<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://ffxiv.consolegameswiki.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pckables</id>
	<title>Final Fantasy XIV Online Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ffxiv.consolegameswiki.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pckables"/>
	<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/wiki/Special:Contributions/Pckables"/>
	<updated>2026-10-11T02:47:36Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.2</generator>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Litany_(Savage)&amp;diff=1577692</id>
		<title>Eden&#039;s Promise: Litany (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Litany_(Savage)&amp;diff=1577692"/>
		<updated>2026-10-10T22:50:50Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Litany}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Litany (Savage)&lt;br /&gt;
| image =  Eden&#039;s Promise Litany (Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 505&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Laxan Loft&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30100&lt;br /&gt;
| id-edb = efd7884c5da&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E10S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Ravening Antihero: The [[Shadowkeeper]] ==&lt;br /&gt;
The fight against The Shadowkeeper takes place in a 40x40 yalm square arena surrounded by a deadly field of aether, killing any players that step out of bounds.&lt;br /&gt;
&lt;br /&gt;
Before the fight, it is advised that you assign each player a clock position for a mechanic later in the fight. Healers should also be paired up with two DPS players for later.&lt;br /&gt;
&lt;br /&gt;
== Abilities and Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shadowkeeper&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Implosion&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s front (head lifted) or rear (tail lifted) depending on the casting animation.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper stands up and summons a sword, creating an untelegraphed 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] aroundherself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s left or right, matching the hand currently holding the sword.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;&lt;br /&gt;
|Four physical-damage [[Tankbuster|tankbusters]] in quick-succession, each inflicting a stack of &#039;&#039;&#039;{{Game icon|Slashing Resistance Down}}&#039;&#039;&#039; for 45 seconds and &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
Three seconds after the fourth swing, Shadowkeeper aims one of two randomly chosen attacks at the current highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A physical damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
* &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A magic damage {{Game icon|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and inflicts &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating an unmoving shadow copy of every player at the position they were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;&lt;br /&gt;
|An unmoving shadow copy appears and will [[tether]] to the player that created it. Any damage and status effects dealt to a shadow by Shadowkeeper&#039;s attacks will be transferred to the respective player. Shadows will vanish if its player dies.&lt;br /&gt;
&lt;br /&gt;
* If a player is within melee range of &amp;lt;u&amp;gt;their own&amp;lt;/u&amp;gt; shadow, the shadow will attack them with a high damage [[Area of Effect#Cleave|cleave]].&lt;br /&gt;
* Shadows are able to occupy [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualspell&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Stack marker#Multi-hit stack|3-hit stack marker]] on a random healer and places [[Other Mechanics#Number Markers|number markers]] 1 to 3 on six random shadows. Two shadows will be marked with 1, two with 2, and two with 3.&lt;br /&gt;
Both attacks inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds with every hit.&lt;br /&gt;
&lt;br /&gt;
* Every hit of the stack marker happens simultaneously with each hit of the number markers—firing in 3-second intervals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;&lt;br /&gt;
|At the end of the cast, each player&#039;s shadow copy will teleport a short distance behind their original, matching the original&#039;s facing direction, and fire a short high-damage [[Area of Effect#Cleave|cleave]] 3 seconds later.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will skip this cast if there are no shadows in play.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts all support or all DPS with a 9-second &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; debuff. Afflicted players receive a shadow facing a random cardinal direction that does not rotate with the player.&lt;br /&gt;
When the debuff expires, afflicted players are &#039;&#039;&#039;{{Game icon|Bind|Bound}}&#039;&#039;&#039; for 2 seconds and a copy of Shadowkeeper is created at their location, facing the direction opposite to the shadow.&lt;br /&gt;
&lt;br /&gt;
* All four copies of Shadowkeeper will mimic the original&#039;s &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;. The original, however, &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; create an AoE.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper returns to her quadrupedal form and fires a [[Knockback#Radial Knockback|radial knockback]] from herself, pushing players ~15y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;&lt;br /&gt;
|Creates a total of four floating orbs: two purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs and two groups of three &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs. After a delay, each will launch itself at the closest player. Inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* Purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs are [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
* Orange &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs are a [[Stack marker#Multi-Player Marker|3-player stack marker]]. Damage is divided equally across all players in its AoE, but if there are two or less players in the stack, they receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper spawns four copies, one in each cardinal direction, but temporarily attaches a shadow to only one.&lt;br /&gt;
Each copy will then rotate around the arena before coming to a stop. The one copy that originally had a shadow attached to it fires a 180-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] towards the center.&lt;br /&gt;
&lt;br /&gt;
* The copies will jump a total of five times. The first four jumps will always rotate in the same direction, but the fifth jump may reverse it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;&lt;br /&gt;
|Four shadowy tendrils are created on the ground, traveling from the center towards each corner. A shadowy pulse travels along each tendril, creating a 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] at its destination.&lt;br /&gt;
&lt;br /&gt;
* Two tendrils will always be straight, and the other two winding. The straight tendrils will always detonate first.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tower#Multi-Player Tower|2-player towers]]. Standing inside a tower inflicts a weak &#039;&#039;&#039;{{Game icon|Bleeding}}&#039;&#039;&#039;. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;&lt;br /&gt;
|Targets all living players with [[Area of Effect#Spread Circle|spread circles]] that create [[Area of Effect#Landmine|landmines]] at the end of the cast.&lt;br /&gt;
If a player steps into a landmine&#039;s radius, they are pulled into its center and afflicted with &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating a shadow copy of themselves at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Apart}}&#039;&#039;&#039;&lt;br /&gt;
|A blue [[Tether (mechanic)#Spread / Far Tether|far tether]] attaching each support to another DPS player. If the two tethered players are too close together, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 4 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower#Multi-Player Tower|2-player towers]]. After the first set of towers resolves, a second set of four 2-player towers is created. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Together}}&#039;&#039;&#039;&lt;br /&gt;
|A green [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching each support to another DPS player. If the two tethered players are too far apart, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;&lt;br /&gt;
|Places a ~5y radius [[Area of Effect#Static Circle AoE|static circle AoE]] under all players.&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Implosion&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Giga Slash&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Cleave&lt;br /&gt;
# Dualspell&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Servant x2&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Distant Scream&lt;br /&gt;
# Umbral Orbs&lt;br /&gt;
# Spawn Shadow +&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Fade to Shadow +&lt;br /&gt;
#* Implosion&lt;br /&gt;
# Implosion x4&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Implosion x2&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Shackled Apart +&lt;br /&gt;
#* Fade to Shadow&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Giga Slash x4&lt;br /&gt;
# Voidgate Amplifier&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Shadowy Eruption&lt;br /&gt;
# Shackled Together&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Deepshadow Nova x3&lt;br /&gt;
# &#039;&#039;&#039;Doom Arc (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Implosion&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s front (head lifted) or rear (tail lifted) depending on the casting animation.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper stands up and summons a sword, creating an untelegraphed 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] around herself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s left or right, matching the hand currently holding the sword.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;&lt;br /&gt;
|Four physical-damage [[Tankbuster|tankbusters]] in quick-succession, each inflicting a stack of &#039;&#039;&#039;{{Game icon|Slashing Resistance Down}}&#039;&#039;&#039; for 45 seconds and &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
Three seconds after the fourth swing, Shadowkeeper aims one of two randomly chosen attacks at the current highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A physical damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
* &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A magic damage {{Game icon|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and inflicts &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating an unmoving shadow copy of every player at the position they were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;&lt;br /&gt;
|An unmoving shadow copy appears and will [[tether]] to the player that created it. Any damage and status effects dealt to a shadow by Shadowkeeper&#039;s attacks will be transferred to the respective player. Shadows will vanish if its player dies.&lt;br /&gt;
&lt;br /&gt;
* If a player is within melee range of &amp;lt;u&amp;gt;their own&amp;lt;/u&amp;gt; shadow, the shadow will attack them with a high damage [[Area of Effect#Cleave|cleave]].&lt;br /&gt;
* Shadows are able to occupy [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualspell&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Stack marker#Multi-hit stack|3-hit stack marker]] on a random healer and places [[Other Mechanics#Number Markers|number markers]] 1 to 3 on six random shadows. Two shadows will be marked with 1, two with 2, and two with 3.&lt;br /&gt;
Both attacks inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds with every hit.&lt;br /&gt;
&lt;br /&gt;
* Every hit of the stack marker happens simultaneously with each hit of the number markers—firing in 3-second intervals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;&lt;br /&gt;
|At the end of the cast, each player&#039;s shadow copy will teleport a short distance behind their original, matching the original&#039;s facing direction, and fire a short high-damage [[Area of Effect#Cleave|cleave]] 3 seconds later.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will skip this cast if there are no shadows in play.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts all support or all DPS with a 9-second &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; debuff. Afflicted players receive a shadow facing a random cardinal direction that does not rotate with the player.&lt;br /&gt;
When the debuff expires, afflicted players are &#039;&#039;&#039;{{Game icon|Bind|Bound}}&#039;&#039;&#039; for 2 seconds and a copy of Shadowkeeper is created at their location, facing the direction opposite to the shadow.&lt;br /&gt;
&lt;br /&gt;
* All four copies of Shadowkeeper will mimic the original&#039;s &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;. The original, however, &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; create an AoE.&lt;br /&gt;
|}&lt;br /&gt;
The first phase of the fight will introduce players to the primary functionality of Shadowkeeper&#039;s key mechanics.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
*Against &#039;&#039;&#039;Implosion&#039;&#039;&#039; and &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;, players will first need to identify which side of Shadowkeeper is firing the AoE, then which way Shadowkeeper will be facing for the attack. The boss will always be facing &#039;&#039;away&#039;&#039; from the shadow on the ground. &lt;br /&gt;
*Players will need to run away from Shadowkeeper when casting &#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;, indicated by the boss standing up and equipping a sword. &lt;br /&gt;
*&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039; is an extremely damaging multi-hit attack that can easily kill a tank. This attack additionally requires a tank-swap due to the status effects it inflicts.&lt;br /&gt;
**Tanks can either use an invulnerability to survive the initial four hits, or mitigate with help from the party. As &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; is not particularly dangerous, party-mitigations are significantly more useful to reduce the damage of Umbra Smash. &lt;br /&gt;
**The off-tank should wait until after the fourth hit to {{Action icon|Provoke}}, becoming the target for &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039; or &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;—using a mitigation if the former or stacking with the healers and DPS if the latter. &lt;br /&gt;
&lt;br /&gt;
====== Shadow Cleave: ======&lt;br /&gt;
Shadowkeeper will hit all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and create a shadow copy of them at their location. With a cast of &#039;&#039;&#039;Dualspell&#039;&#039;&#039;, six shadows will be marked with [[Other Mechanics#Number Markers|number markers]] 1 to 3 while a healer is targeted by a [[Stack marker#Multi-hit stack|3-hit stack marker]].&lt;br /&gt;
&lt;br /&gt;
Finally, the boss casts &#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;, teleporting all player&#039;s shadows behind them. Shadows will attempt to backstab the player before disappearing.&lt;br /&gt;
&lt;br /&gt;
* Players will want to spread out into [[Clock spots|clock spot]] positions, moving to the edge of the arena. Once the cast of &#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039; is complete, players can move back towards the center to avoid their shadow.&lt;br /&gt;
* During &#039;&#039;&#039;Dualspell&#039;&#039;&#039;, each player will want to keep an eye on their own shadow to see what [[Other Mechanics#Number Markers|number marker]] it receives (if any). This number marker will indicate which hit of the stack marker that specific player must &#039;&#039;avoid&#039;&#039;.&lt;br /&gt;
