;
E1 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519888</id>
		<title>Eden&#039;s Gate: Resurrection (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519888"/>
		<updated>2026-08-04T07:12:16Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Resurrection}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty - but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image =  Eden&#039;s Gate- Resurrection (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 440&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Core&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| id-gt = 30079&lt;br /&gt;
| id-edb = b82ab97c785&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E1S&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Keeper of Knowledge: [[Eden Prime]]==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The outer edge of the arena will kill any player that comes in contact with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]].&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;|Vice and Virtue&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Places blue targeting reticles on DPS, Healers, or Tanks.&lt;br /&gt;
The effect of this attack varies depending on the role targeted.&lt;br /&gt;
|When placed on DPS, each marked player drops a 5y radius [[Area of Effect#Puddle|puddle]] at their location.&lt;br /&gt;
|-&lt;br /&gt;
|When placed on tanks, both are hit by [[Tankbuster#AoE Tankbuster|line AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|When placed on healers, markers can be passed to other players on touch. At the end of the cast, the marked players are inflicted with an extremely powerful {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff for 20 seconds.&lt;br /&gt;
When the marker is passed, the previous owner is debuffed with {{Status effect|debuff|File:SlipperyPreyDebuff.png|link=File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039; for 6 seconds and unable to receive the marker again.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Two [[Tankbuster|tankbusters]] in quick succession, the first targeting the highest enmity player and inflicting {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds. The second targeting the highest enmity player at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Eden Prime teleports to a random corner, turns around, and fires a massive [[Area of Effect#Static Line AoE|static line AoE]] covering the entire arena in front of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Simultaneously attacks with a [[Area of Effect#Static Circle AoE|static circle AoE]] underneath itself, four [[Area of Effect#Static Line AoE|static line AoEs]] in each cardinal direction, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Deals party-wide damage and indicates the start or end of an attack series.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The four farthest players are targeted by [[Area of Effect#Homing AoE|homing AoEs]], dropping 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath themselves five times in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The eight light orbs fire a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player to it, dealing high magic damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Targeted players should spread out to avoid inflicting unnecessary damage to teammates and place the puddles at the outer edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should utilize mitigations and position themselves so that the party (and the other tank) aren&#039;t blasted by their own beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|A tank swap should occur during the cast, or an invulnerability cooldown used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healers)&#039;&#039;&#039;&lt;br /&gt;
|Each Healer should pass a marker over to each tank as soon as possible. Tanks will have to be kept alive through the heavy damage-over-time effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Players should split into pairs of two and move to the diagonal edges of the arena (and away from each other).&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
|Four ranged players designated to handle [[Area of Effect#Homing AoE|homing AoEs]] should move away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
|The four assigned players should dodge their AoEs while the tanks and melee focus on dealing damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
|All players should stand next to an orb aimed towards the outside of the arena to ensure the beam is fired away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#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;Fragor Maximus (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; is very similar to Normal mode. After inflicting major raidwide damage, Eden teleports the arena to the depths of space. After a brief delay, two proximity markers will spawn, indicating the arrival of two adds - &#039;&#039;&#039;Guardians of Paradise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Each guardian should be picked up by a tank, moved towards each other, and faced away from the group. However, seeing as each add will perform regular cleaves, it is best not to double-tank them. Periodically, adds will attempt to cast &#039;&#039;&#039;Mana Boost&#039;&#039;&#039;, which should immediately be [[interrupt]]ed. If successfully cast, &#039;&#039;&#039;Mana Boost&#039;&#039;&#039; will buff the add with lethal damage. Eventually, both adds will begin charging &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; - an unavoidable AoE blast for massive damage. To avoid the brunt of the damage, players should focus down a specific add so that the group isn&#039;t blasted by two &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; at the same time.&lt;br /&gt;
&lt;br /&gt;
*As a last resort (enrage), adds will eventually begin to cast &#039;&#039;&#039;Unto Dust&#039;&#039;&#039;, forcing a DPS check which will wipe the entire raid if unsuccessful.&lt;br /&gt;
&lt;br /&gt;
*If the adds are successfully slain in time, &#039;&#039;&#039;Eternal Breath&#039;&#039;&#039; - the same transitional cutscene from normal - will play, causing Eden to shoot the raid into a black hole for tremendous damage and eventually drop everyone back to the original platform.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; is cast immediately after the transition has ended, giving Eden the ability to buff and alter mechanics so that they must be handled in a different manner. Due to this, players must pay attention to Eden&#039;s buffs. If you notice that Eden has a buff-icon while casting an ability, that ability will be &#039;&#039;&#039;altered&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; revamps the original tankbuster so that it must be shared by the entire group rather than avoided. To combat this change, all players should split into two groups and stand alongside the tank to soak as much damage as possible. Despite being &#039;&#039;&#039;Altered&#039;&#039;&#039;, everyone hit by the mechanic will still acquire &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039;. Furthermore, the first person hit by the blast will also be marked with &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039;, so tanks should ensure that they are standing &#039;&#039;behind&#039;&#039; the assigned group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Puddles)&#039;&#039;&#039; will once again mark four random DPS. However, the revamped version no longer drops persistent puddles and, instead, requires the marked player to soak the upcoming damage alongside one additional player (ie. pair up). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Delta Attack&#039;&#039;&#039; is practically an inverse version of the original mechanic. Instead of spreading throughout the room to avoid massive line-based attacks throughout the arena, the group must instead stack close to Eden to avoid a major donut AoE. Simultaneously, both tanks will be marked for line AoEs, and a random DPS or healer will be marked for a non-telegraphed stack marker. To handle this, all players should group up close to Eden, with two tanks standing (separately) on one side while everyone else stacks together on the other. By doing so, everyone avoids the donut AoE, the tanks aim their beams harmlessly out of the arena, and the stack marker is soaked by everyone else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Prey)&#039;&#039;&#039; marks both healers and is similar to the original mechanic, except this time, players affected by the resulting blast will receive &#039;&#039;&#039;Poison&#039;&#039;&#039;, &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039; and &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;. Due to these debuffs being unpleasant for tanks, the marks should instead be passed on to a DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;, the double-hitting tankbuster against Eden&#039;s primary target, will be used once more. However, it is not altered in any way, thus should be handled in the same manner as phase one (either with an immunity cooldown or tank swap).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena to the alternate red version once more. Unlike before, &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; will also spawn four white orbs (rather than the previous eight) next to &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, which must be destroyed before they collide with the platform. Should any meteor land, the entire raid will be bombarded by heavy damage and debuffs. While the meteors drop, the raid will also have to contend with mechanics from the white orbs as well (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;White Orbs&#039;&#039;&#039;, just like earlier, will each target the closest player, except this time, the resulting beams will fire tri-pronged line attacks that will spin-fire in a particular direction indicated by the rotating arrows. Due to overlapping with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, players should be assigned to each orb and bait the beams so that they fire out of the arena, leaving other DPS (and tanks) free to deal with any remaining meteors in the center. Bear in mind that the orbs will fire in a 180-degree arc before dissipating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible to avoid instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena back to its original state.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;If you&#039;ve gotten this far, Eden will perform a chain of previous mechanics in quick succession, such as:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; - the raidwide attack from the start of the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; - the arena-wide donut AoE from the start of the battle. Remember to move into Eden&#039;s hitbox to avoid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Tankbusters)&#039;&#039;&#039; - the unmodified attack against both tanks simultaneously. Tanks must remember to aim their markers so that the resulting blast doesn&#039;t clip the raid (or their fellow tank).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039; - the double-hitting tankbuster against Eden&#039;s primary target. Don&#039;t forget to utilize immunity (single tank) or a tank swap to avoid stacking &#039;&#039;&#039;Vulnerability&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Puddles)&#039;&#039;&#039; - the unmodified version you dealt with at the beginning of the battle. Don&#039;t forget to place puddles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - the unmodified version from earlier. Don&#039;t forget to pair up and stand within the diagonal safespots away from Eden to avoid the inner AoE and the barrage of attacks across the north, south, east and western sides of the playing field. Bear in mind that the &#039;&#039;&#039;puddles&#039;&#039;&#039; will still be active at this point, so be sure to drop them away from the safespots before &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; is executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Prey)&#039;&#039;&#039; - the unmodified version from earlier. Healers should once again transfer their marks to each tank as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the alternate red version, along with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039; and four &#039;&#039;&#039;White Orbs&#039;&#039;&#039; you dealt with a little earlier. Both mechanics are handled the same way as before (by baiting the beams so that the tri-pronged attacks fire out of the arena and don&#039;t rotate towards the center).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the original version, followed by another &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; (raidwide AoE), and &#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; (move into Eden&#039;s hitbox to avoid the donut AoE).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Having survived this onslaught, the raid will witness Eden casting another &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;, giving it alternative versions of previous mechanics much like before. After dealing with Eden&#039;s altered assault, such as &#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; and a few others, Eden will soon initiate a hard enrage via &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039;, causing a final DPS check. Should Eden successfully cast &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; at this point, the raid suffers an unavoidable raid wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Resurrection}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E1S.png&lt;br /&gt;
E1 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519887</id>
		<title>Eden&#039;s Gate: Resurrection (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519887"/>
		<updated>2026-08-04T07:11:15Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Resurrection}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty - but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image =  Eden&#039;s Gate- Resurrection (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 440&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Core&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| id-gt = 30079&lt;br /&gt;
| id-edb = b82ab97c785&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E1S&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Keeper of Knowledge: [[Eden Prime]]==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The outer edge of the arena will kill any player that comes in contact with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]].&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;|Vice and Virtue&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Places blue targeting reticles on DPS, Healers, or Tanks. The effect of this attack varies depending on the role targeted.&lt;br /&gt;
|When placed on DPS, each marked player drops a 5y radius [[Area of Effect#Puddle|puddle]] at their location.&lt;br /&gt;
|-&lt;br /&gt;
|When placed on tanks, both are hit by [[Tankbuster#AoE Tankbuster|line AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|When placed on healers, markers can be passed to other players on touch. At the end of the cast, the marked players are inflicted with an extremely powerful {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff for 20 seconds.&lt;br /&gt;
When the marker is passed, the previous owner is debuffed with {{Status effect|debuff|File:SlipperyPreyDebuff.png|link=File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039; for 6 seconds and unable to receive the marker again.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Two [[Tankbuster|tankbusters]] in quick succession, the first targeting the highest enmity player and inflicting {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds. The second targeting the highest enmity player at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Eden Prime teleports to a random corner, turns around, and fires a massive [[Area of Effect#Static Line AoE|static line AoE]] covering the entire arena in front of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Simultaneously attacks with a [[Area of Effect#Static Circle AoE|static circle AoE]] underneath itself, four [[Area of Effect#Static Line AoE|static line AoEs]] in each cardinal direction, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Deals party-wide damage and indicates the start or end of an attack series.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The four farthest players are targeted by [[Area of Effect#Homing AoE|homing AoEs]], dropping 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath themselves five times in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The eight light orbs fire a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player to it, dealing high magic damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Targeted players should spread out to avoid inflicting unnecessary damage to teammates and place the puddles at the outer edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should utilize mitigations and position themselves so that the party (and the other tank) aren&#039;t blasted by their own beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|A tank swap should occur during the cast, or an invulnerability cooldown used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healers)&#039;&#039;&#039;&lt;br /&gt;
|Each Healer should pass a marker over to each tank as soon as possible. Tanks will have to be kept alive through the heavy damage-over-time effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Players should split into pairs of two and move to the diagonal edges of the arena (and away from each other).&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
|Four ranged players designated to handle [[Area of Effect#Homing AoE|homing AoEs]] should move away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
|The four assigned players should dodge their AoEs while the tanks and melee focus on dealing damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
|All players should stand next to an orb aimed towards the outside of the arena to ensure the beam is fired away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#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;Fragor Maximus (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; is very similar to Normal mode. After inflicting major raidwide damage, Eden teleports the arena to the depths of space. After a brief delay, two proximity markers will spawn, indicating the arrival of two adds - &#039;&#039;&#039;Guardians of Paradise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Each guardian should be picked up by a tank, moved towards each other, and faced away from the group. However, seeing as each add will perform regular cleaves, it is best not to double-tank them. Periodically, adds will attempt to cast &#039;&#039;&#039;Mana Boost&#039;&#039;&#039;, which should immediately be [[interrupt]]ed. If successfully cast, &#039;&#039;&#039;Mana Boost&#039;&#039;&#039; will buff the add with lethal damage. Eventually, both adds will begin charging &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; - an unavoidable AoE blast for massive damage. To avoid the brunt of the damage, players should focus down a specific add so that the group isn&#039;t blasted by two &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; at the same time.&lt;br /&gt;
&lt;br /&gt;
*As a last resort (enrage), adds will eventually begin to cast &#039;&#039;&#039;Unto Dust&#039;&#039;&#039;, forcing a DPS check which will wipe the entire raid if unsuccessful.&lt;br /&gt;
&lt;br /&gt;
*If the adds are successfully slain in time, &#039;&#039;&#039;Eternal Breath&#039;&#039;&#039; - the same transitional cutscene from normal - will play, causing Eden to shoot the raid into a black hole for tremendous damage and eventually drop everyone back to the original platform.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; is cast immediately after the transition has ended, giving Eden the ability to buff and alter mechanics so that they must be handled in a different manner. Due to this, players must pay attention to Eden&#039;s buffs. If you notice that Eden has a buff-icon while casting an ability, that ability will be &#039;&#039;&#039;altered&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; revamps the original tankbuster so that it must be shared by the entire group rather than avoided. To combat this change, all players should split into two groups and stand alongside the tank to soak as much damage as possible. Despite being &#039;&#039;&#039;Altered&#039;&#039;&#039;, everyone hit by the mechanic will still acquire &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039;. Furthermore, the first person hit by the blast will also be marked with &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039;, so tanks should ensure that they are standing &#039;&#039;behind&#039;&#039; the assigned group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Puddles)&#039;&#039;&#039; will once again mark four random DPS. However, the revamped version no longer drops persistent puddles and, instead, requires the marked player to soak the upcoming damage alongside one additional player (ie. pair up). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Delta Attack&#039;&#039;&#039; is practically an inverse version of the original mechanic. Instead of spreading throughout the room to avoid massive line-based attacks throughout the arena, the group must instead stack close to Eden to avoid a major donut AoE. Simultaneously, both tanks will be marked for line AoEs, and a random DPS or healer will be marked for a non-telegraphed stack marker. To handle this, all players should group up close to Eden, with two tanks standing (separately) on one side while everyone else stacks together on the other. By doing so, everyone avoids the donut AoE, the tanks aim their beams harmlessly out of the arena, and the stack marker is soaked by everyone else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Prey)&#039;&#039;&#039; marks both healers and is similar to the original mechanic, except this time, players affected by the resulting blast will receive &#039;&#039;&#039;Poison&#039;&#039;&#039;, &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039; and &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;. Due to these debuffs being unpleasant for tanks, the marks should instead be passed on to a DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;, the double-hitting tankbuster against Eden&#039;s primary target, will be used once more. However, it is not altered in any way, thus should be handled in the same manner as phase one (either with an immunity cooldown or tank swap).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena to the alternate red version once more. Unlike before, &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; will also spawn four white orbs (rather than the previous eight) next to &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, which must be destroyed before they collide with the platform. Should any meteor land, the entire raid will be bombarded by heavy damage and debuffs. While the meteors drop, the raid will also have to contend with mechanics from the white orbs as well (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;White Orbs&#039;&#039;&#039;, just like earlier, will each target the closest player, except this time, the resulting beams will fire tri-pronged line attacks that will spin-fire in a particular direction indicated by the rotating arrows. Due to overlapping with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, players should be assigned to each orb and bait the beams so that they fire out of the arena, leaving other DPS (and tanks) free to deal with any remaining meteors in the center. Bear in mind that the orbs will fire in a 180-degree arc before dissipating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible to avoid instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena back to its original state.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;If you&#039;ve gotten this far, Eden will perform a chain of previous mechanics in quick succession, such as:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; - the raidwide attack from the start of the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; - the arena-wide donut AoE from the start of the battle. Remember to move into Eden&#039;s hitbox to avoid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Tankbusters)&#039;&#039;&#039; - the unmodified attack against both tanks simultaneously. Tanks must remember to aim their markers so that the resulting blast doesn&#039;t clip the raid (or their fellow tank).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039; - the double-hitting tankbuster against Eden&#039;s primary target. Don&#039;t forget to utilize immunity (single tank) or a tank swap to avoid stacking &#039;&#039;&#039;Vulnerability&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Puddles)&#039;&#039;&#039; - the unmodified version you dealt with at the beginning of the battle. Don&#039;t forget to place puddles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - the unmodified version from earlier. Don&#039;t forget to pair up and stand within the diagonal safespots away from Eden to avoid the inner AoE and the barrage of attacks across the north, south, east and western sides of the playing field. Bear in mind that the &#039;&#039;&#039;puddles&#039;&#039;&#039; will still be active at this point, so be sure to drop them away from the safespots before &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; is executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Prey)&#039;&#039;&#039; - the unmodified version from earlier. Healers should once again transfer their marks to each tank as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the alternate red version, along with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039; and four &#039;&#039;&#039;White Orbs&#039;&#039;&#039; you dealt with a little earlier. Both mechanics are handled the same way as before (by baiting the beams so that the tri-pronged attacks fire out of the arena and don&#039;t rotate towards the center).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the original version, followed by another &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; (raidwide AoE), and &#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; (move into Eden&#039;s hitbox to avoid the donut AoE).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Having survived this onslaught, the raid will witness Eden casting another &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;, giving it alternative versions of previous mechanics much like before. After dealing with Eden&#039;s altered assault, such as &#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; and a few others, Eden will soon initiate a hard enrage via &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039;, causing a final DPS check. Should Eden successfully cast &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; at this point, the raid suffers an unavoidable raid wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Resurrection}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E1S.png&lt;br /&gt;