** If a player&#039;s shadow does not receive a number marker, they can remain in the stack marker for all three hits.&lt;br /&gt;
* Players with shadows marked 1 will avoid the first hit of the stack, moving in afterwards. Players with shadows marked 2 will exit after the first hit, then re-enter for the third. Players with shadows marked 3 will leave after the second hit.&lt;br /&gt;
* Against &#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;, all players can stack directly under the boss, then move back out once the cast completes. As the shadow&#039;s [[Area of Effect#Cleave|cleave]] attack is short-range, players can safely remain at max-melee range to avoid them.&lt;br /&gt;
&lt;br /&gt;
====== Shadow Servant: ======&lt;br /&gt;
[[File:E10S Shadow Servant.jpg|alt=A visual showing how to position for Shadow Servant.|thumb|360x360px|A visual showing how to position for &#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;, purple icons representing Shadows and the red arrow representing Shadowkeeper&#039;s sword.]]&lt;br /&gt;
Cast twice in succession, one targeting all support players and the other all DPS players, Shadowkeeper will force four players to place shadow copies of herself around the arena. Shadows will then mimic the boss&#039;s cast of &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;—the Shadowkeeper herself, however, will not create a damaging AoE.&lt;br /&gt;
&lt;br /&gt;
* Each player will receive a shadow pointing in a different cardinal direction, and does not rotate. The shadow copy will be created at the player&#039;s location when &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; expires, facing opposite to the shadow.&lt;br /&gt;
* Players will need to shift away from their shadow after it is placed to avoid the AoE created by it.&lt;br /&gt;
&lt;br /&gt;
Afflicted players will need to identify which direction &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; is targeting, which direction their shadow copy will be facing, and then where to place their shadow copy so that its AoE is aimed away from their party members in the center.&lt;br /&gt;
&lt;br /&gt;
There is a lot of information to process in a short amount of time, and how best to visualize it will vary from player to player. Some common visualization methods are listed below:&lt;br /&gt;
&lt;br /&gt;
* First identify Giga Slash&#039;s dangerous side. The player then rotates their camera so that the shadow is pointed towards the camera. Finally, the player runs left or right, moving the dangerous side towards the edge of the arena.&lt;br /&gt;
* Imagining the shadows as arrows, afflicted players position their shadows to create a rotating shape in the same direction as Shadowkeeper&#039;s sword. (If the sword is aimed right, Shadows point clockwise. If the sword is aimed left, shadows should point counter-clockwise).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Implosion&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Giga Slash&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Cleave&lt;br /&gt;
# Dualspell&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Servant x2&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper returns to her quadrupedal form and fires a [[Knockback#Radial Knockback|radial knockback]] from herself, pushing players ~15y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;&lt;br /&gt;
|Creates a total of four floating orbs: two purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs and two groups of three &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs. After a delay, each will launch itself at the closest player. Inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* Purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs are [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
* Orange &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs are a [[Stack marker#Multi-Player Marker|3-player stack marker]]. Damage is divided equally across all players in its AoE, but if there are two or less players in the stack, they receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper spawns four copies, one in each cardinal direction, but temporarily attaches a shadow to only one.&lt;br /&gt;
Each copy will then rotate around the arena before coming to a stop. The one copy that originally had a shadow attached to it fires a 180-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] towards the center.&lt;br /&gt;
&lt;br /&gt;
* The copies will jump a total of five times. The first four jumps will always rotate in the same direction, but the fifth jump may reverse it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;&lt;br /&gt;
|Four shadowy tendrils are created on the ground, traveling from the center towards each corner. A shadowy pulse travels along each tendril, creating a 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] at its destination.&lt;br /&gt;
&lt;br /&gt;
* Two tendrils will always be straight, and the other two winding. The straight tendrils will always detonate first.&lt;br /&gt;
|}&lt;br /&gt;
A short inbetween phase, players will be introduced to the full capabilities of Shadowkeeper in her quadrupedal form.&lt;br /&gt;
&lt;br /&gt;
Beginning with &#039;&#039;&#039;Distant Scream&#039;&#039;&#039;, players will want to run towards Shadowkeeper once she loses her sword, preparing for the knockback. Alternatively, a knockback-resist ability can be used.&lt;br /&gt;
&lt;br /&gt;
====== Umbral Orbs + Spawn Shadow: ======&lt;br /&gt;
Each time Shadowkeeper casts &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;, four sets of orbs will appear—two purple and two groups of orange orbs. After a delay, each set will launch at the closest player and explode into an AoE.&lt;br /&gt;
&lt;br /&gt;
* Tanks will want to ensure they are the closest players to a purple orb, splitting up to take different ones and using a mitigation to reduce its damage.&lt;br /&gt;
* Each healer should be assigned two DPS players to create two three-player parties. Each group will need to stack together while closest to the group of orange orbs they want to take.&lt;br /&gt;
&lt;br /&gt;
Shadowkeeper will then cast &#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039; as well as create Umbral Orbs in a diagonal pattern. Players are forced to keep track of the one real copy rotating around the arena, dodging its AoE, and simultaneously handling the Umbral Orbs.&lt;br /&gt;
&lt;br /&gt;
* The copies created by Spawn Shadow will always rotate in one direction four times (returning to their original position), then do one final jump in a clockwise or counter-clockwise direction. This means that the real one will always end up to the left or right of its starting position solely based on the final jump.&lt;br /&gt;
* Players will not only need to run behind the real shadow to avoid its frontal AoE, but spread out in that safe-zone in-line with the Umbral Orb they want to take, ensuring they are both the closest player but out of AoE range of others.&lt;br /&gt;
** To aid in organizing which players are taking which orbs, one tank should be assigned to take the leftmost purple orb, and one three-player group the leftmost orange orb (when facing the center from the safe-zone).&lt;br /&gt;
&lt;br /&gt;
====== Fade to Shadow + Implosion: ======&lt;br /&gt;
Shadowkeeper casts &#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;, creating a pool of shadow in each corner, then attaches a tendril to each. Two tendrils will be straight and two will be curved, but tendrils of the same shape will always being on opposite diagonals.&lt;br /&gt;
&lt;br /&gt;
Sending a pulse down each tendril, the corners attached to straight tendrils will create 15y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] first, followed by the other two tendrils.&lt;br /&gt;
&lt;br /&gt;
The first AoE is combined with a &#039;&#039;&#039;Implosion&#039;&#039;&#039;, removing one of the two safe zones from the initial detonation.&lt;br /&gt;
&lt;br /&gt;
* Players can stand near the center on one of the curving tendrils. Once Implosion begins casting, players can shift to the other curving tendril if needed.&lt;br /&gt;
* Once the first AoE completes, players can simply rotate 90 degrees around Shadowkeeper to dodge the second set of AoEs.&lt;br /&gt;
&lt;br /&gt;
The phase will end with four consecutive casts of Implosion, each in a different cardinal direction. Pay attention to whether it&#039;s a frontal or rear AoE and the order the shadows appear in, then dodge appropriately.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will not swap between frontal or rear AoE&#039;s mid-cast. If the first cast is a frontal AoE, all of the following ones will be as well.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Distant Scream&lt;br /&gt;
# Umbral Orbs&lt;br /&gt;
# Spawn Shadow +&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Fade to Shadow +&lt;br /&gt;
#* Implosion&lt;br /&gt;
# Implosion x4&lt;br /&gt;
|}&lt;br /&gt;
===Phase 3===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tower#Multi-Player Tower|2-player towers]]. Standing inside a tower inflicts a weak &#039;&#039;&#039;{{Game icon|Bleeding}}&#039;&#039;&#039;. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;&lt;br /&gt;
|Targets all living players with [[Area of Effect#Spread Circle|spread circles]] that create [[Area of Effect#Landmine|landmines]] at the end of the cast.&lt;br /&gt;
If a player steps into a landmine&#039;s radius, they are pulled into its center and afflicted with &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating a shadow copy of themselves at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Apart}}&#039;&#039;&#039;&lt;br /&gt;
|A blue [[Tether (mechanic)#Spread / Far Tether|far tether]] attaching each support to another DPS player. If the two tethered players are too close together, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With the majority of attacks having been demonstrated, players are further tested with additional restrictions being added.&lt;br /&gt;
&lt;br /&gt;
====== Voidgate: ======&lt;br /&gt;
Shadowkeeper creates four [[Tower#Multi-Player Tower|2-player towers]] and simultaneously inflicts four players with &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039;. This is then repeated a second time.&lt;br /&gt;
&lt;br /&gt;
The first set of towers will be on cardinal directions and resolve at the same time Servant of Shadow expires.&lt;br /&gt;
&lt;br /&gt;
The second set of towers will be on inter-cardinal directions and resolve 3 seconds before Servant of Shadow expires.&lt;br /&gt;
&lt;br /&gt;
* All players will need to be assigned to a cardinal and inter-cardinal tower—ideally pairing a support player with a DPS player.&lt;br /&gt;
* For the first set of towers, while the players without Servant of Shadow can run to their assigned tower, afflicted players will need to enter whichever tower also points their Shadowkeeper copy&#039;s &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; away from the center.&lt;br /&gt;
** Once the towers resolve, all players must shift into the center to avoid the AoEs.&lt;br /&gt;
* For the second set of towers, all players should occupy the towers &amp;lt;u&amp;gt;first&amp;lt;/u&amp;gt;. While occupying towers, afflicted players should identify their shadow and plan where to place it ahead of time.&lt;br /&gt;
** Once the second set of towers resolve, afflicted players can sprint to their planned drop-off location before moving back to the center for safety.&lt;br /&gt;
&lt;br /&gt;
====== Pitch Bog + Umbral Orbs: ======&lt;br /&gt;
Shadowkeeper introduces a new attack: &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;. All players are targeted by [[Area of Effect#Spread Circle|spread circles]] and will create [[Area of Effect#Landmine|landmines]] at their current location when the cast ends.&lt;br /&gt;
&lt;br /&gt;
* Where players place their Pitch Bogs is up to personal preference, though they should be placed safely at the arena&#039;s edges so that they are more easily avoided and don&#039;t restrict the party&#039;s movement.&lt;br /&gt;
* If a player accidentally activates a Pitch Bog, the shadow created by it will likely result in the player&#039;s death when the shadow is hit by Shadowkeeper&#039;s later attacks.&lt;br /&gt;
&lt;br /&gt;
This will be followed up with a combined &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039; and &#039;&#039;&#039;Distant Scream&#039;&#039;&#039;. Players will need to organize around Shadowkeeper, preparing to be knocked back towards their desired orb while also avoiding being flung into a Pitch Bog.&lt;br /&gt;
&lt;br /&gt;
====== Shackled Apart + Fade to Shadow: ======&lt;br /&gt;
Shadowkeeper casts &#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039; again, except this time all players will be afflicted with &#039;&#039;&#039;{{Game icon|Shackled Apart}}&#039;&#039;&#039;. Additionally, &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039; will be created.&lt;br /&gt;
&lt;br /&gt;
Shackled Apart will expire after the first Fade to Shadow AoE, and Umbral Orbs will fire shortly after the second Fade to Shadow AoE.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer should be assigned to the north while the other two move south. DPS will have to adjust to be on the opposite side of their Shackled Apart partner.&lt;br /&gt;
* After dodging the first Fade to Shadow AoE and while dodging the second, tanks should move towards their closest purple orb while healers and DPS move to their closest orange orb—disregarding their usual 3-player group assignments.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Implosion x2&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Shackled Apart +&lt;br /&gt;
#* Fade to Shadow&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
|}&lt;br /&gt;
===Phase 4===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower#Multi-Player Tower|2-player towers]]. After the first set of towers resolves, a second set of four 2-player towers is created. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Together}}&#039;&#039;&#039;&lt;br /&gt;
|A green [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching each support to another DPS player. If the two tethered players are too far apart, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;&lt;br /&gt;
|Places a ~5y radius [[Area of Effect#Static Circle AoE|static circle AoE]] under all players.&lt;br /&gt;
|}&lt;br /&gt;
The final phase of the fight, players will fully tested in their familiarity of Shadowkeeper&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
====== Pitch Bog + Giga Slash: ======&lt;br /&gt;
Pitch Bog can be placed in the same locations as prior, ideally at the arena&#039;s edges. This will be followed up with four consecutive casts of &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The four Giga Slashes function identically to the prior cast of four &#039;&#039;&#039;Implosions&#039;&#039;&#039;, the only difference being a left/right AoE instead of a front/back.&lt;br /&gt;
&lt;br /&gt;
====== Voidgate Amplifier: ======&lt;br /&gt;
Eight [[Tower#Multi-Player Tower|2-player towers]] are created, four on the inner cardinals and four on the outer inter-cardinals.&lt;br /&gt;
&lt;br /&gt;
* Requiring a total of sixteen players, the party has no choice but to intentionally run into the Pitch Bog landmines to create an additional eight players as shadows. Players should ideally run into the same Pitch Bog they created to minimize confusion.&lt;br /&gt;
&lt;br /&gt;
Assuming shadows exist, Shadowkeeper will cast &#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;, teleporting all player&#039;s shadow a short distance behind them.&lt;br /&gt;
&lt;br /&gt;
* Players should intentionally put their backs to a tower to teleport their shadow into it—running away after to avoid the AoE.&lt;br /&gt;
* Though which towers players put their shadows in is up to personal preference, the sole restriction is that a player &#039;&#039;can not&#039;&#039; occupy the same tower as their own shadow.&lt;br /&gt;
&lt;br /&gt;
After the first set of towers resolve, four new 2-player towers appear—one on each inner inter-cardinal. At the same time, Shadowkeeper begins a cast of &#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* After the first set of towers resolve, players can simply hold still until Shadowy Eruption finishes casting, moving into their assigned inter-cardinal tower afterwards.&lt;br /&gt;