E1 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519886</id>
		<title>Eden&#039;s Gate: Resurrection (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Resurrection_(Savage)&amp;diff=1519886"/>
		<updated>2026-08-04T07:10:55Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added Ability and Rotation STDT table to Phase 1. Will add details and begin Phase 2 tomorrow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Resurrection}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty - but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image =  Eden&#039;s Gate- Resurrection (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 440&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Core&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Gate: Resurrection (Savage)&lt;br /&gt;
| id-gt = 30079&lt;br /&gt;
| id-edb = b82ab97c785&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E1S&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Keeper of Knowledge: [[Eden Prime]]==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The outer edge of the arena will kill any player that comes in contact with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Unavoidable party-wide damage. Deals 70% of each player&#039;s max health as damage, but does not bypass [[Barrier|barriers]].&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;|Vice and Virtue&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Places blue targeting reticles on DPS, Healers, or Tanks. The effect of this attack varies depending on the role targeted.&lt;br /&gt;
|When placed on DPS, each marked player drops a 5y radius [[Area of Effect#Puddle|puddle]] at their location.&lt;br /&gt;
|-&lt;br /&gt;
|When placed on tanks, both are hit by [[Tankbuster#AoE Tankbuster|line AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|When placed on healers, markers can be passed to other players on touch. At the end of the cast, the marked players are inflicted with an extremely powerful {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff for 20 seconds.&lt;br /&gt;
When the marker is passed, the previous owner is debuffed with {{Status effect|debuff|File:SlipperyPreyDebuff.png|link=File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039; for 6 seconds and unable to receive the marker again.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Two [[Tankbuster|tankbusters]] in quick succession, the first targeting the highest enmity player and inflicting {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 30 seconds. The second targeting the highest enmity player at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Eden Prime teleports to a random corner, turns around, and fires a massive [[Area of Effect#Static Line AoE|static line AoE]] covering the entire arena in front of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Simultaneously attacks with a [[Area of Effect#Static Circle AoE|static circle AoE]] underneath itself, four [[Area of Effect#Static Line AoE|static line AoEs]] in each cardinal direction, and a 5y radius [[Area of Effect#Spread Circle|spread circle]] on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Deals party-wide damage and indicates the start or end of an attack series.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The four farthest players are targeted by [[Area of Effect#Homing AoE|homing AoEs]], dropping 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] underneath themselves five times in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |The eight light orbs fire a [[Area of Effect#Spread Line or Cone|spread line]] at the closest player to it, dealing high magic damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (DPS)&#039;&#039;&#039;&lt;br /&gt;
|Targeted players should spread out to avoid inflicting unnecessary damage to teammates and place the puddles at the outer edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039;&lt;br /&gt;
|Stand under Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Tanks)&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should utilize mitigations and position themselves so that the party (and the other tank) aren&#039;t blasted by their own beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;&lt;br /&gt;
|A tank swap should occur during the cast, or an invulnerability cooldown used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vice and Virtue (Healers)&#039;&#039;&#039;&lt;br /&gt;
|Each Healer should pass a marker over to each tank as soon as possible. Tanks will have to be kept alive through the heavy damage-over-time effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Players should split into pairs of two and move to the diagonal edges of the arena (and away from each other).&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039;&lt;br /&gt;
|Four ranged players designated to handle [[Area of Effect#Homing AoE|homing AoEs]] should move away from Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;&lt;br /&gt;
|The four assigned players should dodge their AoEs while the tanks and melee focus on dealing damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Beam&#039;&#039;&#039;&lt;br /&gt;
|All players should stand next to an orb aimed towards the outside of the arena to ensure the beam is fired away from others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Light&#039;&#039;&#039;&lt;br /&gt;
|Run to and stand behind Eden Prime.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimensional Shift&#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;Fragor Maximus (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
*&#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; is very similar to Normal mode. After inflicting major raidwide damage, Eden teleports the arena to the depths of space. After a brief delay, two proximity markers will spawn, indicating the arrival of two adds - &#039;&#039;&#039;Guardians of Paradise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Each guardian should be picked up by a tank, moved towards each other, and faced away from the group. However, seeing as each add will perform regular cleaves, it is best not to double-tank them. Periodically, adds will attempt to cast &#039;&#039;&#039;Mana Boost&#039;&#039;&#039;, which should immediately be [[interrupt]]ed. If successfully cast, &#039;&#039;&#039;Mana Boost&#039;&#039;&#039; will buff the add with lethal damage. Eventually, both adds will begin charging &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; - an unavoidable AoE blast for massive damage. To avoid the brunt of the damage, players should focus down a specific add so that the group isn&#039;t blasted by two &#039;&#039;&#039;Mana Burst&#039;&#039;&#039; at the same time.&lt;br /&gt;
&lt;br /&gt;
*As a last resort (enrage), adds will eventually begin to cast &#039;&#039;&#039;Unto Dust&#039;&#039;&#039;, forcing a DPS check which will wipe the entire raid if unsuccessful.&lt;br /&gt;
&lt;br /&gt;
*If the adds are successfully slain in time, &#039;&#039;&#039;Eternal Breath&#039;&#039;&#039; - the same transitional cutscene from normal - will play, causing Eden to shoot the raid into a black hole for tremendous damage and eventually drop everyone back to the original platform.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; is cast immediately after the transition has ended, giving Eden the ability to buff and alter mechanics so that they must be handled in a different manner. Due to this, players must pay attention to Eden&#039;s buffs. If you notice that Eden has a buff-icon while casting an ability, that ability will be &#039;&#039;&#039;altered&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; revamps the original tankbuster so that it must be shared by the entire group rather than avoided. To combat this change, all players should split into two groups and stand alongside the tank to soak as much damage as possible. Despite being &#039;&#039;&#039;Altered&#039;&#039;&#039;, everyone hit by the mechanic will still acquire &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039;. Furthermore, the first person hit by the blast will also be marked with &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039;, so tanks should ensure that they are standing &#039;&#039;behind&#039;&#039; the assigned group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Puddles)&#039;&#039;&#039; will once again mark four random DPS. However, the revamped version no longer drops persistent puddles and, instead, requires the marked player to soak the upcoming damage alongside one additional player (ie. pair up). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Delta Attack&#039;&#039;&#039; is practically an inverse version of the original mechanic. Instead of spreading throughout the room to avoid massive line-based attacks throughout the arena, the group must instead stack close to Eden to avoid a major donut AoE. Simultaneously, both tanks will be marked for line AoEs, and a random DPS or healer will be marked for a non-telegraphed stack marker. To handle this, all players should group up close to Eden, with two tanks standing (separately) on one side while everyone else stacks together on the other. By doing so, everyone avoids the donut AoE, the tanks aim their beams harmlessly out of the arena, and the stack marker is soaked by everyone else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered: Vice and Virtue (Prey)&#039;&#039;&#039; marks both healers and is similar to the original mechanic, except this time, players affected by the resulting blast will receive &#039;&#039;&#039;Poison&#039;&#039;&#039;, &#039;&#039;&#039;Physical Vulnerability&#039;&#039;&#039; and &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;. Due to these debuffs being unpleasant for tanks, the marks should instead be passed on to a DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039;, the double-hitting tankbuster against Eden&#039;s primary target, will be used once more. However, it is not altered in any way, thus should be handled in the same manner as phase one (either with an immunity cooldown or tank swap).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena to the alternate red version once more. Unlike before, &#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; will also spawn four white orbs (rather than the previous eight) next to &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, which must be destroyed before they collide with the platform. Should any meteor land, the entire raid will be bombarded by heavy damage and debuffs. While the meteors drop, the raid will also have to contend with mechanics from the white orbs as well (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;White Orbs&#039;&#039;&#039;, just like earlier, will each target the closest player, except this time, the resulting beams will fire tri-pronged line attacks that will spin-fire in a particular direction indicated by the rotating arrows. Due to overlapping with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039;, players should be assigned to each orb and bait the beams so that they fire out of the arena, leaving other DPS (and tanks) free to deal with any remaining meteors in the center. Bear in mind that the orbs will fire in a 180-degree arc before dissipating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible to avoid instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; inflicts raidwide damage before morphing the arena back to its original state.