&lt;br /&gt;
Lastly, Shadowkeeper will afflict all players with &#039;&#039;&#039;{{Game icon|Shackled Together}}&#039;&#039;&#039;, giving the party 6 seconds to re-organize into new pairs inside each tower before they resolve.&lt;br /&gt;
&lt;br /&gt;
* Assuming each tower already contains one DPS player and one support player, the party simply needs to assign either all DPS or all support players to run to their tether partner.&lt;br /&gt;
&lt;br /&gt;
====== Enrage: ======&lt;br /&gt;
Shadowkeeper will cast another &#039;&#039;&#039;Umbra Smash&#039;&#039;&#039; followed by another &#039;&#039;&#039;Umbral Orbs + Distant Scream&#039;&#039;&#039;, which can be handled in the manner as before—though without the added risk of Pitch Bogs.&lt;br /&gt;
&lt;br /&gt;
The fight will end with three final casts of &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; and a 10-second cast of &#039;&#039;&#039;Doom Arc&#039;&#039;&#039; that will defeat the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Giga Slash x4&lt;br /&gt;
# Voidgate Amplifier&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Shadowy Eruption&lt;br /&gt;
# Shackled Together&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Deepshadow Nova x3&lt;br /&gt;
# &#039;&#039;&#039;Doom Arc (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Litany}} (Guaranteed)&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E10S.png&lt;br /&gt;
E10 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_Promise:_Litany_(Savage)&amp;diff=1577690</id>
		<title>Eden&#039;s Promise: Litany (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Litany_(Savage)&amp;diff=1577690"/>
		<updated>2026-10-10T22:46:36Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote the remaining phases.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Litany}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Litany (Savage)&lt;br /&gt;
| image =  Eden&#039;s Promise Litany (Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 505&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Laxan Loft&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30100&lt;br /&gt;
| id-edb = efd7884c5da&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E10S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Ravening Antihero: The [[Shadowkeeper]] ==&lt;br /&gt;
The fight against The Shadowkeeper takes place in a 40x40 yalm square arena surrounded by a deadly field of aether, killing any players that step out of bounds.&lt;br /&gt;
&lt;br /&gt;
Before the fight, it is advised that you assign each player a clock position for a mechanic later in the fight. Healers should also be paired up with two DPS players for later.&lt;br /&gt;
&lt;br /&gt;
== Abilities and Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shadowkeeper&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Implosion&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s front (head lifted) or rear (tail lifted) depending on the casting animation.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper stands up and summons a sword, creating an untelegraphed 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] around itself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s left or right, matching the hand currently holding the sword.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;&lt;br /&gt;
|Four physical-damage [[Tankbuster|tankbusters]] in quick-succession, each inflicting a stack of &#039;&#039;&#039;{{Game icon|Slashing Resistance Down}}&#039;&#039;&#039; for 45 seconds and &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
Three seconds after the fourth swing, Shadowkeeper aims one of two randomly chosen attacks at the current highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A physical damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
* &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A magic damage {{Game icon|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and inflicts &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating an unmoving shadow copy of every player at the position they were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;&lt;br /&gt;
|An unmoving shadow copy appears and will [[tether]] to the player that created it. Any damage and status effects dealt to a shadow by Shadowkeeper&#039;s attacks will be transferred to the respective player. Shadows will vanish if its player dies.&lt;br /&gt;
&lt;br /&gt;
* If a player is within melee range of &amp;lt;u&amp;gt;their own&amp;lt;/u&amp;gt; shadow, the shadow will attack them with a high damage [[Area of Effect#Cleave|cleave]].&lt;br /&gt;
* Shadows are able to occupy [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualspell&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Stack marker#Multi-hit stack|3-hit stack marker]] on a random healer and places [[Other Mechanics#Number Markers|number markers]] 1 to 3 on six random shadows. Two shadows will be marked with 1, two with 2, and two with 3.&lt;br /&gt;
Both attacks inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds with every hit.&lt;br /&gt;
&lt;br /&gt;
* Every hit of the stack marker happens simultaneously with each hit of the number markers—firing in 3-second intervals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;&lt;br /&gt;
|At the end of the cast, each player&#039;s shadow copy will teleport a short distance behind their original, matching the original&#039;s facing direction, and fire a short high-damage [[Area of Effect#Cleave|cleave]] 3 seconds later.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will skip this cast if there are no shadows in play.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts all support or all DPS with a 9-second &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; debuff. Afflicted players receive a shadow facing a random cardinal direction that does not rotate with the player.&lt;br /&gt;
When the debuff expires, afflicted players are &#039;&#039;&#039;{{Game icon|Bind|Bound}}&#039;&#039;&#039; for 2 seconds and a copy of Shadowkeeper is created at their location, facing the direction opposite to the shadow.&lt;br /&gt;
&lt;br /&gt;
* All four copies of Shadowkeeper will mimic the original&#039;s &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;. The original, however, &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; create an AoE.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper returns to its quadrupedal form and fires a [[Knockback#Radial Knockback|radial knockback]] from itself, pushing players ~15y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;&lt;br /&gt;
|Creates a total of four floating orbs: two purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs and two groups of three &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs. After a delay, each will launch itself at the closest player. Inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* Purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs are [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
* Orange &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs are a [[Stack marker#Multi-Player Marker|3-player stack marker]]. Damage is divided equally across all players in its AoE, but if there are two or less players in the stack, they receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper spawns four copies, one in each cardinal direction, but temporarily attaches a shadow to only one.&lt;br /&gt;
Each copy will then rotate around the arena before coming to a stop. The one copy that originally had a shadow attached to it fires a 180-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] towards the center.&lt;br /&gt;
&lt;br /&gt;
* The copies will jump a total of five times. The first four jumps will always rotate in the same direction, but the fifth jump may reverse it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;&lt;br /&gt;
|Four shadowy tendrils are created on the ground, traveling from the center towards each corner. A shadowy pulse travels along each tendril, creating a 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] at its destination.&lt;br /&gt;
&lt;br /&gt;
* Two tendrils will always be straight, and the other two winding. The straight tendrils will always detonate first.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tower#Multi-Player Tower|2-player towers]]. Standing inside a tower inflicts a weak &#039;&#039;&#039;{{Game icon|Bleeding}}&#039;&#039;&#039;. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;&lt;br /&gt;
|Targets all living players with [[Area of Effect#Spread Circle|spread circles]] that create [[Area of Effect#Landmine|landmines]] at the end of the cast.&lt;br /&gt;
If a player steps into a landmine&#039;s radius, they are pulled into its center and afflicted with &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating a shadow copy of themselves at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Apart}}&#039;&#039;&#039;&lt;br /&gt;
|A blue [[Tether (mechanic)#Spread / Far Tether|far tether]] attaching each support to another DPS player. If the two tethered players are too close together, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 4 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower#Multi-Player Tower|2-player towers]]. After the first set of towers resolves, a second set of four 2-player towers is created. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Together}}&#039;&#039;&#039;&lt;br /&gt;
|A green [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching each support to another DPS player. If the two tethered players are too far apart, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;&lt;br /&gt;
|Places a ~5y radius [[Area of Effect#Static Circle AoE|static circle AoE]] under all players.&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Implosion&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Giga Slash&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Cleave&lt;br /&gt;
# Dualspell&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Servant x2&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Distant Scream&lt;br /&gt;
# Umbral Orbs&lt;br /&gt;
# Spawn Shadow +&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Fade to Shadow +&lt;br /&gt;
#* Implosion&lt;br /&gt;
# Implosion x4&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Implosion x2&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Shackled Apart +&lt;br /&gt;
#* Fade to Shadow&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Giga Slash x4&lt;br /&gt;
# Voidgate Amplifier&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Shadowy Eruption&lt;br /&gt;
# Shackled Together&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Deepshadow Nova x3&lt;br /&gt;
# &#039;&#039;&#039;Doom Arc (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Implosion&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s front (head lifted) or rear (tail lifted) depending on the casting animation.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper stands up and summons a sword, creating an untelegraphed 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] around itself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s left or right, matching the hand currently holding the sword.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;&lt;br /&gt;
|Four physical-damage [[Tankbuster|tankbusters]] in quick-succession, each inflicting a stack of &#039;&#039;&#039;{{Game icon|Slashing Resistance Down}}&#039;&#039;&#039; for 45 seconds and &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
Three seconds after the fourth swing, Shadowkeeper aims one of two randomly chosen attacks at the current highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A physical damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
* &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A magic damage {{Game icon|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and inflicts &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating an unmoving shadow copy of every player at the position they were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;&lt;br /&gt;
|An unmoving shadow copy appears and will [[tether]] to the player that created it. Any damage and status effects dealt to a shadow by Shadowkeeper&#039;s attacks will be transferred to the respective player. Shadows will vanish if its player dies.&lt;br /&gt;
&lt;br /&gt;
* If a player is within melee range of &amp;lt;u&amp;gt;their own&amp;lt;/u&amp;gt; shadow, the shadow will attack them with a high damage [[Area of Effect#Cleave|cleave]].&lt;br /&gt;
* Shadows are able to occupy [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualspell&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Stack marker#Multi-hit stack|3-hit stack marker]] on a random healer and places [[Other Mechanics#Number Markers|number markers]] 1 to 3 on six random shadows. Two shadows will be marked with 1, two with 2, and two with 3.&lt;br /&gt;
Both attacks inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds with every hit.&lt;br /&gt;
&lt;br /&gt;
* Every hit of the stack marker happens simultaneously with each hit of the number markers—firing in 3-second intervals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;&lt;br /&gt;
|At the end of the cast, each player&#039;s shadow copy will teleport a short distance behind their original, matching the original&#039;s facing direction, and fire a short high-damage [[Area of Effect#Cleave|cleave]] 3 seconds later.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will skip this cast if there are no shadows in play.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts all support or all DPS with a 9-second &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; debuff. Afflicted players receive a shadow facing a random cardinal direction that does not rotate with the player.&lt;br /&gt;
When the debuff expires, afflicted players are &#039;&#039;&#039;{{Game icon|Bind|Bound}}&#039;&#039;&#039; for 2 seconds and a copy of Shadowkeeper is created at their location, facing the direction opposite to the shadow.&lt;br /&gt;
&lt;br /&gt;
* All four copies of Shadowkeeper will mimic the original&#039;s &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;. The original, however, &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; create an AoE.&lt;br /&gt;
|}&lt;br /&gt;
The first phase of the fight will introduce players to the primary functionality of Shadowkeeper&#039;s key mechanics.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
*Against &#039;&#039;&#039;Implosion&#039;&#039;&#039; and &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;, players will first need to identify which side of Shadowkeeper is firing the AoE, then which way Shadowkeeper will be facing for the attack. The boss will always be facing &#039;&#039;away&#039;&#039; from the shadow on the ground. &lt;br /&gt;
*Players will need to run away from Shadowkeeper when casting &#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;, indicated by the boss standing up and equipping a sword. &lt;br /&gt;
*&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039; is an extremely damaging multi-hit attack that can easily kill a tank. This attack additionally requires a tank-swap due to the status effects it inflicts.&lt;br /&gt;
**Tanks can either use an invulnerability to survive the initial four hits, or mitigate with help from the party. As &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; is not particularly dangerous, party-mitigations are significantly more useful to reduce the damage of Umbra Smash. &lt;br /&gt;
**The off-tank should wait until after the fourth hit to {{Action icon|Provoke}}, becoming the target for &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039; or &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;—using a mitigation if the former or stacking with the healers and DPS if the latter. &lt;br /&gt;
&lt;br /&gt;
====== Shadow Cleave: ======&lt;br /&gt;