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;If you&#039;ve gotten this far, Eden will perform a chain of previous mechanics in quick succession, such as:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; - the raidwide attack from the start of the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; - the arena-wide donut AoE from the start of the battle. Remember to move into Eden&#039;s hitbox to avoid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Tankbusters)&#039;&#039;&#039; - the unmodified attack against both tanks simultaneously. Tanks must remember to aim their markers so that the resulting blast doesn&#039;t clip the raid (or their fellow tank).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Paradise&#039;&#039;&#039; - the double-hitting tankbuster against Eden&#039;s primary target. Don&#039;t forget to utilize immunity (single tank) or a tank swap to avoid stacking &#039;&#039;&#039;Vulnerability&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Puddles)&#039;&#039;&#039; - the unmodified version you dealt with at the beginning of the battle. Don&#039;t forget to place puddles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - the unmodified version from earlier. Don&#039;t forget to pair up and stand within the diagonal safespots away from Eden to avoid the inner AoE and the barrage of attacks across the north, south, east and western sides of the playing field. Bear in mind that the &#039;&#039;&#039;puddles&#039;&#039;&#039; will still be active at this point, so be sure to drop them away from the safespots before &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; is executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vice and Virtue (Prey)&#039;&#039;&#039; - the unmodified version from earlier. Healers should once again transfer their marks to each tank as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the alternate red version, along with the &#039;&#039;&#039;falling meteors&#039;&#039;&#039; and four &#039;&#039;&#039;White Orbs&#039;&#039;&#039; you dealt with a little earlier. Both mechanics are handled the same way as before (by baiting the beams so that the tri-pronged attacks fire out of the arena and don&#039;t rotate towards the center).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Light&#039;&#039;&#039; is cast after the above two mechanics have been completed. Just like before, Eden will dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, so get behind Eden as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Shift&#039;&#039;&#039; - inflicts raidwide damage and morphs the arena to the original version, followed by another &#039;&#039;&#039;Eden&#039;s Gravity&#039;&#039;&#039; (raidwide AoE), and &#039;&#039;&#039;Eden&#039;s Flare&#039;&#039;&#039; (move into Eden&#039;s hitbox to avoid the donut AoE).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Having survived this onslaught, the raid will witness Eden casting another &#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;, giving it alternative versions of previous mechanics much like before. After dealing with Eden&#039;s altered assault, such as &#039;&#039;&#039;Altered: Vice and Virtue (Tankbuster)&#039;&#039;&#039; and a few others, Eden will soon initiate a hard enrage via &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039;, causing a final DPS check. Should Eden successfully cast &#039;&#039;&#039;Fragor Maximus&#039;&#039;&#039; at this point, the raid suffers an unavoidable raid wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Resurrection}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Earring Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Necklace Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Bracelet Coffer (IL 470)}}&lt;br /&gt;
{{Drops table row|Edengrace Ring Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Force Your Way}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E1S.png&lt;br /&gt;
E1 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cinder_Drift_(Extreme)&amp;diff=1519760</id>
		<title>Cinder Drift (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cinder_Drift_(Extreme)&amp;diff=1519760"/>
		<updated>2026-08-03T21:28:16Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Mark III Anti-Eikon Warmachina: The Ruby Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the optional story-mode level 80 [[trial]]|the level 80 challenge-mode [[trial]]|Cinder Drift}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Garlond Ironworks attracts a fair number of mechanically-minded lunatics, and even goes so far as to offer some of them employment. One in particular has taken it upon himself to craft likenesses of [[Garlean]] warmachina, including that of the recently defeated Ruby Weapon. A restored [[Allagan]] device uses it as a basis to project images of a foe far more ferocious than the one you had previously laid low, and your mind is filled with visions of what might have been.&lt;br /&gt;
| image = Cinder Drift (Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| tomestones = 25 poetics&lt;br /&gt;
| duty-finder = High-end Trials (Shadowbringers)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| location = Cinder Drift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| entrance = Eorzean Alliance Headquarters&lt;br /&gt;
| entrance-coordinates = 6.2, 6.1&lt;br /&gt;
| req-quest = Weapon of Choice&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Cinder Drift (Extreme)&lt;br /&gt;
| id-gt = 20069&lt;br /&gt;
| id-edb = b388be5eb05&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=tO3jau5upVg|dimensions=285|align=right|description=Video guide by MTQcapture}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Mark III Anti-Eikon Warmachina: [[The Ruby Weapon]] ==&lt;br /&gt;
The fight against The Ruby Weapon takes placed in a walled 20y radius circular arena.&lt;br /&gt;
&lt;br /&gt;
Once defeated, the boss will not only transform into [[Nael deus Darnus|Nael van Darnus]], but a checkpoint is given; if all players are defeated, they will return to the the start of the fight against Nael until the instance ends.&lt;br /&gt;
&lt;br /&gt;
Additionally, the perimeter will be outlined by a small blue ring during this second phase—killing any players that touch the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stamp&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts {{Status effect|debuff|Blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 50 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruby Ray&#039;&#039;&#039;&lt;br /&gt;
|A massive [[Area of Effect#Static Line AoE|static line AoE]] fired from Ruby Weapon&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magitek Bit&#039;&#039;&#039;&lt;br /&gt;
|Five turrets are created around the edges of the arena, aiming small [[Area of Effect#Static Line AoE|static line AoEs]] at random players repeatedly over time.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;&lt;br /&gt;
|Ruby Weapon digs its claws into the ground, following up with &#039;&#039;&#039;Helicoclaw&#039;&#039;&#039;, &#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;, or &#039;&#039;&#039;Liquifaction&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helicoclaw&#039;&#039;&#039;&lt;br /&gt;
|Three lines spiral out from the center. At the end of the cast, 5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] trace these paths from the center outwards. Deals high damage and inflicts {{Status effect|debuff|Vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;&lt;br /&gt;
|Can only be used following &#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;. Creates eight lines that tunnel outwards—four long lines and four short lines alternating.&lt;br /&gt;
A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] detonates under Ruby Weapon and from the ends all long lines, and a 5y radius [[Area of Effect#Static Circle AoE|static circle AoE]] detonates from the short lines, inflicting {{Status effect|debuff|Vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;; all players are marked by 2.5y radius [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
Spread circles detonate 3 times consecutively, each detonation inflicting {{Status effect|debuff|magic Vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 1 second and dropping a 2.5y radius [[Area of Effect#Landmine|landmine]].&lt;br /&gt;
&lt;br /&gt;
* Landmines disappear after 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undermine&#039;&#039;&#039;&lt;br /&gt;
|Only cast following &#039;&#039;&#039;Ravensclaw&#039;&#039;&#039; and is combined with &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039;. All tunnel lines become deadly [[Area of Effect#Puddle|puddles]], splitting the arena into four quadrants.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liquifaction&#039;&#039;&#039;&lt;br /&gt;
|Can only be used following &#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;. Transforms a portion of the arena into quicksand, debuffing players with {{Status effect|debuff|File:Six fulms under icon1.png|link=File:Six fulms under icon1.png}} &#039;&#039;&#039;Six Fulms Under&#039;&#039;&#039; until moving to stable ground.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|debuff|File:Six fulms under icon1.png|link=File:Six fulms under icon1.png}} &#039;&#039;&#039;Six Fulms Under&#039;&#039;&#039; is a six second debuff that heavily slows movement speed and kills the player on expiration. Instantly cleansed once the player is not standing in quicksand.&lt;br /&gt;
* If following &#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;, will be combined with &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039; and will cover the entire arena &#039;&#039;except&#039;&#039; the tunnel lines in quicksand.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ravensflight&#039;&#039;&#039;&lt;br /&gt;
|Several arrows and icons are placed on the ground, indicating the path Ruby Weapon will charge and attack from.&lt;br /&gt;
&lt;br /&gt;
* Basic yellow arrows show the direction Ruby Weapon charges until colliding with another arrow. Ruby weapon deals high damage and inflicts {{Status effect|debuff|Vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to players in this path.&lt;br /&gt;
* A claw icon indicates Ruby Weapon will pull out either its left or right claw for the remainder of the attack, greatly extending their charge AoE to their clawed side.&lt;br /&gt;
* A swirling spiral icon indicates a cast of &#039;&#039;&#039;Liquifaction&#039;&#039;&#039;, swapping the safe and unsafe areas of the floor.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruby Dynamics&#039;&#039;&#039;&lt;br /&gt;
|Both healers are targeted by {{I|Stack marker|stack markers}} while Ruby Weapon attacks with an untelegraphed [[Area of Effect#Static Donut AoE|static donut AoE]]—the safe zone being Ruby Weapon&#039;s hitbox.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cut and Run&#039;&#039;&#039;&lt;br /&gt;
|A three part attack: All players are marked with 5y radius [[Area of Effect#Spread Circle|spread circles]], then Ruby Weapon charges straight across the arena, wildly slashing to its front and sides with several [[Area of Effect#Static Cone AoE|cone AoEs]].&lt;br /&gt;
Lastly, a [[Other Mechanics#Proximity AoE|proximity AoE]] is created on both edges of the arena to Ruby Weapon&#039;s left and right.&lt;br /&gt;
|}&lt;br /&gt;
The first phase against The Ruby Weapon features a large array of abilities that combine into each other to create complex series of attacks.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stamp&#039;&#039;&#039; requires a tank-swap to prevent the previous tank from dying to the {{Status effect|debuff|Blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Helicoclaw&#039;&#039;&#039; can be dodged by standing in one of the three large spaces between the inner and outer lines. Once the trailing circle AoEs move out of the center, players can move towards the center themselves to dodge the circles on the outer edge.&lt;br /&gt;
* &#039;&#039;&#039;Ravensclaw&#039;&#039;&#039; has multiple safe zones, with the AoEs being shown via the glowing cracks prior to detonation, however, players should try to spread out equally around the arena in response to the follow up &#039;&#039;&#039;Undermine&#039;&#039;&#039; or &#039;&#039;&#039;Liquifaction&#039;&#039;&#039;.&lt;br /&gt;
** Against &#039;&#039;&#039;Undermine&#039;&#039;&#039;, players will want to spread out to have 2 players in each quadrant, dropping their &#039;&#039;&#039;Ruby Spheres&#039;&#039;&#039; carefully around their quadrant without cutting off the movement space for themselves or other players.&lt;br /&gt;
** Against &#039;&#039;&#039;Liquifaction&#039;&#039;&#039;, each player will need to stand on the tip of a different tunnel line to avoid the quicksand. Every player must then walk along their tunnel lines carefully to drop their three &#039;&#039;&#039;Ruby Spheres&#039;&#039;&#039; across it.&lt;br /&gt;
* Against &#039;&#039;&#039;Ruby Dynamics&#039;&#039;&#039; and &#039;&#039;&#039;Cut and Run&#039;&#039;&#039;, parties must split into two halves underneath The Ruby Weapon—to its left and right. Once the stack markers resolve, players must then spread across the left and right edges of the arena, hugging the wall to not only space out the [[Area of Effect#Spread Circle|spread circles]], but to avoid the wide sweeping attacks from the boss.&lt;br /&gt;
&lt;br /&gt;
====== Ravensflight #1: ======&lt;br /&gt;
The Ruby Weapon will cast &#039;&#039;&#039;Liquifaction&#039;&#039;&#039;, making only the inner 10y radius of the arena safe. They will then prepare six charges, with the fourth being a &#039;&#039;&#039;&#039;&#039;Claw&#039;&#039;&#039;&#039;&#039; arrow and the fifth being a &#039;&#039;&#039;&#039;&#039;Liquifaction&#039;&#039;&#039;&#039;&#039; arrow.&lt;br /&gt;
&lt;br /&gt;
# Players must start by standing in the corner of the circle opposite to both Ruby Weapon&#039;s starting location and the direction the center arrow is pointing. Ruby Weapon&#039;s charge AoE is extremely large, covering almost the entirety of the safe area.&lt;br /&gt;
# Once Ruby Weapon stops and pulls out its claw, the party must run to the far edge of the safe zone opposite to the clawed side. Players must also look at the six and final arrow and note which side will have the claw for that final charge.&lt;br /&gt;
# The Ruby Weapon will cast &#039;&#039;&#039;&#039;&#039;Liquifaction&#039;&#039;&#039;&#039;&#039; again, swapping the safe and unsafe areas of the floor. The party must &#039;&#039;immediately&#039;&#039; run towards the side of the arena that &amp;lt;u&amp;gt;will not&amp;lt;/u&amp;gt; be covered by the claw for the sixth and final charge.&lt;br /&gt;
&lt;br /&gt;
====== Ravensflight #2: ======&lt;br /&gt;
The Ruby Weapon will cast &#039;&#039;&#039;Liquifaction&#039;&#039;&#039;, covering the inner 10y radius of the arena in quicksand. They will then prepare five charges, with the fourth being a &#039;&#039;&#039;&#039;&#039;Liquifaction&#039;&#039;&#039;&#039;&#039; arrow and the fifth being a &#039;&#039;&#039;&#039;&#039;Claw&#039;&#039;&#039;&#039;&#039; arrow.&lt;br /&gt;
&lt;br /&gt;
# Much easier in comparison to the first Ravensflight, the party can start near The Ruby Weapon&#039;s sides (but not too close), then move into where Ruby Weapon was initially to dodge the second and third charges.&lt;br /&gt;
# All players must then run to the center to survive the safe zone swap by &#039;&#039;&#039;&#039;&#039;Liquifaction&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
# Finally, players must simply run to the edge of the safe zone opposite to The Ruby Weapon&#039;s claw.&lt;br /&gt;
&lt;br /&gt;
At the end of their rotation, The Ruby Weapon will begin a 15 second cast of &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039; that will kill the party.&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;Optimized Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magitek Bit&#039;&#039;&#039;&lt;br /&gt;
|Dodge the small line AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helicoclaw x2&#039;&#039;&#039;&lt;br /&gt;
|Stand in the large spot between the two lines. Once the circles AoEs move out of the center, run towards the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stamp&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank swap.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;&lt;br /&gt;
|Spread out into the safe zones, at the edges the small tunnel lines did not reach.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruby Sphere +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Undermine / Liquifaction&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Undermine&#039;&#039;&#039;, spread out equally into different quadrants.&lt;br /&gt;
If &#039;&#039;&#039;Liquifaction&#039;&#039;&#039;, all players should stand on a different tunnel line, dropping &#039;&#039;&#039;Ruby Spheres&#039;&#039;&#039; along it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruby Ray&#039;&#039;&#039;&lt;br /&gt;
|Don&#039;t stand in front of The Ruby Weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liquifaction&#039;&#039;&#039;&lt;br /&gt;
|Move to the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ravensflight&#039;&#039;&#039;&lt;br /&gt;
|Dodge The Ruby Weapon&#039;s charges and claw.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stamp&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruby Dynamics&#039;&#039;&#039;&lt;br /&gt;
|Split into two four-player stacks underneath The Ruby Weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cut and Run&#039;&#039;&#039;&lt;br /&gt;
|Split across the edges of the arena away from the center lane The Ruby Weapon is charging across.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruby Ray&#039;&#039;&#039;&lt;br /&gt;
|Don&#039;t stand in front of The Ruby Weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;&lt;br /&gt;
|Spread out into the safe zones, at the edges the small tunnel lines did not reach.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruby Sphere +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Undermine / Liquifaction&#039;&#039;&#039;&lt;br /&gt;
|Will be whichever was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruby Ray&#039;&#039;&#039;&lt;br /&gt;
|Don&#039;t stand in front of The Ruby Weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liquifaction&#039;&#039;&#039;&lt;br /&gt;
|Move towards the outer edge of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ravensflight&#039;&#039;&#039;&lt;br /&gt;
|Stand next to The Ruby Weapon to start. Be prepared to move to the center when The Ruby Weapon reaches the Liquifaction arrow.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stamp&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruby Dynamics&#039;&#039;&#039;&lt;br /&gt;
|Split into two four-player stacks underneath The Ruby Weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cut and Run&#039;&#039;&#039;&lt;br /&gt;
|Split across the edges of the arena away from the center lane The Ruby Weapon is charging across.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Optimized Ultima (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Nael van Darnus ===&lt;br /&gt;
----Nael van Darnus emerges from the back of The Ruby Weapon, utilizing abilities extremely similar to the ones used in [[The Second Coil of Bahamut - Turn 4]]&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;Meteor Project&#039;&#039;&#039;&lt;br /&gt;
|Nael summons Dalamud, filling a &#039;&#039;Dalamud Reborn&#039;&#039; gauge to 100. When this gauge depletes to 0, a &#039;&#039;&#039;Dalamud Impact&#039;&#039;&#039; happens after 25 seconds—dealing extreme party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outrage&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Stream&#039;&#039;&#039;&lt;br /&gt;
|Four players, either all DPS or all supports, are marked with 2.5y radius [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Negative Personae&#039;&#039;&#039;&lt;br /&gt;
|Nael van Darnus becomes {{Status effect|buff|File:Invincibility icon1.png|link=File:Invincibility icon1.png}} &#039;&#039;&#039;Invincible&#039;&#039;&#039;. Two &#039;&#039;&#039;&#039;&#039;Raven&#039;s Image&#039;&#039;&#039;&#039;&#039; enemies appear. One will be orange and buffed with {{Status effect|buff|File:Blind to rage buff.png|link=File:Blind to rage buff.png}} &#039;&#039;&#039;Blind to Rage&#039;&#039;&#039;, while the other is blue and buffed with {{Status effect|buff|File:Blind to grief buff.png|link=File:Blind to grief buff.png}} &#039;&#039;&#039;Blind to Grief&#039;&#039;&#039;.&lt;br /&gt;
Four players will be debuffed with {{Status effect|debuff|File:Pall of rage debuff.png|link=File:Pall of rage debuff.png}} &#039;&#039;&#039;Pall of Rage&#039;&#039;&#039;, and four others {{Status effect|debuff|File:Pall of grief debuff.png|link=File:Pall of grief debuff.png}} &#039;&#039;&#039;Pall of Grief&#039;&#039;&#039;, making them unable to damage the Raven&#039;s Image of matching color.&lt;br /&gt;
&lt;br /&gt;
* If brought too close together, both Raven&#039;s Images will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039;.&lt;br /&gt;
* Once one of the two Raven&#039;s Images is defeated, all players will be cleansed of their Pall debuffs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Change of Heart&#039;&#039;&#039;&lt;br /&gt;
|Swaps the color and buffs of both Raven&#039;s Images.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039;&lt;br /&gt;
|Cast by a Raven&#039;s Image. A 20y radius [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone in the center around the caster.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron Chariot&#039;&#039;&#039;&lt;br /&gt;
|Cast by a Raven&#039;s Image. A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on the caster. Inflicts high [[knockback]] on players hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruby Claw&#039;&#039;&#039;&lt;br /&gt;
|Cast by a Raven&#039;s Image. A five-hit [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Greater Memory&#039;&#039;&#039;&lt;br /&gt;
|Cast by a Raven&#039;s Image. Grants the caster a stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Negative Affect&#039;&#039;&#039;&lt;br /&gt;
|An orange head and a blue head are created next to the Raven&#039;s Image of matching color. Each head then attaches a [[Tether (mechanic)#Chase Tether|chase tether]] to a random player with the same colored debuff.&lt;br /&gt;
&lt;br /&gt;
* If the heads collide with a Raven&#039;s Image of the opposite color, it will harmlessly dissipate and remove one stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; from the Image.&lt;br /&gt;
* If the heads collide with a player, a Raven&#039;s Image of the same color, or too much time passes, they will detonate for high party-wide damage and inflict a 20 second {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Negative Aura&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Gaze|gaze]] attack from Nael.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Meteor Mine&#039;&#039;&#039;&lt;br /&gt;
|All players receive [[Other Mechanics#Number Markers|number markers]] and 10y radius [[Area of Effect#Spread Circle|spread circles]]. Each spread circle becomes a low-damage [[Other Mechanics#Proximity AoE|proximity AoE]], with a comet dropping on each location in order.&lt;br /&gt;
12 seconds after landing, comets begin to detonate into 5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]].&lt;br /&gt;
&lt;br /&gt;
* If two or more meteors land within each other&#039;s spread circles, they will detonate and deal lethal damage to the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039;&lt;br /&gt;
|Follows &#039;&#039;&#039;Meteor Mine&#039;&#039;&#039;. A [[Area of Effect#Line of Sight AoE|line of sight AoE]] from the center of the arena dealing lethal damage to players not behind a comet.&lt;br /&gt;
&lt;br /&gt;
* The cast summons a Meteor, which lands 15 seconds after the cast&#039;s completion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Screech&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Knockback#Radial Knockback|radial knockback]] emitted from Nael.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mark II Magitek Comet&#039;&#039;&#039;&lt;br /&gt;
|Two arrows appear on opposite sides of the arena, traveling in the direction they are pointing. The fifth arrow becomes a glowing circle that a comet will impact into.&lt;br /&gt;
If a player stands on this glowing circle, they will clash with the comet and become debuffed with {{Status effect|debuff|File:Atlas debuff.png|link=File:Atlas debuff.png}} &#039;&#039;&#039;Atlas&#039;&#039;&#039;, taking heavy damage over time and are unable to act.&lt;br /&gt;
&lt;br /&gt;
* The two comets being held up can be targeted and destroyed by other players.&lt;br /&gt;
* If a comet is not caught or a player holding a comet dies, it will impact the ground and deal extreme damage to all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bradamante&#039;&#039;&#039;&lt;br /&gt;
|Two players are marked with red [[Area of Effect#Spread Line or Cone|spread line]] arrows. Inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 1 second to all players hit.&lt;br /&gt;
|}&lt;br /&gt;
Phase 2 is split into three parts divided by casts of &#039;&#039;&#039;Meteor Project&#039;&#039;&#039;. The first part revolves around the handling of &#039;&#039;&#039;Negative Personae&#039;&#039;&#039;. The second part, &#039;&#039;&#039;Meteor Mine&#039;&#039;&#039;. The third and final part has no major mechanics but acts as an enrage, defeating the party afterwards.&lt;br /&gt;
&lt;br /&gt;
====== Negative Personae: ======&lt;br /&gt;
The two tanks will want to grab the Raven&#039;s Image that is the opposite color of their debuff and pull them to opposite sides of the arena. Not only must they be kept apart to prevent them from buffing each other, but to prevent &#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039; from reaching the other group.&lt;br /&gt;
&lt;br /&gt;
There are only three things to keep in mind for this attack series:&lt;br /&gt;
&lt;br /&gt;