Shadowkeeper will hit all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and create a shadow copy of them at their location. With a cast of &#039;&#039;&#039;Dualspell&#039;&#039;&#039;, six shadows will be marked with [[Other Mechanics#Number Markers|number markers]] 1 to 3 while a healer is targeted by a [[Stack marker#Multi-hit stack|3-hit stack marker]].&lt;br /&gt;
&lt;br /&gt;
Finally, the boss casts &#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;, teleporting all player&#039;s shadows behind them. Shadows will attempt to backstab the player before disappearing.&lt;br /&gt;
&lt;br /&gt;
* Players will want to spread out into [[Clock spots|clock spot]] positions, moving to the edge of the arena. Once the cast of &#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039; is complete, players can move back towards the center to avoid their shadow.&lt;br /&gt;
* During &#039;&#039;&#039;Dualspell&#039;&#039;&#039;, each player will want to keep an eye on their own shadow to see what [[Other Mechanics#Number Markers|number marker]] it receives (if any). This number marker will indicate which hit of the stack marker that specific player must &#039;&#039;avoid&#039;&#039;.&lt;br /&gt;
** If a player&#039;s shadow does not receive a number marker, they can remain in the stack marker for all three hits.&lt;br /&gt;
* Players with shadows marked 1 will avoid the first hit of the stack, moving in afterwards. Players with shadows marked 2 will exit after the first hit, then re-enter for the third. Players with shadows marked 3 will leave after the second hit.&lt;br /&gt;
* Against &#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;, all players can stack directly under the boss, then move back out once the cast completes. As the shadow&#039;s [[Area of Effect#Cleave|cleave]] attack is short-range, players can safely remain at max-melee range to avoid them.&lt;br /&gt;
&lt;br /&gt;
====== Shadow Servant: ======&lt;br /&gt;
[[File:E10S Shadow Servant.jpg|alt=A visual showing how to position for Shadow Servant.|thumb|360x360px|A visual showing how to position for &#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;, purple icons representing Shadows and the red arrow representing Shadowkeeper&#039;s sword.]]&lt;br /&gt;
Cast twice in succession, one targeting all support players and the other all DPS players, Shadowkeeper will force four players to place shadow copies of itself around the arena. Shadows will then mimic the boss&#039;s cast of &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;—the Shadowkeeper itself, however, will not create a damaging AoE.&lt;br /&gt;
&lt;br /&gt;
* Each player will receive a shadow pointing in a different cardinal direction, and does not rotate. The shadow copy will be created at the player&#039;s location when &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; expires, facing opposite to the shadow.&lt;br /&gt;
* Players will need to shift away from their shadow after it is placed to avoid the AoE created by it.&lt;br /&gt;
&lt;br /&gt;
Afflicted players will need to identify which direction &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; is targeting, which direction their shadow copy will be facing, and then where to place their shadow copy so that its AoE is aimed away from their party members in the center.&lt;br /&gt;
&lt;br /&gt;
There is a lot of information to process in a short amount of time, and how best to visualize it will vary from player to player. Some common visualization methods are listed below:&lt;br /&gt;
&lt;br /&gt;
* First identify Giga Slash&#039;s dangerous side. The player then rotates their camera so that the shadow is pointed towards the camera. Finally, the player runs left or right, moving the dangerous side towards the edge of the arena.&lt;br /&gt;
* Imagining the shadows as arrows, afflicted players position their shadows to create a rotating shape in the same direction as Shadowkeeper&#039;s sword. (If the sword is aimed right, Shadows point clockwise. If the sword is aimed left, shadows should point counter-clockwise).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Implosion&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Giga Slash&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Cleave&lt;br /&gt;
# Dualspell&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Servant x2&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper returns to its quadrupedal form and fires a [[Knockback#Radial Knockback|radial knockback]] from itself, pushing players ~15y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;&lt;br /&gt;
|Creates a total of four floating orbs: two purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs and two groups of three &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs. After a delay, each will launch itself at the closest player. Inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* Purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs are [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
* Orange &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs are a [[Stack marker#Multi-Player Marker|3-player stack marker]]. Damage is divided equally across all players in its AoE, but if there are two or less players in the stack, they receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper spawns four copies, one in each cardinal direction, but temporarily attaches a shadow to only one.&lt;br /&gt;
Each copy will then rotate around the arena before coming to a stop. The one copy that originally had a shadow attached to it fires a 180-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] towards the center.&lt;br /&gt;
&lt;br /&gt;
* The copies will jump a total of five times. The first four jumps will always rotate in the same direction, but the fifth jump may reverse it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;&lt;br /&gt;
|Four shadowy tendrils are created on the ground, traveling from the center towards each corner. A shadowy pulse travels along each tendril, creating a 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] at its destination.&lt;br /&gt;
&lt;br /&gt;
* Two tendrils will always be straight, and the other two winding. The straight tendrils will always detonate first.&lt;br /&gt;
|}&lt;br /&gt;
A short inbetween phase, players will be introduced to the full capabilities of Shadowkeeper in her quadrupedal form.&lt;br /&gt;
&lt;br /&gt;
Beginning with &#039;&#039;&#039;Distant Scream&#039;&#039;&#039;, players will want to run towards Shadowkeeper once she loses her sword, preparing for the knockback. Alternatively, a knockback-resist ability can be used.&lt;br /&gt;
&lt;br /&gt;
====== Umbral Orbs + Spawn Shadow: ======&lt;br /&gt;
Each time Shadowkeeper casts &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;, four sets of orbs will appear—two purple and two groups of orange orbs. After a delay, each set will launch at the closest player and explode into an AoE.&lt;br /&gt;
&lt;br /&gt;
* Tanks will want to ensure they are the closest players to a purple orb, splitting up to take different ones and using a mitigation to reduce its damage.&lt;br /&gt;
* Each healer should be assigned two DPS players to create two three-player parties. Each group will need to stack together while closest to the group of orange orbs they want to take.&lt;br /&gt;
&lt;br /&gt;
Shadowkeeper will then cast &#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039; as well as create Umbral Orbs in a diagonal pattern. Players are forced to keep track of the one real copy rotating around the arena, dodging its AoE, and simultaneously handling the Umbral Orbs.&lt;br /&gt;
&lt;br /&gt;
* The copies created by Spawn Shadow will always rotate in one direction four times (returning to their original position), then do one final jump in a clockwise or counter-clockwise direction. This means that the real one will always end up to the left or right of its starting position solely based on the final jump.&lt;br /&gt;
* Players will not only need to run behind the real shadow to avoid its frontal AoE, but spread out in that safe-zone in-line with the Umbral Orb they want to take, ensuring they are both the closest player but out of AoE range of others.&lt;br /&gt;
** To aid in organizing which players are taking which orbs, one tank should be assigned to take the leftmost purple orb, and one three-player group the leftmost orange orb (when facing the center from the safe-zone).&lt;br /&gt;
&lt;br /&gt;
====== Fade to Shadow + Implosion: ======&lt;br /&gt;
Shadowkeeper casts &#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;, creating a pool of shadow in each corner, then attaches a tendril to each. Two tendrils will be straight and two will be curved, but tendrils of the same shape will always being on opposite diagonals.&lt;br /&gt;
&lt;br /&gt;
Sending a pulse down each tendril, the corners attached to straight tendrils will create 15y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] first, followed by the other two tendrils.&lt;br /&gt;
&lt;br /&gt;
The first AoE is combined with a &#039;&#039;&#039;Implosion&#039;&#039;&#039;, removing one of the two safe zones from the initial detonation.&lt;br /&gt;
&lt;br /&gt;
* Players can stand near the center on one of the curving tendrils. Once Implosion begins casting, players can shift to the other curving tendril if needed.&lt;br /&gt;
* Once the first AoE completes, players can simply rotate 90 degrees around Shadowkeeper to dodge the second set of AoEs.&lt;br /&gt;
&lt;br /&gt;
The phase will end with four consecutive casts of Implosion, each in a different cardinal direction. Pay attention to whether it&#039;s a frontal or rear AoE and the order the shadows appear in, then dodge appropriately.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will not swap between frontal or rear AoE&#039;s mid-cast. If the first cast is a frontal AoE, all of the following ones will be as well.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Distant Scream&lt;br /&gt;
# Umbral Orbs&lt;br /&gt;
# Spawn Shadow +&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Fade to Shadow +&lt;br /&gt;
#* Implosion&lt;br /&gt;
# Implosion x4&lt;br /&gt;
|}&lt;br /&gt;
===Phase 3===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tower#Multi-Player Tower|2-player towers]]. Standing inside a tower inflicts a weak &#039;&#039;&#039;{{Game icon|Bleeding}}&#039;&#039;&#039;. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;&lt;br /&gt;
|Targets all living players with [[Area of Effect#Spread Circle|spread circles]] that create [[Area of Effect#Landmine|landmines]] at the end of the cast.&lt;br /&gt;
If a player steps into a landmine&#039;s radius, they are pulled into its center and afflicted with &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating a shadow copy of themselves at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Apart}}&#039;&#039;&#039;&lt;br /&gt;
|A blue [[Tether (mechanic)#Spread / Far Tether|far tether]] attaching each support to another DPS player. If the two tethered players are too close together, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With the majority of attacks having been demonstrated, players are further tested with additional restrictions being added.&lt;br /&gt;
&lt;br /&gt;
====== Voidgate: ======&lt;br /&gt;
Shadowkeeper creates four [[Tower#Multi-Player Tower|2-player towers]] and simultaneously inflicts four players with &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039;. This is then repeated a second time.&lt;br /&gt;
&lt;br /&gt;
The first set of towers will be on cardinal directions and resolve at the same time Servant of Shadow expires.&lt;br /&gt;
&lt;br /&gt;
The second set of towers will be on inter-cardinal directions and resolve 3 seconds before Servant of Shadow expires.&lt;br /&gt;
&lt;br /&gt;
* All players will need to be assigned to a cardinal and inter-cardinal tower—ideally pairing a support player with a DPS player.&lt;br /&gt;
* For the first set of towers, while the players without Servant of Shadow can run to their assigned tower, afflicted players will need to enter whichever tower also points their Shadowkeeper copy&#039;s &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; away from the center.&lt;br /&gt;
** Once the towers resolve, all players must shift into the center to avoid the AoEs.&lt;br /&gt;
* For the second set of towers, all players should occupy the towers &amp;lt;u&amp;gt;first&amp;lt;/u&amp;gt;. While occupying towers, afflicted players should identify their shadow and plan where to place it ahead of time.&lt;br /&gt;
** Once the second set of towers resolve, afflicted players can sprint to their planned drop-off location before moving back to the center for safety.&lt;br /&gt;
&lt;br /&gt;
====== Pitch Bog + Umbral Orbs: ======&lt;br /&gt;
Shadowkeeper introduces a new attack: &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;. All players are targeted by [[Area of Effect#Spread Circle|spread circles]] and will create [[Area of Effect#Landmine|landmines]] at their current location when the cast ends.&lt;br /&gt;
&lt;br /&gt;
* Where players place their Pitch Bogs is up to personal preference, though they should be placed safely at the arena&#039;s edges so that they are more easily avoided and don&#039;t restrict the party&#039;s movement.&lt;br /&gt;
* If a player accidentally activates a Pitch Bog, the shadow created by it will likely result in the player&#039;s death when the shadow is hit by Shadowkeeper&#039;s later attacks.&lt;br /&gt;
&lt;br /&gt;
This will be followed up with a combined &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039; and &#039;&#039;&#039;Distant Scream&#039;&#039;&#039;. Players will need to organize around Shadowkeeper, preparing to be knocked back towards their desired orb while also avoiding being flung into a Pitch Bog.&lt;br /&gt;
&lt;br /&gt;
====== Shackled Apart + Fade to Shadow: ======&lt;br /&gt;
Shadowkeeper casts &#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039; again, except this time all players will be afflicted with &#039;&#039;&#039;{{Game icon|Shackled Apart}}&#039;&#039;&#039;. Additionally, &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039; will be created.&lt;br /&gt;
&lt;br /&gt;
Shackled Apart will expire after the first Fade to Shadow AoE, and Umbral Orbs will fire shortly after the second Fade to Shadow AoE.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer should be assigned to the north while the other two move south. DPS will have to adjust to be on the opposite side of their Shackled Apart partner.&lt;br /&gt;
* After dodging the first Fade to Shadow AoE and while dodging the second, tanks should move towards their closest purple orb while healers and DPS move to their closest orange orb—disregarding their usual 3-player group assignments.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Implosion x2&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Shackled Apart +&lt;br /&gt;
#* Fade to Shadow&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
|}&lt;br /&gt;
===Phase 4===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower#Multi-Player Tower|2-player towers]]. After the first set of towers resolves, a second set of four 2-player towers is created. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Together}}&#039;&#039;&#039;&lt;br /&gt;
|A green [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching each support to another DPS player. If the two tethered players are too far apart, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;&lt;br /&gt;
|Places a ~5y radius [[Area of Effect#Static Circle AoE|static circle AoE]] under all players.&lt;br /&gt;
|}&lt;br /&gt;
The final phase of the fight, players will fully tested in their familiarity of Shadowkeeper&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
====== Pitch Bog + Giga Slash: ======&lt;br /&gt;
Pitch Bog can be placed in the same locations as prior, ideally at the arena&#039;s edges. This will be followed up with four consecutive casts of &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The four Giga Slashes function identically to the prior cast of four &#039;&#039;&#039;Implosions&#039;&#039;&#039;, the only difference being a left/right AoE instead of a front/back.&lt;br /&gt;
&lt;br /&gt;
====== Voidgate Amplifier: ======&lt;br /&gt;
Eight [[Tower#Multi-Player Tower|2-player towers]] are created, four on the inner cardinals and four on the outer inter-cardinals.&lt;br /&gt;
&lt;br /&gt;
* Requiring a total of sixteen players, the party has no choice but to intentionally run into the Pitch Bog landmines to create an additional eight players as shadows. Players should ideally run into the same Pitch Bog they created to minimize confusion.&lt;br /&gt;
&lt;br /&gt;
Assuming shadows exist, Shadowkeeper will cast &#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;, teleporting all player&#039;s shadow a short distance behind them.&lt;br /&gt;
&lt;br /&gt;
* Players should intentionally put their backs to a tower to teleport their shadow into it—running away after to avoid the AoE.&lt;br /&gt;
* Though which towers players put their shadows in is up to personal preference, the sole restriction is that a player &#039;&#039;can not&#039;&#039; occupy the same tower as their own shadow.&lt;br /&gt;
&lt;br /&gt;
After the first set of towers resolve, four new 2-player towers appear—one on each inner inter-cardinal. At the same time, Shadowkeeper begins a cast of &#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* After the first set of towers resolve, players can simply hold still until Shadowy Eruption finishes casting, moving into their assigned inter-cardinal tower afterwards.&lt;br /&gt;
&lt;br /&gt;
Lastly, Shadowkeeper will afflict all players with &#039;&#039;&#039;{{Game icon|Shackled Together}}&#039;&#039;&#039;, giving the party 6 seconds to re-organize into new pairs inside each tower before they resolve.&lt;br /&gt;
&lt;br /&gt;
* Assuming each tower already contains one DPS player and one support player, the party simply needs to assign either all DPS or all support players to run to their tether partner.&lt;br /&gt;
&lt;br /&gt;
====== Enrage: ======&lt;br /&gt;
Shadowkeeper will cast another &#039;&#039;&#039;Umbra Smash&#039;&#039;&#039; followed by another &#039;&#039;&#039;Umbral Orbs + Distant Scream&#039;&#039;&#039;, which can be handled in the manner as before—though without the added risk of Pitch Bogs.&lt;br /&gt;
&lt;br /&gt;
The fight will end with three final casts of &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; and a 10-second cast of &#039;&#039;&#039;Doom Arc&#039;&#039;&#039; that will defeat the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Giga Slash x4&lt;br /&gt;
# Voidgate Amplifier&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Shadowy Eruption&lt;br /&gt;
# Shackled Together&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Deepshadow Nova x3&lt;br /&gt;
# &#039;&#039;&#039;Doom Arc (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Litany}} (Guaranteed)&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E10S.png&lt;br /&gt;
E10 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_Promise:_Litany_(Savage)&amp;diff=1577664</id>
		<title>Eden&#039;s Promise: Litany (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Litany_(Savage)&amp;diff=1577664"/>
		<updated>2026-10-10T20:58:26Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Shadow Servant: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Litany}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Litany (Savage)&lt;br /&gt;
| image =  Eden&#039;s Promise Litany (Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 505&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Laxan Loft&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30100&lt;br /&gt;
| id-edb = efd7884c5da&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E10S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Ravening Antihero: The [[Shadowkeeper]] ==&lt;br /&gt;
The fight against The Shadowkeeper takes place in a 40x40 yalm square arena surrounded by a deadly field of aether, killing any players that step out of bounds.&lt;br /&gt;
&lt;br /&gt;
Before the fight, it is advised that you assign each player a clock position for a mechanic later in the fight. Healers should also be paired up with two DPS players for later.&lt;br /&gt;
&lt;br /&gt;
== Abilities and Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shadowkeeper&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Implosion&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s front (head lifted) or rear (tail lifted) depending on the casting animation.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper stands up and summons a sword, creating an untelegraphed 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] around itself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s left or right, matching the hand currently holding the sword.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;&lt;br /&gt;
|Four physical-damage [[Tankbuster|tankbusters]] in quick-succession, each inflicting a stack of &#039;&#039;&#039;{{Game icon|Slashing Resistance Down}}&#039;&#039;&#039; for 45 seconds and &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
Three seconds after the fourth swing, Shadowkeeper aims one of two randomly chosen attacks at the current highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A physical damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
* &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A magic damage {{Game icon|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and inflicts &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating an unmoving shadow copy of every player at the position they were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;&lt;br /&gt;
|An unmoving shadow copy appears and will [[tether]] to the player that created it. Any damage and status effects dealt to a shadow by Shadowkeeper&#039;s attacks will be transferred to the respective player. Shadows will vanish if its player dies.&lt;br /&gt;
&lt;br /&gt;
* If a player is within melee range of &amp;lt;u&amp;gt;their own&amp;lt;/u&amp;gt; shadow, the shadow will attack them with a high damage [[Area of Effect#Cleave|cleave]].&lt;br /&gt;
* Shadows are able to occupy [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualspell&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Stack marker#Multi-hit stack|3-hit stack marker]] on a random healer and places [[Other Mechanics#Number Markers|number markers]] 1 to 3 on six random shadows. Two shadows will be marked with 1, two with 2, and two with 3.&lt;br /&gt;
Both attacks inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds with every hit.&lt;br /&gt;
&lt;br /&gt;
* Every hit of the stack marker happens simultaneously with each hit of the number markers—firing in 3-second intervals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;&lt;br /&gt;
|At the end of the cast, each player&#039;s shadow copy will teleport a short distance behind their original, matching the original&#039;s facing direction, and fire a short high-damage [[Area of Effect#Cleave|cleave]] 3 seconds later.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will skip this cast if there are no shadows in play.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts all support or all DPS with a 9-second &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; debuff. Afflicted players receive a shadow facing a random cardinal direction that does not rotate with the player.&lt;br /&gt;
When the debuff expires, afflicted players are &#039;&#039;&#039;{{Game icon|Bind|Bound}}&#039;&#039;&#039; for 2 seconds and a copy of Shadowkeeper is created at their location, facing the direction opposite to the shadow.&lt;br /&gt;
&lt;br /&gt;
* All four copies of Shadowkeeper will mimic the original&#039;s &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;. The original, however, &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; create an AoE.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper returns to its quadrupedal form and fires a [[Knockback#Radial Knockback|radial knockback]] from itself, pushing players ~15y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;&lt;br /&gt;
|Creates a total of four floating orbs: two purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs and two groups of three &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs. After a delay, each will launch itself at the closest player. Inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* Purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs are [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
* Orange &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs are a [[Stack marker#Multi-Player Marker|3-player stack marker]]. Damage is divided equally across all players in its AoE, but if there are two or less players in the stack, they receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper spawns four copies, one in each cardinal direction, but temporarily attaches a shadow to only one.&lt;br /&gt;
Each copy will then rotate around the arena before coming to a stop. The one copy that originally had a shadow attached to it fires a 180-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] towards the center.&lt;br /&gt;
&lt;br /&gt;
* The copies will jump a total of five times. The first four jumps will always rotate in the same direction, but the fifth jump may reverse it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;&lt;br /&gt;
|Four shadowy tendrils are created on the ground, traveling from the center towards each corner. A shadowy pulse travels along each tendril, creating a 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] at its destination.&lt;br /&gt;
&lt;br /&gt;
* Two tendrils will always be straight, and the other two winding. The straight tendrils will always detonate first.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tower#Multi-Player Tower|2-player towers]]. Standing inside a tower inflicts a weak &#039;&#039;&#039;{{Game icon|Bleeding}}&#039;&#039;&#039;. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;&lt;br /&gt;
|Targets all living players with [[Area of Effect#Spread Circle|spread circles]] that create [[Area of Effect#Landmine|landmines]] at the end of the cast.&lt;br /&gt;
If a player steps into a landmine&#039;s radius, they are pulled into its center and afflicted with &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating a shadow copy of themselves at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Apart}}&#039;&#039;&#039;&lt;br /&gt;
|A blue [[Tether (mechanic)#Spread / Far Tether|far tether]] attaching each support to another DPS player. If the two tethered players are too close together, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 4 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower#Multi-Player Tower|2-player towers]]. After the first set of towers resolves, a second set of four 2-player towers is created. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Together}}&#039;&#039;&#039;&lt;br /&gt;
|A green [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching each support to another DPS player. If the two tethered players are too far apart, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;&lt;br /&gt;
|Places a ~5y radius [[Area of Effect#Static Circle AoE|static circle AoE]] under all players.&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Implosion&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Giga Slash&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Cleave&lt;br /&gt;
# Dualspell&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Servant x2&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Distant Scream&lt;br /&gt;
# Umbral Orbs&lt;br /&gt;
# Spawn Shadow +&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Fade to Shadow +&lt;br /&gt;
#* Implosion&lt;br /&gt;
# Implosion x4&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Implosion x2&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Shackled Apart +&lt;br /&gt;
#* Fade to Shadow&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Giga Slash x4&lt;br /&gt;
# Voidgate Amplifier&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Shadowy Eruption&lt;br /&gt;
# Shackled Together&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Deepshadow Nova x3&lt;br /&gt;
# &#039;&#039;&#039;Doom Arc (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Implosion&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s front (head lifted) or rear (tail lifted) depending on the casting animation.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper stands up and summons a sword, creating an untelegraphed 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] around itself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s left or right, matching the hand currently holding the sword.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;&lt;br /&gt;
|Four physical-damage [[Tankbuster|tankbusters]] in quick-succession, each inflicting a stack of &#039;&#039;&#039;{{Game icon|Slashing Resistance Down}}&#039;&#039;&#039; for 45 seconds and &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
Three seconds after the fourth swing, Shadowkeeper aims one of two randomly chosen attacks at the current highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A physical damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
* &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A magic damage {{Game icon|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and inflicts &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating an unmoving shadow copy of every player at the position they were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;&lt;br /&gt;
|An unmoving shadow copy appears and will [[tether]] to the player that created it. Any damage and status effects dealt to a shadow by Shadowkeeper&#039;s attacks will be transferred to the respective player. Shadows will vanish if its player dies.&lt;br /&gt;
&lt;br /&gt;
* If a player is within melee range of &amp;lt;u&amp;gt;their own&amp;lt;/u&amp;gt; shadow, the shadow will attack them with a high damage [[Area of Effect#Cleave|cleave]].&lt;br /&gt;
* Shadows are able to occupy [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualspell&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Stack marker#Multi-hit stack|3-hit stack marker]] on a random healer and places [[Other Mechanics#Number Markers|number markers]] 1 to 3 on six random shadows. Two shadows will be marked with 1, two with 2, and two with 3.&lt;br /&gt;
Both attacks inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds with every hit.&lt;br /&gt;
&lt;br /&gt;
* Every hit of the stack marker happens simultaneously with each hit of the number markers—firing in 3-second intervals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;&lt;br /&gt;
|At the end of the cast, each player&#039;s shadow copy will teleport a short distance behind their original, matching the original&#039;s facing direction, and fire a short high-damage [[Area of Effect#Cleave|cleave]] 3 seconds later.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will skip this cast if there are no shadows in play.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts all support or all DPS with a 9-second &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; debuff. Afflicted players receive a shadow facing a random cardinal direction that does not rotate with the player.&lt;br /&gt;
When the debuff expires, afflicted players are &#039;&#039;&#039;{{Game icon|Bind|Bound}}&#039;&#039;&#039; for 2 seconds and a copy of Shadowkeeper is created at their location, facing the direction opposite to the shadow.&lt;br /&gt;
&lt;br /&gt;
* All four copies of Shadowkeeper will mimic the original&#039;s &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;. The original, however, &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; create an AoE.&lt;br /&gt;
|}&lt;br /&gt;
The first phase of the fight will introduce players to the primary functionality of Shadowkeeper&#039;s key mechanics.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
*Against &#039;&#039;&#039;Implosion&#039;&#039;&#039; and &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;, players will first need to identify which side of Shadowkeeper is firing the AoE, then which way Shadowkeeper will be facing for the attack. The boss will always be facing &#039;&#039;away&#039;&#039; from the shadow on the ground. &lt;br /&gt;