* If the Raven&#039;s Image is casting &#039;&#039;&#039;Iron Chariot&#039;&#039;&#039;, &#039;&#039;do not try dodge into the center of the arena&#039;&#039;. If the other Raven&#039;s Image is casting &#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039;, then the center of the arena will still be dangerous.&lt;br /&gt;
** For this same reason, healers should also stand close to their Raven&#039;s Image, rather than in the center of the arena.&lt;br /&gt;
* Once the &#039;&#039;&#039;Negative Affect&#039;&#039;&#039; heads appear, DPS players should avoid standing behind the Raven&#039;s Images to provide the floating heads a clear path to safely collide with the correct Image.&lt;br /&gt;
* All players will need to swap targets after &#039;&#039;&#039;Change of Heart&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
====== Meteor Phase: ======&lt;br /&gt;
Eight [[waymarks]] should be placed around the edges of the arena rotating either clockwise or counter-clockwise. The eighth marker must be placed slightly away from the wall to allow players to hide behind it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meteor Mines&#039;&#039;&#039; should be dropped on these markers in order, creating an orderly circular rotation.&lt;br /&gt;
&lt;br /&gt;
Once the spread circle disappears, that player can run into the center. The proximity AoEs damage falls off extremely quickly and will not deal any noticable damage past the 10y range.&lt;br /&gt;
&lt;br /&gt;
After all Mines are placed, players should position themselves so that &#039;&#039;&#039;Screech&#039;&#039;&#039; knocks them behind the eighth meteor and out of line-of-sight from the falling &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lastly, both tanks should split to opposite sides of the arena to each catch a different &#039;&#039;&#039;Mark II Magitek Comet&#039;&#039;&#039;. Once these comets land on the tanks, DPS must try to destroy them as fast as possible while healers keep the tanks alive.&lt;br /&gt;
&lt;br /&gt;
During this time, two pairs of &#039;&#039;&#039;Bradamante&#039;&#039;&#039; arrows will go out. These must be aimed &#039;&#039;away&#039;&#039; from the tanks else they will die along with the rest of the party.&lt;br /&gt;
&lt;br /&gt;
* The final phase simply involves several casts of &#039;&#039;&#039;Outrage&#039;&#039;&#039; and &#039;&#039;&#039;Meteor Stream&#039;&#039;&#039;. Players must use whatever resources they have left to defeat Nael before Dalamud falls for the final time.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Meteor Project&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Negative Personae&#039;&#039;&#039;&lt;br /&gt;
|Attack the Raven&#039;s Image of the color opposite to the debuff and pull them to opposite sides of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Stream&#039;&#039;&#039;&lt;br /&gt;
|Spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Greater Memory&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron Chariot / Lunar Dynamo&#039;&#039;&#039;&lt;br /&gt;
|Each Raven&#039;s Image will cast one of the two at random. Do not dodge &#039;&#039;&#039;Iron Chariot&#039;&#039;&#039; by running to the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Negative Affect&#039;&#039;&#039;&lt;br /&gt;
|Have each head collide with the Raven&#039;s Image of the opposite color. DPS should not stand behind the bosses to prevent the head from accidentally colliding with a player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Stream&#039;&#039;&#039;&lt;br /&gt;
|Spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruby Claw&#039;&#039;&#039;&lt;br /&gt;
|Mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Change of Heart&#039;&#039;&#039;&lt;br /&gt;
|All players must swap targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Greater Memory&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Stream&#039;&#039;&#039;&lt;br /&gt;
|Spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron Chariot / Lunar Dynamo&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruby Claw&#039;&#039;&#039;&lt;br /&gt;
|Mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Negative Aura&#039;&#039;&#039;&lt;br /&gt;
|Look away from Nael.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dalamud Impact&#039;&#039;&#039;&lt;br /&gt;
|Will wipe the party if the Raven&#039;s Images aren&#039;t defeated.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Meteor Project&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Mine&#039;&#039;&#039;&lt;br /&gt;
|Place these around the edges of the arena in a rotation. The eighth comet should be a few yalms away from the wall to allow players to hide behind it later.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Screech&#039;&#039;&#039;&lt;br /&gt;
|Aim to be knocked back towards the eighth comet.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mark II Magitek Comet&#039;&#039;&#039;&lt;br /&gt;
|Each tank should follow a different arrow to catch both comets. Mitigations should be used prior. DPS must destroy the comets while healers keep the tanks alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bradamante x2&#039;&#039;&#039;&lt;br /&gt;
|Aim these arrows away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dalamud Impact&#039;&#039;&#039;&lt;br /&gt;
|Will wipe the party if the comets aren&#039;t destroyed.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Meteor Project&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outrage x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Stream x2&#039;&#039;&#039;&lt;br /&gt;
|Will target all DPS or all support first, then the opposite role after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outrage x2&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Nael van Darnus.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Dalamud Impact (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unsynced guide==&lt;br /&gt;
{{evt|service=youtube|id=TGVsBsg_IXA|dimensions=350|align=right|description=Video guide by Moonshadow Fantasy}}&lt;br /&gt;
With a level 90 or higher unrestricted party, the following mechanics are of concern:&lt;br /&gt;
*&#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;: Assign each player to a cardinal or intercardinal spot.&lt;br /&gt;
**&#039;&#039;&#039;Undermine:&#039;&#039;&#039; Players with the long crack pointed at them move left. Drop off three AoEs at the back of the arena and move to the center.&lt;br /&gt;
**&#039;&#039;&#039; Liquefaction:&#039;&#039;&#039; Players stand on the cracks, dropping off the overlapping AoEs as they move towards the center.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ray&#039;&#039;&#039;: Stand behind the boss.&lt;br /&gt;
*&#039;&#039;&#039;Add phase:&#039;&#039;&#039; Attack the add with the opposite color to your own debuff (red attacks blue and vice versa). Keep the adds apart.&lt;br /&gt;
**&#039;&#039;&#039;WARNING: The knockback effect for failing these mechanics will still immediately KO you if you hit the wall.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Iron Chariot:&#039;&#039;&#039; The add casts an AoE around itself, move away&lt;br /&gt;
**&#039;&#039;&#039;Lunar Dynamo:&#039;&#039;&#039; The add casts a donut AoE around itself, move into its hitbox.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Ruby Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Ruby Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Ruby Gwiber Trumpet}} at [[C&#039;intana]] in [[Mor Dhona]] {{coords|22.7, 6.7}}.&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Drops item|Ruby Weapon Card|fixed=y}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Ruby Arms (IL 485)}}&lt;br /&gt;
{{Drops table row|Ruby Battleaxe}}&lt;br /&gt;
{{Drops table row|Ruby Greatsword}}&lt;br /&gt;
{{Drops table row|Ruby Sawback}}&lt;br /&gt;
{{Drops table row|Ruby Partisan}}&lt;br /&gt;
{{Drops table row|Ruby Cesti}}&lt;br /&gt;
{{Drops table row|Ruby Samurai Blade}}&lt;br /&gt;
{{Drops table row|Ruby Daggers}}&lt;br /&gt;
{{Drops table row|Ruby Bow}}&lt;br /&gt;
{{Drops table row|Ruby Knifelock}}&lt;br /&gt;
{{Drops table row|Ruby Chakrams}}&lt;br /&gt;
{{Drops table row|Ruby Rod}}&lt;br /&gt;
{{Drops table row|Ruby Index}}&lt;br /&gt;
{{Drops table row|Ruby Hanger}}&lt;br /&gt;
{{Drops table row|Ruby Cane}}&lt;br /&gt;
{{Drops table row|Ruby Codex}}&lt;br /&gt;
{{Drops table row|Ruby Astrometer}}&lt;br /&gt;
{{Drops table row|Ruby Plating}}&lt;br /&gt;
{{Drops table row|Ruby Weapon Coffer (IL 485)}}&lt;br /&gt;
{{Drops table row|Ruby Gwiber Trumpet}}&lt;br /&gt;
{{Drops table row|Faded Copy of Ultima (The Primals)}}&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|Seeing Red}}&lt;br /&gt;
{{achievement table row|Mightier than Ruby}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Ultima (The Primals)}}&lt;br /&gt;
{{music table row|Phase 2|Rise of the White Raven (Orchestral Version)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=200px&amp;gt;&lt;br /&gt;
Cinder Drift EX.png&lt;br /&gt;
Cinder Drift boss.png&lt;br /&gt;
File:cinder drift1.jpg&lt;br /&gt;
File:The Ruby Weapon render.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;br /&gt;
[[Category:The Sorrow of Werlyt]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Nerva_yae_Galvus&amp;diff=1519730</id>
		<title>Nerva yae Galvus</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Nerva_yae_Galvus&amp;diff=1519730"/>
		<updated>2026-08-03T09:14:02Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added more info to the infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Nerva yae Galvus&lt;br /&gt;
| description = This blasphemy is a metamorphosed member of the Garlean nobility—a leader of one faction in the civil war that precipitated the Empire&#039;s downfall, in fact. As befitted a man with ambitions for the imperial throne, the hideous beast he became held court in the Tower of Babil as if intending to build an empire all his own.&lt;br /&gt;
| description-source = Encyclopaedia Eorzea Volume III, p. 285&lt;br /&gt;
| image = Nerva yae Galvus.png&lt;br /&gt;
| location = The Tower of Babil&lt;br /&gt;
| coordinates = &lt;br /&gt;
| dungeon = &lt;br /&gt;
| raid = &lt;br /&gt;
| trial = &lt;br /&gt;
| title = &lt;br /&gt;
| gender =Male &lt;br /&gt;
| age = 44&lt;br /&gt;
| race = Blasphemy &lt;br /&gt;
| clan = &lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| profession = &lt;br /&gt;
| birthplace = &lt;br /&gt;
| organization = IIIrd Imperial Legion&lt;br /&gt;
| level = 90&lt;br /&gt;
| aggression = a6&lt;br /&gt;
| service = &lt;br /&gt;
| goal = &lt;br /&gt;
| release = endwalker&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
|relatives=[[Solus zos Galvus]] (grandfather)&amp;lt;br&amp;gt;Titus yae Galvus (father)}}&lt;br /&gt;
He is the final boss of the Master [[role quests]] in &#039;&#039;[[Endwalker]]&#039;&#039;.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Loot==&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Quests Involved In==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{quest list row|Forlorn Glory}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|Encyclopaedia Eorzea Volume III, p. 180|&amp;quot;For glory, everlasting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sired by Titus, the late emperor&#039;s second son, Nerva yae Galvus opposed [[Varis]] at every turn. After his cousin&#039;s death, forty-four-year-old Nerva claimed the throne for himself, igniting a civil war. The [[Telophoroi]], however, would inflict untold ruination upon [[Garlemald]] ere his reign could begin, and the anguish of watching the Empire unravel before his eyes was too much for him to bear. Gripped by despair, Nerva transformed into a blasphemy, a mockery of an emperor driven by the desire to grasp that which he was denied. He prowled the Tower of Babil, hungry for power he would never possess, until he was slain by the Ilsabard contingent.}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nerva portrait.jpg|Nerva&#039;s human appearance from Encyclopaedia Eorzea Vol III&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
This enemy is a recolored version of [[Therion]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]] [[Category:Bosses]] [[Category:Blasphemy]] [[Category:Patch 6.0 Enemies]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Cloud_Deck_(Extreme)&amp;diff=1519729</id>
		<title>The Cloud Deck (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Cloud_Deck_(Extreme)&amp;diff=1519729"/>
		<updated>2026-08-03T08:54:32Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Quick Notes: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the level 80 challenge-mode [[trial]]|the optional story-mode level 80 [[trial]]|The Cloud Deck}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = The climactic midair confrontation with [[the Diamond Weapon]] is one you will not soon forget. Nevertheless, Garlond Ironworks has provided a means by which you can relive those memories, albeit in a highly exaggerated fashion. Though nothing more than a simulation, it will demand every onze of mettle you can muster to overcome this enhanced version of an already formidable foe.&lt;br /&gt;
| image = The Cloud Deck (Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 510&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| duty-finder = High-end Trials (Shadowbringers)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| tomestones = 25 poetics&lt;br /&gt;
| location = G-Savior Deck&lt;br /&gt;
| region = ???&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Weapon of Choice&lt;br /&gt;
| patch = 5.5&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Cloud Deck (Extreme)&lt;br /&gt;
| id-gt = 20076&lt;br /&gt;
| id-edb = c4a2acf0912&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=_xjA5JWyzKg|dimensions=285|align=right|description=Video guide by MTQcapture}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Mark I Anti-Eikon Warmachina: [[The Diamond Weapon]] ==&lt;br /&gt;
The battle against The Diamond Weapon takes place on two 20x40 yalm flying platforms with a 20 yalm gap between them—creating a 60x40 yalm map. The west platform is blue, while the east platform is red.&lt;br /&gt;
&lt;br /&gt;
Each platform has two teleporters that will transport players to the opposite platform.&lt;br /&gt;
&lt;br /&gt;
After teleporting, players will be debuffed with {{Status effect|debuff|File:System lock debuff.png|link=File:System lock debuff.png}} &#039;&#039;&#039;System Lock&#039;&#039;&#039; for 20 seconds, preventing them from using the teleporters again until the debuff expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
|The Diamond Weapon&#039;s auto-attack hits the two players highest on the enmity list with thin [[Area of Effect#Cleave|line cleaves]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Rain&#039;&#039;&#039;&lt;br /&gt;
|Debuffs all players with an amount of {{Status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; stacks equal to the number of players on their platform, then deals magic damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adamant Purge&#039;&#039;&#039;&lt;br /&gt;
|One of The Diamond Weapon&#039;s hands emits three thin afterburner flames. At the end of the countdown, the platform on the same side as the flames is swiped by massive claws.&lt;br /&gt;
&lt;br /&gt;
* If Diamond Weapon&#039;s shoulders open and ignite during the countdown, it will follow up with &#039;&#039;&#039;Homing Laser&#039;&#039;&#039; after.&lt;br /&gt;
* If Diamond Weapon&#039;s chest opens with a glowing yellow cannon, it will follow up with &#039;&#039;&#039;Diamond Flash&#039;&#039;&#039; after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Laser&#039;&#039;&#039;&lt;br /&gt;
|All players are struck by 5y radius [[Area of Effect#Spread circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Flash&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack]] aimed at a random player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Burst&#039;&#039;&#039;&lt;br /&gt;
|Both tanks are targeted by [[Other Mechanics#Flare Marker|flare markers]]. Functions as an [[Tankbuster#AoE Tankbuster|AoE tankbuster]].&lt;br /&gt;
&lt;br /&gt;
* This attack has high damage fall-off. A 20y distance away from the tanks is enough to avoid a majority of the damage.&lt;br /&gt;
|}&lt;br /&gt;
The core of this fight revolves around the party splitting into two [[Party|light parties]] and constantly rotating between platforms to dodge and survive attacks.&lt;br /&gt;
&lt;br /&gt;
The party should assign players into two light parties, with each light party being given a priority on the blue or red platform. The red platform party should teleport to it the instant it appears at the start of the fight.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* The tanks should stay away from other players to avoiding cleaving them with the line AoE auto-attacks.&lt;br /&gt;
* Each light party will need to be on opposite platforms for &#039;&#039;&#039;Diamond Rain&#039;&#039;&#039;. While 5 stacks of {{Status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; is survivable, any more will kill all players on that platform.&lt;br /&gt;
* With every cast of &#039;&#039;&#039;Adamant Purge&#039;&#039;&#039;, the light party on the clawed side will need to teleport to the other side. Players must also keep an eye out to see if &#039;&#039;&#039;Homing Laser&#039;&#039;&#039; or &#039;&#039;&#039;Diamond Flash&#039;&#039;&#039; follows.&lt;br /&gt;
** After Homing Laser / Diamond Flash (or right after the claw in the case of the second Adamant Purge), the light party not debuffed with {{Status effect|debuff|File:System lock debuff.png|link=File:System lock debuff.png}} &#039;&#039;&#039;System Lock&#039;&#039;&#039; will need to teleport to the opposite platform.&lt;br /&gt;
* Tanks will need to use mitigations to survive &#039;&#039;&#039;Photon Burst&#039;&#039;&#039;. They should move to the opposite side of the platform away from the rest of the party.&lt;br /&gt;
** Players do not need to worry about [[Other Mechanics#Flare Marker|flare markers]] across the gap.&lt;br /&gt;
&lt;br /&gt;
Each cast of &#039;&#039;&#039;Adamant Purge&#039;&#039;&#039; will have a different follow-up attack. While the first and third casts are random, the second cast is always followed by &#039;&#039;&#039;Diamond Rain&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The phase will end after the third Adamant Purge and the second Photon Burst.&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;Diamond Rain&#039;&#039;&#039;&lt;br /&gt;
|The red party should teleport to the opposite party immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adamant Purge&#039;&#039;&#039;&lt;br /&gt;
|The party on the clawed side must teleport across.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Flash / Homing Laser&#039;&#039;&#039;&lt;br /&gt;
|Spread out if the shoulders open, or stack together if the chest opens. Afterwards, the light party not debuffed with {{Status effect|debuff|File:System lock debuff.png|link=File:System lock debuff.png}} &#039;&#039;&#039;System Lock&#039;&#039;&#039; will need to teleport to the opposite platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Burst&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and move away from the other players on the platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adamant Purge&#039;&#039;&#039;&lt;br /&gt;
|Teleport away from the clawed side, then the other light party must teleport back across after the claw.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Rain&#039;&#039;&#039;&lt;br /&gt;
|Ensure both light parties are on opposite platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adamant Purge&#039;&#039;&#039;&lt;br /&gt;
|The party on the clawed side must teleport across.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Flash / Homing Laser&#039;&#039;&#039;&lt;br /&gt;
|Will be the attack not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Burst&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and separate from the tank.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Code Chi-Xi-Stigma (Phase 2 Start)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Code Chi-Xi-Stigma&#039;&#039;&#039;&lt;br /&gt;
|Eight fists, four on each platform, attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a different random player. An [[Knockback#Epicentral Knockback|epicentral]] [[Knockback#Uppercut|uppercut]] circle then appears on each platform.&lt;br /&gt;
Each fist fires at their target when the knockback resolves. Finally, one of the two platforms is covered by a massive AoE and then destroyed.&lt;br /&gt;
&lt;br /&gt;
* Players are uppercut ~25 yalms in distance. As the attack launches them into the air, players can be flung across the gap between platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outrage&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auri Doomstead&#039;&#039;&#039;&lt;br /&gt;
|A 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 50 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auri Arts (Zig Zag)&#039;&#039;&#039;&lt;br /&gt;
|A row of five orbs appear on the east and west side of the platform, one orb appears on the north and south side, and one above the center of the platform.&lt;br /&gt;
&lt;br /&gt;
* The Diamond Weapon faces one orb in a random corner, jumps to it, then rebounds down the platform in a zig-zag pattern creating [[Area of Effect#Static Line AoE|static line AoEs]] between. All AoEs deal damage and [[knockback]].&lt;br /&gt;
* It then jumps to the center orb, facing north or south. It leaps to the orb it&#039;s facing and then rebounds straight across from it, covering the east or west half in a [[Area of Effect#Static Line AoE|static line AoE]] matching the offset of the orb it jumped to.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auri Arts (Slam)&#039;&#039;&#039;&lt;br /&gt;
|The boss jumps to an orb on the north or south side of the arena, with a chance that a second orb appears on the opposite side of the platform. Another orb floats above the east or west edge of the platform marked with a laser to the ground.&lt;br /&gt;
&lt;br /&gt;
* If there is no orb on the opposite side, the boss will simply slam the opposite side of the platform in a large [[Area of Effect#Static Circle AoE|static circle AoE]], dealing a powerful [[knockback]] to those hit.&lt;br /&gt;
* If there is an orb on both sides, the boss instead dashes across the platform, creating a [[Area of Effect#Static Line AoE|static line AoE]] across the center before rebounding to slam the side it started on.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Vertical Cleave&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vertical Cleave&#039;&#039;&#039;&lt;br /&gt;
|An attack following &#039;&#039;&#039;Auri Arts (Slam)&#039;&#039;&#039;. The boss jumps to the orb above the east/west side of the arena and performs a [[Knockback#Radial Knockback|radial knockback]] centered directly below it. Pushes players ~20y away. Can be avoided with knockback resist abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Articulated Bits&#039;&#039;&#039;&lt;br /&gt;
|Creates several hands that fire moderate damage lasers in the direction they are facing, inflicting {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The most deadly phase, The Diamond Weapon shreds their armor, becoming must faster and utilizing several new abilities that can easily throw players off the platform to their death.&lt;br /&gt;
&lt;br /&gt;
====== Code Chi-Xi-Stigma: ======&lt;br /&gt;
Each player will need to identify whether the fist targeting them is on the same platform or the opposite platform. If the fist is on the same platform, the tether will have a pink spiky appearance—otherwise it will be purple.&lt;br /&gt;
&lt;br /&gt;
* If players are on the same platform as their fist, they will need to use the [[Knockback#Epicentral Knockback|epicentral]] [[Knockback#Uppercut|uppercut]] circle to launch themselves across the gap to the opposite platform.&lt;br /&gt;
* If players are already on the opposite platform, players must instead stand next to the blue circle and be knocked to the other edge of the same platform.&lt;br /&gt;
&lt;br /&gt;
After the uppercuts, players must teleport away from whichever platform is indicated to be destroyed by the massive AoE—for this reason, players can not use teleporters to resolve the fist tethers, else they would be debuffed with {{Status effect|debuff|File:System lock debuff.png|link=File:System lock debuff.png}} &#039;&#039;&#039;System Lock&#039;&#039;&#039;.&lt;br /&gt;
[[File:Cloud Deck EX - Auri Arts (Zig Zag).jpg|alt=The attack pattern for Auri Arts (Zig Zag)|thumb|282x282px|The attack pattern for Auri Arts (Zig Zag)]]&lt;br /&gt;
&lt;br /&gt;
====== Auri Arts (Zig Zag): ======&lt;br /&gt;
A deceptively disorienting attack, the players will need to find one the few safe zones based on which orb The Diamond Weapon jumps to first, which they will face towards during the initial cast.&lt;br /&gt;
&lt;br /&gt;
* The safe orb to stand next to will always be the middle orb closest to the back of the boss, or fourth orb away from the boss&#039;s jump target on the same side.&lt;br /&gt;
** The positions of the boss&#039;s back legs may also be used as indicators towards the two safe orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will then jump onto the orb above the center of the arena, hang upside down, and face the north or south side. This indicates which of the two orbs they will jump to—resulting in a final half-arena AoE.&lt;br /&gt;
&lt;br /&gt;
* Do not be fooled by the position of the boss&#039;s body on the center orb. Though most of the body will be on the opposite side to the orb they are jumping to, their &#039;&#039;head&#039;&#039; will be facing their target.&lt;br /&gt;
&lt;br /&gt;
Later casts of Auri Arts will be combined with the east or west half of the arena being covered by &#039;&#039;&#039;Articulated Bits&#039;&#039;&#039;; players will need to move to the safe zone on the side not covered by the bits to avoid damage.&lt;br /&gt;