*Players will need to run away from Shadowkeeper when casting &#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;, indicated by the boss standing up and equipping a sword. &lt;br /&gt;
*&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039; is an extremely damaging multi-hit attack that can easily kill a tank. This attack additionally requires a tank-swap due to the status effects it inflicts.&lt;br /&gt;
**Tanks can either use an invulnerability to survive the initial four hits, or mitigate with help from the party. As &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; is not particularly dangerous, party-mitigations are significantly more useful to reduce the damage of Umbra Smash. &lt;br /&gt;
**The off-tank should wait until after the fourth hit to {{Action icon|Provoke}}, becoming the target for &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039; or &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;—using a mitigation if the former or stacking with the healers and DPS if the latter. &lt;br /&gt;
&lt;br /&gt;
====== Shadow Cleave: ======&lt;br /&gt;
Shadowkeeper will hit all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and create a shadow copy of them at their location. With a cast of &#039;&#039;&#039;Dualspell&#039;&#039;&#039;, six shadows will be marked with [[Other Mechanics#Number Markers|number markers]] 1 to 3 while a healer is targeted by a [[Stack marker#Multi-hit stack|3-hit stack marker]].&lt;br /&gt;
&lt;br /&gt;
Finally, the boss casts &#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;, teleporting all player&#039;s shadows behind them. Shadows will attempt to backstab the player before disappearing.&lt;br /&gt;
&lt;br /&gt;
* Players will want to spread out into [[Clock spots|clock spot]] positions, moving to the edge of the arena. Once the cast of &#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039; is complete, players can move back towards the center to avoid their shadow.&lt;br /&gt;
* During &#039;&#039;&#039;Dualspell&#039;&#039;&#039;, each player will want to keep an eye on their own shadow to see what [[Other Mechanics#Number Markers|number marker]] it receives (if any). This number marker will indicate which hit of the stack marker that specific player must &#039;&#039;avoid&#039;&#039;.&lt;br /&gt;
** If a player&#039;s shadow does not receive a number marker, they can remain in the stack marker for all three hits.&lt;br /&gt;
* Players with shadows marked 1 will avoid the first hit of the stack, moving in afterwards. Players with shadows marked 2 will exit after the first hit, then re-enter for the third. Players with shadows marked 3 will leave after the second hit.&lt;br /&gt;
* Against &#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;, all players can stack directly under the boss, then move back out once the cast completes. As the shadow&#039;s [[Area of Effect#Cleave|cleave]] attack is short-range, players can safely remain at max-melee range to avoid them.&lt;br /&gt;
&lt;br /&gt;
====== Shadow Servant: ======&lt;br /&gt;
[[File:E10S Shadow Servant.jpg|alt=A visual showing how to position for Shadow Servant.|thumb|360x360px|A visual showing how to position for &#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;, purple icons representing Shadows and the red arrow representing Shadowkeeper&#039;s sword.]]&lt;br /&gt;
Cast twice in succession, one targeting all support players and the other all DPS players, Shadowkeeper will force four players to place shadow copies of itself around the arena. Shadows will then mimic the boss&#039;s cast of &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;—the Shadowkeeper itself, however, will not create a damaging AoE.&lt;br /&gt;
&lt;br /&gt;
* Each player will receive a shadow pointing in a different cardinal direction, and does not rotate. The shadow copy will be created at the player&#039;s location when &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; expires, facing opposite to the shadow.&lt;br /&gt;
* Players will need to shift away from their shadow after it is placed to avoid the AoE created by it.&lt;br /&gt;
&lt;br /&gt;
Afflicted players will need to identify which direction &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; is targeting, which direction their shadow copy will be facing, and then where to place their shadow copy so that its AoE is aimed away from their party members in the center.&lt;br /&gt;
&lt;br /&gt;
There is a lot of information to process in a short amount of time, and how best to visualize it will vary from player to player. Some common visualization methods are listed below:&lt;br /&gt;
&lt;br /&gt;
* First identify Giga Slash&#039;s dangerous side. The player then rotates their camera so that the shadow is pointed towards the camera. Finally, the player runs left or right, moving the dangerous side towards the edge of the arena.&lt;br /&gt;
* Imagining the shadows as arrows, afflicted players position their shadows to create a rotating shape in the same direction as Shadowkeeper&#039;s sword. (If the sword is aimed right, Shadows point clockwise. If the sword is aimed left, shadows should point counter-clockwise).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Implosion&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Giga Slash&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Cleave&lt;br /&gt;
# Dualspell&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Servant x2&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;: The boss will put away its sword and return to standing on all fours. This attack causes raid-wide damage with knockback.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;: 2x purple orbs and 2x orange orb clusters will spawn at the cardinals of the stage. Shortly after spawning, the orbs will attack the player closest to them. Tanks need to soak the purple orbs, and the orange clusters should be soaked by the healer/DPS parties formed earlier. The orbs will spawn in a random formation, so adjust accordingly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;: The boss will summon four clones of itself, one of which will be briefly tethered to the boss. The clones will leap around the arena 5 times randomly, then the tethered clone will fire &#039;&#039;&#039;Shadow Warrior&#039;&#039;&#039;. The only safe zone is against the wall directly behind the clone. The boss will also cast &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;, spawning the orbs on the other side of the arena. Players should line up with the correct orbs in order to soak them correctly. Once the attack fires, the orbs should hit the correct players/groups. The boss will follow this up with another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; to heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;: Four puddles will spawn in the corners of the arena and tether to the boss, two with straight tethers, and two with curved tethers. orbs will leave from the boss and follow these tethers. The straight tethered puddles will explode first in huge AoEs, followed by the curved tethered ones. The boss will also summon a shadow and use &#039;&#039;&#039;Implosion&#039;&#039;&#039;, rendering only one side of the stage safe. Identify which side is safe and move accordingly. The boss will follow this up with another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Implosion x4&#039;&#039;&#039;: The boss will summon four shadows one after the other, firing off consecutive attacks. Simply move to the correct side of the shadows in the order they spawn. the boss will follow this up with yet another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; to end the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
The boss will use &#039;&#039;&#039;Stand-Up&#039;&#039;&#039; here again, so be sure to move away from the boss, followed by &#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate&#039;&#039;&#039;: Four meteor markers will appear on the floor that require to players each to stand in. However, standing in these circles causes the &#039;&#039;&#039;Bleed&#039;&#039;&#039; debuff, dealing damage. The boss will use this in conjunction with &#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;, marking players with shadows again. The shadows will lock players in place just as the meteors are about to resolve, so its important to identify which way to point the attack from the shadow, then stand in the meteor marker, then quickly move into the center to avoid the slashes. This mechanic will repeat again, targeting the opposite role group, however this time the markers spawn at the intercardinals, requiring players to turn the shadows out, move into the markers, then finally move into the middle to avoid the slashes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;: Targets all players, dealing damage, debuffing and dropping a puddle. Stepping into these puddles will spawn a clone, so drop the puddles at the edge of the arena.&lt;br /&gt;
By this point players have seen almost all the mechanics of this fight. The next two phases are rapid-fire mechanics being mixed together.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Distant Scream&#039;&#039;&#039; to deal raid-wide damage and knockback, while simultaneously using &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;. To avoid getting knocked into range for the incorrect orb, line up with your orb and use knockback resistance skills. Soak the orbs and heal.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Implosions&#039;&#039;&#039; twice in a row. Dodge the attacks accordingly. The puddles from &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039; will disappear by this point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shackled Apart&#039;&#039;&#039;: DPS players will be tethered to tanks/healers. Players must maintain distance from who they&#039;re tethered to, otherwise the tether will explode, causing massive damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039; and &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039; at the same time. While tethered, players will have to position themselves carefully to avoid the first explosion, then move to the second safe zone, then once the tethers break, move to the appropriate orbs. The timing here is tight, so players should position themselves to be able to move clockwise to the correct orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will follow this up with &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The boss will use &#039;&#039;&#039;Stand-Up&#039;&#039;&#039;, so move away from the boss. It will then cast &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;. However, the puddles are needed for this phase, so drop the puddles at the cardinals near the boss and in the corners of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giga Slash x4&#039;&#039;&#039;: The boss will summon four shadows and cast &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; consecutively. Dodge to the correct side of the shadows as they spawn, being careful to avoid the puddles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;: The boss will summon eight meteor markers, each requiring two players per marker. Players need to step into their &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039; puddles to summon their clones. Players need to position themselves at the edge of the markers facing away, so when the boss uses &#039;&#039;&#039;Shadow Keeper&#039;&#039;&#039;, the clones will teleport behind the players into the markers. The boss will cast &#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;, where at the end of the cast, a point-blank AoE under all players, which should be dropped a safe distance away from the clones. If the clones are hit by this and die, the player will also die. Players should then stand in the markers, avoiding the cleave from the clones, and soak the meteors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate&#039;&#039;&#039;/&#039;&#039;&#039;Shackled Together&#039;&#039;&#039;: The boss will summon four more meteor markers, however this time DPS players will be tethered to a tank/healer and must stay close to them. To deal with this, tanks and healers will each stand by a marker and wait for the tethers to connect, then the DPS will move next to their tethered player and soak the meteors. This will be followed by another &#039;&#039;&#039;Umbral Smash&#039;&#039;&#039;, followed by a &#039;&#039;&#039;Distant Scream&#039;&#039;&#039; and &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;. Pop knockback resistance again to stay near your orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; three times in a row. If the boss hasn&#039;t been defeated by this point, it will enrage and long cast &#039;&#039;&#039;Doom Arc&#039;&#039;&#039;, which will wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Litany}} (Guaranteed)&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E10S.png&lt;br /&gt;
E10 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:E10S_Shadow_Servant.jpg&amp;diff=1577663</id>
		<title>File:E10S Shadow Servant.jpg</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:E10S_Shadow_Servant.jpg&amp;diff=1577663"/>
		<updated>2026-10-10T20:56:46Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Pckables uploaded a new version of File:E10S Shadow Servant.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An image showing how to position against the Shadow Servant attack in Eden&#039;s Promise: Litany (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Litany_(Savage)&amp;diff=1577655</id>
		<title>Eden&#039;s Promise: Litany (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Litany_(Savage)&amp;diff=1577655"/>
		<updated>2026-10-10T20:48:57Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote Phase 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Litany}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Litany (Savage)&lt;br /&gt;
| image =  Eden&#039;s Promise Litany (Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 505&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Laxan Loft&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30100&lt;br /&gt;
| id-edb = efd7884c5da&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E10S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Ravening Antihero: The [[Shadowkeeper]] ==&lt;br /&gt;
The fight against The Shadowkeeper takes place in a 40x40 yalm square arena surrounded by a deadly field of aether, killing any players that step out of bounds.&lt;br /&gt;
&lt;br /&gt;
Before the fight, it is advised that you assign each player a clock position for a mechanic later in the fight. Healers should also be paired up with two DPS players for later.&lt;br /&gt;
&lt;br /&gt;
== Abilities and Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shadowkeeper&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Implosion&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s front (head lifted) or rear (tail lifted) depending on the casting animation.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper stands up and summons a sword, creating an untelegraphed 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] around itself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s left or right, matching the hand currently holding the sword.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;&lt;br /&gt;
|Four physical-damage [[Tankbuster|tankbusters]] in quick-succession, each inflicting a stack of &#039;&#039;&#039;{{Game icon|Slashing Resistance Down}}&#039;&#039;&#039; for 45 seconds and &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
Three seconds after the fourth swing, Shadowkeeper aims one of two randomly chosen attacks at the current highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A physical damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
* &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A magic damage {{Game icon|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and inflicts &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating an unmoving shadow copy of every player at the position they were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;&lt;br /&gt;
|An unmoving shadow copy appears and will [[tether]] to the player that created it. Any damage and status effects dealt to a shadow by Shadowkeeper&#039;s attacks will be transferred to the respective player. Shadows will vanish if its player dies.&lt;br /&gt;
&lt;br /&gt;
* If a player is within melee range of &amp;lt;u&amp;gt;their own&amp;lt;/u&amp;gt; shadow, the shadow will attack them with a high damage [[Area of Effect#Cleave|cleave]].&lt;br /&gt;
* Shadows are able to occupy [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualspell&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Stack marker#Multi-hit stack|3-hit stack marker]] on a random healer and places [[Other Mechanics#Number Markers|number markers]] 1 to 3 on six random shadows. Two shadows will be marked with 1, two with 2, and two with 3.&lt;br /&gt;
Both attacks inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds with every hit.&lt;br /&gt;
&lt;br /&gt;
* Every hit of the stack marker happens simultaneously with each hit of the number markers—firing in 3-second intervals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;&lt;br /&gt;
|At the end of the cast, each player&#039;s shadow copy will teleport a short distance behind their original, matching the original&#039;s facing direction, and fire a short high-damage [[Area of Effect#Cleave|cleave]] 3 seconds later.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will skip this cast if there are no shadows in play.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts all support or all DPS with a 9-second &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; debuff. Afflicted players receive a shadow facing a random cardinal direction that does not rotate with the player.&lt;br /&gt;
When the debuff expires, afflicted players are &#039;&#039;&#039;{{Game icon|Bind|Bound}}&#039;&#039;&#039; for 2 seconds and a copy of Shadowkeeper is created at their location, facing the direction opposite to the shadow.&lt;br /&gt;
&lt;br /&gt;
* All four copies of Shadowkeeper will mimic the original&#039;s &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;. The original, however, &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; create an AoE.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper returns to its quadrupedal form and fires a [[Knockback#Radial Knockback|radial knockback]] from itself, pushing players ~15y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;&lt;br /&gt;
|Creates a total of four floating orbs: two purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs and two groups of three &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs. After a delay, each will launch itself at the closest player. Inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* Purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs are [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
* Orange &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs are a [[Stack marker#Multi-Player Marker|3-player stack marker]]. Damage is divided equally across all players in its AoE, but if there are two or less players in the stack, they receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper spawns four copies, one in each cardinal direction, but temporarily attaches a shadow to only one.&lt;br /&gt;
Each copy will then rotate around the arena before coming to a stop. The one copy that originally had a shadow attached to it fires a 180-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] towards the center.&lt;br /&gt;
&lt;br /&gt;
* The copies will jump a total of five times. The first four jumps will always rotate in the same direction, but the fifth jump may reverse it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;&lt;br /&gt;
|Four shadowy tendrils are created on the ground, traveling from the center towards each corner. A shadowy pulse travels along each tendril, creating a 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] at its destination.&lt;br /&gt;
&lt;br /&gt;
* Two tendrils will always be straight, and the other two winding. The straight tendrils will always detonate first.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tower#Multi-Player Tower|2-player towers]]. Standing inside a tower inflicts a weak &#039;&#039;&#039;{{Game icon|Bleeding}}&#039;&#039;&#039;. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;&lt;br /&gt;
|Targets all living players with [[Area of Effect#Spread Circle|spread circles]] that create [[Area of Effect#Landmine|landmines]] at the end of the cast.&lt;br /&gt;
If a player steps into a landmine&#039;s radius, they are pulled into its center and afflicted with &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating a shadow copy of themselves at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Apart}}&#039;&#039;&#039;&lt;br /&gt;
|A blue [[Tether (mechanic)#Spread / Far Tether|far tether]] attaching each support to another DPS player. If the two tethered players are too close together, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 4 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower#Multi-Player Tower|2-player towers]]. After the first set of towers resolves, a second set of four 2-player towers is created. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Together}}&#039;&#039;&#039;&lt;br /&gt;
|A green [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching each support to another DPS player. If the two tethered players are too far apart, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;&lt;br /&gt;
|Places a ~5y radius [[Area of Effect#Static Circle AoE|static circle AoE]] under all players.&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Implosion&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Giga Slash&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Cleave&lt;br /&gt;
# Dualspell&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Servant x2&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Distant Scream&lt;br /&gt;
# Umbral Orbs&lt;br /&gt;
# Spawn Shadow +&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Fade to Shadow +&lt;br /&gt;
#* Implosion&lt;br /&gt;
# Implosion x4&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Implosion x2&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Shackled Apart +&lt;br /&gt;
#* Fade to Shadow&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Giga Slash x4&lt;br /&gt;
# Voidgate Amplifier&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Shadowy Eruption&lt;br /&gt;
# Shackled Together&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Deepshadow Nova x3&lt;br /&gt;
# &#039;&#039;&#039;Doom Arc (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Implosion&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s front (head lifted) or rear (tail lifted) depending on the casting animation.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper stands up and summons a sword, creating an untelegraphed 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] around itself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s left or right, matching the hand currently holding the sword.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s sides. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;&lt;br /&gt;
|Four physical-damage [[Tankbuster|tankbusters]] in quick-succession, each inflicting a stack of &#039;&#039;&#039;{{Game icon|Slashing Resistance Down}}&#039;&#039;&#039; for 45 seconds and &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
Three seconds after the fourth swing, Shadowkeeper aims one of two randomly chosen attacks at the current highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A physical damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
* &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A magic damage {{Game icon|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and inflicts &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating an unmoving shadow copy of every player at the position they were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;&lt;br /&gt;
|An unmoving shadow copy appears and will [[tether]] to the player that created it. Any damage and status effects dealt to a shadow by Shadowkeeper&#039;s attacks will be transferred to the respective player. Shadows will vanish if its player dies.&lt;br /&gt;
&lt;br /&gt;
* If a player is within melee range of &amp;lt;u&amp;gt;their own&amp;lt;/u&amp;gt; shadow, the shadow will attack them with a high damage [[Area of Effect#Cleave|cleave]].&lt;br /&gt;
* Shadows are able to occupy [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualspell&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Stack marker#Multi-hit stack|3-hit stack marker]] on a random healer and places [[Other Mechanics#Number Markers|number markers]] 1 to 3 on six random shadows. Two shadows will be marked with 1, two with 2, and two with 3.&lt;br /&gt;
Both attacks inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds with every hit.&lt;br /&gt;
&lt;br /&gt;
* Every hit of the stack marker happens simultaneously with each hit of the number markers—firing in 3-second intervals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;&lt;br /&gt;
|At the end of the cast, each player&#039;s shadow copy will teleport a short distance behind their original, matching the original&#039;s facing direction, and fire a short high-damage [[Area of Effect#Cleave|cleave]] 3 seconds later.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will skip this cast if there are no shadows in play.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts all support or all DPS with a 9-second &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; debuff. Afflicted players receive a shadow facing a random cardinal direction that does not rotate with the player.&lt;br /&gt;
When the debuff expires, afflicted players are &#039;&#039;&#039;{{Game icon|Bind|Bound}}&#039;&#039;&#039; for 2 seconds and a copy of Shadowkeeper is created at their location, facing the direction opposite to the shadow.&lt;br /&gt;
&lt;br /&gt;
* All four copies of Shadowkeeper will mimic the original&#039;s &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;. The original, however, &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; create an AoE.&lt;br /&gt;
|}&lt;br /&gt;
The first phase of the fight will introduce players to the primary functionality of Shadowkeeper&#039;s key mechanics.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
*Against &#039;&#039;&#039;Implosion&#039;&#039;&#039; and &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;, players will first need to identify which side of Shadowkeeper is firing the AoE, then which way Shadowkeeper will be facing for the attack. The boss will always be facing &#039;&#039;away&#039;&#039; from the shadow on the ground. &lt;br /&gt;
*Players will need to run away from Shadowkeeper when casting &#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;, indicated by the boss standing up and equipping a sword. &lt;br /&gt;
*&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039; is an extremely damaging multi-hit attack that can easily kill a tank. This attack additionally requires a tank-swap due to the status effects it inflicts.&lt;br /&gt;
**Tanks can either use an invulnerability to survive the initial four hits, or mitigate with help from the party. As &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; is not particularly dangerous, party-mitigations are significantly more useful to reduce the damage of Umbra Smash. &lt;br /&gt;
**The off-tank should wait until after the fourth hit to {{Action icon|Provoke}}, becoming the target for &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039; or &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;—using a mitigation if the former or stacking with the healers and DPS if the latter. &lt;br /&gt;
&lt;br /&gt;
====== Shadow Cleave: ======&lt;br /&gt;
Shadowkeeper will hit all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and create a shadow copy of them at their location. With a cast of &#039;&#039;&#039;Dualspell&#039;&#039;&#039;, six shadows will be marked with [[Other Mechanics#Number Markers|number markers]] 1 to 3 while a healer is targeted by a [[Stack marker#Multi-hit stack|3-hit stack marker]].&lt;br /&gt;
&lt;br /&gt;
Finally, the boss casts &#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;, teleporting all player&#039;s shadows behind them. Shadows will attempt to backstab the player before disappearing.&lt;br /&gt;
&lt;br /&gt;
* Players will want to spread out into [[Clock spots|clock spot]] positions, moving to the edge of the arena. Once the cast of &#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039; is complete, players can move back towards the center to avoid their shadow.&lt;br /&gt;
* During &#039;&#039;&#039;Dualspell&#039;&#039;&#039;, each player will want to keep an eye on their own shadow to see what [[Other Mechanics#Number Markers|number marker]] it receives (if any). This number marker will indicate which hit of the stack marker that specific player must &#039;&#039;avoid&#039;&#039;.&lt;br /&gt;
** If a player&#039;s shadow does not receive a number marker, they can remain in the stack marker for all three hits.&lt;br /&gt;
* Players with shadows marked 1 will avoid the first hit of the stack, moving in afterwards. Players with shadows marked 2 will exit after the first hit, then re-enter for the third. Players with shadows marked 3 will leave after the second hit.&lt;br /&gt;
* Against &#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;, all players can stack directly under the boss, then move back out once the cast completes. As the shadow&#039;s [[Area of Effect#Cleave|cleave]] attack is short-range, players can safely remain at max-melee range to avoid them.&lt;br /&gt;
&lt;br /&gt;
====== Shadow Servant: ======&lt;br /&gt;
[[File:E10S Shadow Servant.jpg|alt=A visual showing how to position for Shadow Servant.|thumb|360x360px|A visual showing how to position for &#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;, purple icons representing Shadows and the red arrow representing Shadowkeeper&#039;s sword.]]&lt;br /&gt;
Cast twice in succession, one targeting all support players and the other all DPS players, Shadowkeeper will force four players to place shadow copies of itself around the arena, which will then mimic its cast of &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;. The Shadowkeeper itself, however, will not create a damaging AoE.&lt;br /&gt;
&lt;br /&gt;
* Each player will receive a shadow pointing in a different cardinal direction, and does not rotate. The shadow copy will be created at the player&#039;s location when &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; expires, facing opposite to the shadow.&lt;br /&gt;
* Players will need to shift away from their shadow after it is placed to avoid the AoE created by it.&lt;br /&gt;
&lt;br /&gt;
Afflicted players will need to identify which direction &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; is targeting, which direction their shadow copy will be facing, and then where to place their shadow copy so that its AoE is aimed away from their party members in the center.&lt;br /&gt;
&lt;br /&gt;
There is a lot of information to process in a short amount of time, and how best to visualize it will vary from player to player. Some common visualization methods are listed below:&lt;br /&gt;
&lt;br /&gt;
* First identify Giga Slash&#039;s dangerous side. The player then rotates their camera so that the shadow is pointed towards the camera. Finally, the player runs left or right, moving the dangerous side towards the edge of the arena.&lt;br /&gt;
* Imagining the shadows as arrows, afflicted players position their shadows to create a rotating shape in the same direction as Shadowkeeper&#039;s sword. (If the sword is aimed right, Shadows point clockwise. If the sword is aimed left, shadows should point counter-clockwise).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Implosion&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Giga Slash&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Cleave&lt;br /&gt;