&lt;br /&gt;
Additionally, the final jump will later have &#039;&#039;&#039;Articulated Bits&#039;&#039;&#039; spaced across the east or west sides of the platform, forcing players to dodge AoEs in two directions.&lt;br /&gt;
&lt;br /&gt;
====== Auri Arts (Slam): ======&lt;br /&gt;
Players will first need to identify if there is an orb on both the north and south side of the platform, or only one side.&lt;br /&gt;
&lt;br /&gt;
* If there is no orb directly opposite to the boss, players can simply stay on the half of the arena closest to the boss&#039;s starting location.&lt;br /&gt;
* If there is an orb opposite to the boss, players will need to move to the east/west edges of the arena and run &#039;&#039;away&#039;&#039; from the boss&#039;s starting position. The boss will rebound off the second orb and slam the starting half of the platform.&lt;br /&gt;
&lt;br /&gt;
This attack is always followed by &#039;&#039;&#039;Vertical Cleave&#039;&#039;&#039;. Players will want to stand as close to the laser under the floating center orb as possible, aimed towards a corner. Alternatively, {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} can be used.&lt;br /&gt;
&lt;br /&gt;
Later casts of will be combined with &#039;&#039;&#039;Articulated Bits&#039;&#039;&#039; covering the east or west of the arena during the slam, and the north or south half of the arena during &#039;&#039;&#039;Vertical Cleave&#039;&#039;&#039;, forcing players to be knocked back towards the uncovered half.&lt;br /&gt;
&lt;br /&gt;
Should players avoid falling to their death, Phase 3 will begin.&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;Outrage x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auri Arts (Zig Zag)&#039;&#039;&#039;&lt;br /&gt;
|Stand in one of the few safe zones, then move to the correct east or west half of the platform based on which orb the boss is facing while upside down.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outrage&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auri Doomstead&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auri Arts (Slam)&#039;&#039;&#039;&lt;br /&gt;
|If there is no orb opposite to the boss, stay near the boss. If there is an orb opposite, avoid the center and move the empty orb away from the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vertical Cleave&#039;&#039;&#039;&lt;br /&gt;
|Stand near the glowing laser and aim to be knocked diagonally towards a corner. Alternatively, use {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Outrage&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auri Arts (Zig Zag)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;&#039;Articulated Bits&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe zone that is also safe from the fists. Repeat again for the east/west AoE after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outrage&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auri Doomstead&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auri Arts (Slam)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;&#039;Articulated Bits&#039;&#039;&#039;&lt;br /&gt;
|Will be the other type of slam not used previously. Avoid the Articulated Bits.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vertical Cleave&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;&#039;Articulated Bits&#039;&#039;&#039;&lt;br /&gt;
|Aim to be knocked to the corner not covered by the Articulated Bits.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outrage&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&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;Flood Ray&#039;&#039;&#039;&lt;br /&gt;
|All players receive different [[Other Mechanics#Number Markers|number markers]]. The Diamond Weapon shoots players in order of number with 90-degree [[Area of Effect#Spread Line or Cone|spread cones]] that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 14 seconds.&lt;br /&gt;
&lt;br /&gt;
* The Diamond Weapon will only put up as many numbers as there are players alive, attacking that many times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Shrapnel&#039;&#039;&#039;&lt;br /&gt;
|All players are targeted by 10y radius [[Area of Effect#Homing AoE|homing AoEs]]. Six seconds after the [[Area of Effect#Static Circle AoE|static circle AoEs]] appear, they will chase their target at extremely high speeds—faster than the victim can sprint—detonating four times in total.&lt;br /&gt;
&lt;br /&gt;
* The Homing AoEs can travel a maximum distance of 40 yalms before expiring.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adamant Sphere&#039;&#039;&#039;&lt;br /&gt;
|Up to eight [[Tower|towers]] are created, four on each platform. There will only be as many towers as there are living players.&lt;br /&gt;
|}&lt;br /&gt;
The Diamond Weapon reforms into their phase 1 armor, gaining a few new abilities and complicating previous ones.&lt;br /&gt;
&lt;br /&gt;
After 12 minutes, the boss will enrage with a 10 second cast of &#039;&#039;&#039;Flood Ray&#039;&#039;&#039; that fires lethal cone AoEs at individual players until no one is left standing.&lt;br /&gt;
&lt;br /&gt;
====== Quick Notes: ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Articulated Bits&#039;&#039;&#039; will be added to all casts of &#039;&#039;&#039;Adamant Purge&#039;&#039;&#039;, covering the north or south half of both platforms. If the red platform has its southern half covered, the blue platform will have its northern half covered.&lt;br /&gt;
** If a light party needs to teleport to avoid the claw, they can either run into the teleporter closest to their Articulated Bits before the count of 2, or wait until after the Bits fire to teleport.&lt;br /&gt;
&lt;br /&gt;
====== Flood Ray: ======&lt;br /&gt;
As the [[Other Mechanics#Number Markers|number markers]] are assigned randomly, players will need to break their light parties temporarily before reforming them after.&lt;br /&gt;
&lt;br /&gt;
Odd numbers are blue and even numbers are red—this results in a common strategy to have odd numbers move to the blue platforms and even numbers move to the red platform.&lt;br /&gt;
&lt;br /&gt;
Players numbered 1, 2, 3, and 4 should split to the corners of their platform closest to The Diamond Weapon. Players numbered 5, 6, 7, and 8 should stay in the center of their platform to avoid the cone AoEs aimed at the lower numbers.&lt;br /&gt;
&lt;br /&gt;
* Once an individual is hit, they should swap positions with the player in the center bearing a number 4 positions higher (1 and 5 swap, 2 and 6 swap, 3 and 7 swap, 4 and 8 swap).&lt;br /&gt;
&lt;br /&gt;
After the attack completes, players will need to quickly teleport to re-organize parties, as two tanks or two healers may end up on the same platform. If light-parties were given platform priorities earlier, individual players can simply teleport to their assigned platform color.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Shrapnel: ======&lt;br /&gt;
&#039;&#039;&#039;Articulated Bits&#039;&#039;&#039; will cover one of the two teleporters on each platform while all players receive [[Area of Effect#Homing AoE|homing AoE]] markers. Players should stack together on the same side as the Articulated Bits but on the far edge away from the boss.&lt;br /&gt;
&lt;br /&gt;
The instant the [[Area of Effect#Static Circle AoE|static circle AoEs]] appear, players should sprint into the teleporter and run straight to the complete opposite side of the other platform. If placed correctly, the [[Area of Effect#Homing AoE|homing AoEs]] should dissipate just outside the inner edge of the platform.&lt;br /&gt;
&lt;br /&gt;
Four &#039;&#039;&#039;Adamant Sphere&#039;&#039;&#039; towers will appear on each platform that players must spread out to occupy before they resolve.&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;Flood Ray&#039;&#039;&#039;&lt;br /&gt;
|Odds split to the blue platform and evens split to the red platform. 1, 2, 3 and 4 numbers go to the close corners while 5, 6, 7, and 8 go to the center of the platform. Swap with numbers 4 below after they are hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Burst&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and move away from the tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adamant Purge&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Articulated Bits&#039;&#039;&#039;&lt;br /&gt;
|The clawed side can use the teleporter close to the Articulated Bits before they fire, or wait until after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Flash / Homing Laser&#039;&#039;&#039;&lt;br /&gt;
|Stack together if the chest laser is open, or spread out if the shoulders are open. The other party should teleport after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Rain&#039;&#039;&#039;&lt;br /&gt;
|Ensure light parties are on opposite platforms.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Diamond Shrapnel&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Articulated Bits&#039;&#039;&#039;&lt;br /&gt;
|Stack on the far edge straight across from the teleporter that is next to the Articulated Bits. Once the circle AoEs appear, sprint into the teleporter and to the opposite edge of the other platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adamant Sphere&#039;&#039;&#039;&lt;br /&gt;
|Occupy the towers on each platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Burst&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and move away from the tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adamant Purge&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Articulated Bits&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Flash / Homing Laser&#039;&#039;&#039;&lt;br /&gt;
|Stack together if the chest laser is open, or spread out if the shoulders are open. The other party should teleport after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Rain&#039;&#039;&#039;&lt;br /&gt;
|Ensure light parties are on opposite platforms.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flood Ray&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Burst&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and move away from the tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adamant Purge&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Articulated Bits&#039;&#039;&#039;&lt;br /&gt;
|The clawed side can use the teleporter close to the Articulated Bits before they fire, or wait until after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Flash / Homing Laser&#039;&#039;&#039;&lt;br /&gt;
|Stack together if the chest laser is open, or spread out if the shoulders are open. The other party should teleport after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Rain&#039;&#039;&#039;&lt;br /&gt;
|Ensure light parties are on opposite platforms.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Flood Ray (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Diamond Zeta Weapons}}&lt;br /&gt;
*Each player will receive 2 {{Item icon|Diamond Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Diamond Gwiber Trumpet}} at [[C&#039;intana]] in [[Mor Dhona]] {{coords|22.7, 6.7}}.&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Drops item|Diamond Weapon Card|fixed=y}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Diamond Zeta Arms (IL 525)}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Battleaxe}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Guillotine}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Gunblade}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Partisan}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Knuckles}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Blade}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Cleavers}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Longbow}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Pistol}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Chakrams}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Rod}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Index}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Hanger}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Cane}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Codex}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Planisphere}}&lt;br /&gt;
{{Drops table row|Diamond Plating}}&lt;br /&gt;
{{Drops table row|Diamond Zeta Weapon Coffer (IL 525)}}&lt;br /&gt;
{{Drops table row|Diamond Gwiber Trumpet}}&lt;br /&gt;
{{Drops table row|Faded Copy of In the Arms of War}}&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|Shine Bright}}&lt;br /&gt;
{{achievement table row|Mightier than Diamond}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|In the Arms of War}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=200px&amp;gt;&lt;br /&gt;
Cloud Deck EX.png&lt;br /&gt;
Cloud Deck boss.png&lt;br /&gt;
File:The Cloud Deck1.png&lt;br /&gt;
File:The Cloud Deck2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;br /&gt;
[[Category:The Sorrow of Werlyt]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
</feed>