# Dualspell&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Servant x2&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;: The boss will put away its sword and return to standing on all fours. This attack causes raid-wide damage with knockback.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;: 2x purple orbs and 2x orange orb clusters will spawn at the cardinals of the stage. Shortly after spawning, the orbs will attack the player closest to them. Tanks need to soak the purple orbs, and the orange clusters should be soaked by the healer/DPS parties formed earlier. The orbs will spawn in a random formation, so adjust accordingly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;: The boss will summon four clones of itself, one of which will be briefly tethered to the boss. The clones will leap around the arena 5 times randomly, then the tethered clone will fire &#039;&#039;&#039;Shadow Warrior&#039;&#039;&#039;. The only safe zone is against the wall directly behind the clone. The boss will also cast &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;, spawning the orbs on the other side of the arena. Players should line up with the correct orbs in order to soak them correctly. Once the attack fires, the orbs should hit the correct players/groups. The boss will follow this up with another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; to heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;: Four puddles will spawn in the corners of the arena and tether to the boss, two with straight tethers, and two with curved tethers. orbs will leave from the boss and follow these tethers. The straight tethered puddles will explode first in huge AoEs, followed by the curved tethered ones. The boss will also summon a shadow and use &#039;&#039;&#039;Implosion&#039;&#039;&#039;, rendering only one side of the stage safe. Identify which side is safe and move accordingly. The boss will follow this up with another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Implosion x4&#039;&#039;&#039;: The boss will summon four shadows one after the other, firing off consecutive attacks. Simply move to the correct side of the shadows in the order they spawn. the boss will follow this up with yet another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; to end the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
The boss will use &#039;&#039;&#039;Stand-Up&#039;&#039;&#039; here again, so be sure to move away from the boss, followed by &#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate&#039;&#039;&#039;: Four meteor markers will appear on the floor that require to players each to stand in. However, standing in these circles causes the &#039;&#039;&#039;Bleed&#039;&#039;&#039; debuff, dealing damage. The boss will use this in conjunction with &#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;, marking players with shadows again. The shadows will lock players in place just as the meteors are about to resolve, so its important to identify which way to point the attack from the shadow, then stand in the meteor marker, then quickly move into the center to avoid the slashes. This mechanic will repeat again, targeting the opposite role group, however this time the markers spawn at the intercardinals, requiring players to turn the shadows out, move into the markers, then finally move into the middle to avoid the slashes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;: Targets all players, dealing damage, debuffing and dropping a puddle. Stepping into these puddles will spawn a clone, so drop the puddles at the edge of the arena.&lt;br /&gt;
By this point players have seen almost all the mechanics of this fight. The next two phases are rapid-fire mechanics being mixed together.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Distant Scream&#039;&#039;&#039; to deal raid-wide damage and knockback, while simultaneously using &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;. To avoid getting knocked into range for the incorrect orb, line up with your orb and use knockback resistance skills. Soak the orbs and heal.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Implosions&#039;&#039;&#039; twice in a row. Dodge the attacks accordingly. The puddles from &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039; will disappear by this point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shackled Apart&#039;&#039;&#039;: DPS players will be tethered to tanks/healers. Players must maintain distance from who they&#039;re tethered to, otherwise the tether will explode, causing massive damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039; and &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039; at the same time. While tethered, players will have to position themselves carefully to avoid the first explosion, then move to the second safe zone, then once the tethers break, move to the appropriate orbs. The timing here is tight, so players should position themselves to be able to move clockwise to the correct orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will follow this up with &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The boss will use &#039;&#039;&#039;Stand-Up&#039;&#039;&#039;, so move away from the boss. It will then cast &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;. However, the puddles are needed for this phase, so drop the puddles at the cardinals near the boss and in the corners of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giga Slash x4&#039;&#039;&#039;: The boss will summon four shadows and cast &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; consecutively. Dodge to the correct side of the shadows as they spawn, being careful to avoid the puddles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;: The boss will summon eight meteor markers, each requiring two players per marker. Players need to step into their &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039; puddles to summon their clones. Players need to position themselves at the edge of the markers facing away, so when the boss uses &#039;&#039;&#039;Shadow Keeper&#039;&#039;&#039;, the clones will teleport behind the players into the markers. The boss will cast &#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;, where at the end of the cast, a point-blank AoE under all players, which should be dropped a safe distance away from the clones. If the clones are hit by this and die, the player will also die. Players should then stand in the markers, avoiding the cleave from the clones, and soak the meteors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate&#039;&#039;&#039;/&#039;&#039;&#039;Shackled Together&#039;&#039;&#039;: The boss will summon four more meteor markers, however this time DPS players will be tethered to a tank/healer and must stay close to them. To deal with this, tanks and healers will each stand by a marker and wait for the tethers to connect, then the DPS will move next to their tethered player and soak the meteors. This will be followed by another &#039;&#039;&#039;Umbral Smash&#039;&#039;&#039;, followed by a &#039;&#039;&#039;Distant Scream&#039;&#039;&#039; and &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;. Pop knockback resistance again to stay near your orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; three times in a row. If the boss hasn&#039;t been defeated by this point, it will enrage and long cast &#039;&#039;&#039;Doom Arc&#039;&#039;&#039;, which will wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Litany}} (Guaranteed)&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E10S.png&lt;br /&gt;
E10 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:E10S_Shadow_Servant.jpg&amp;diff=1577654</id>
		<title>File:E10S Shadow Servant.jpg</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:E10S_Shadow_Servant.jpg&amp;diff=1577654"/>
		<updated>2026-10-10T20:47:06Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An image showing how to position against the Shadow Servant attack in Eden&#039;s Promise: Litany (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Litany_(Savage)&amp;diff=1577478</id>
		<title>Eden&#039;s Promise: Litany (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Litany_(Savage)&amp;diff=1577478"/>
		<updated>2026-10-10T00:32:31Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Abilities and Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Litany}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Litany (Savage)&lt;br /&gt;
| image =  Eden&#039;s Promise Litany (Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 505&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Laxan Loft&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30100&lt;br /&gt;
| id-edb = efd7884c5da&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E10S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Ravening Antihero: The [[Shadowkeeper]] ==&lt;br /&gt;
The fight against The Shadowkeeper takes place in a 40x40 yalm square arena surrounded by a deadly field of aether, killing any players that step out of bounds.&lt;br /&gt;
&lt;br /&gt;
Before the fight, it is advised that you assign each player a clock position for a mechanic later in the fight. Healers should also be paired up with two DPS players for later.&lt;br /&gt;
&lt;br /&gt;
== Abilities and Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shadowkeeper&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Implosion&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s front (head lifted) or rear (tail lifted) depending on the casting animation.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s side. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper stands up and summons a sword, creating an untelegraphed 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] around itself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s left or right, matching the hand currently holding the sword.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s side. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;&lt;br /&gt;
|Four physical-damage [[Tankbuster|tankbusters]] in quick-succession, each inflicting a stack of &#039;&#039;&#039;{{Game icon|Slashing Resistance Down}}&#039;&#039;&#039; for 45 seconds and &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
Three seconds after the final swing, Shadowkeeper aims one of two randomly chosen attacks at the current highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A physical damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
* &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A magic damage {{Game icon|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and inflicts &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating an unmoving shadow copy of every player at the position they were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;&lt;br /&gt;
|An unmoving shadow copy appears and will [[tether]] to the player that created it. Any damage and status effects dealt to a shadow by Shadowkeeper&#039;s attacks will be transferred to the respective player. Shadows will vanish if its player dies.&lt;br /&gt;
&lt;br /&gt;
* If a player is within melee range of &amp;lt;u&amp;gt;their own&amp;lt;/u&amp;gt; shadow, the shadow will attack them with a high damage [[Area of Effect#Cleave|cleave]].&lt;br /&gt;
* Shadows are able to occupy [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualspell&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Stack marker#Multi-hit stack|3-hit stack marker]] on a random healer and places [[Other Mechanics#Number Markers|number markers]] 1 to 3 on six random shadows. Two shadows will be marked with 1, two with 2, and two with 3.&lt;br /&gt;
Both attacks inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds with every hit.&lt;br /&gt;
&lt;br /&gt;
* Every hit of the stack marker happens simultaneously with each hit of the number markers—firing in 3-second intervals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;&lt;br /&gt;
|At the end of the cast, each player&#039;s shadow copy will teleport a short distance behind their original, matching the original&#039;s facing direction, and fire a short high-damage [[Area of Effect#Cleave|cleave]] 3 seconds later.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will skip this cast if there are no shadows in play.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts all support or all DPS with a 9-second &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; debuff. Afflicted players receive a shadow facing a random cardinal direction that does not rotate with the player.&lt;br /&gt;
When the debuff expires, afflicted players are &#039;&#039;&#039;{{Game icon|Bind|Bound}}&#039;&#039;&#039; for 2 seconds and a copy of Shadowkeeper is created at their location, facing the direction opposite to the shadow.&lt;br /&gt;
&lt;br /&gt;
* All four copies of Shadowkeeper will mimic the original&#039;s &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;. The original, however, &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; create an AoE.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper returns to its quadrupedal form and fires a [[Knockback#Radial Knockback|radial knockback]] from itself, pushing players ~15y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;&lt;br /&gt;
|Creates a total of four floating orbs: two purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs and two groups of three &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs. After a delay, each will launch itself at the closest player. Inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* Purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs are [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
* Orange &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs are a [[Stack marker#Multi-Player Marker|3-player stack marker]]. Damage is divided equally across all players in its AoE, but if there are two or less players in the stack, they receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper spawns four copies, one in each cardinal direction, but temporarily attaches a shadow to only one.&lt;br /&gt;
Each copy will then rotate around the arena before coming to a stop. The one copy that originally had a shadow attached to it fires a 180-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] towards the center.&lt;br /&gt;
&lt;br /&gt;
* The copies will jump a total of five times. The first four jumps will always rotate in the same direction, but the fifth jump may reverse it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;&lt;br /&gt;
|Four shadowy tendrils are created on the ground, traveling from the center towards each corner. A shadowy pulse travels along each tendril, creating a 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] at its destination.&lt;br /&gt;
&lt;br /&gt;
* Two tendrils will always be straight, and the other two winding. The straight tendrils will always detonate first.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tower#Multi-Player Tower|2-player towers]]. Standing inside a tower inflicts a weak &#039;&#039;&#039;{{Game icon|Bleeding}}&#039;&#039;&#039;. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;&lt;br /&gt;
|Targets all living players with [[Area of Effect#Spread Circle|spread circles]] that create [[Area of Effect#Landmine|landmines]] at the end of the cast.&lt;br /&gt;
If a player steps into a landmine&#039;s radius, they are pulled into its center and afflicted with &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating a shadow copy of themselves at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Apart}}&#039;&#039;&#039;&lt;br /&gt;
|A blue [[Tether (mechanic)#Spread / Far Tether|far tether]] attaching each support to another DPS player. If the two tethered players are too close together, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 4 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower#Multi-Player Tower|2-player towers]]. After the first set of towers resolves, a second set of four 2-player towers is created. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Together}}&#039;&#039;&#039;&lt;br /&gt;
|A green [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching each support to another DPS player. If the two tethered players are too far apart, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;&lt;br /&gt;
|Places a ~5y radius [[Area of Effect#Static Circle AoE|static circle AoE]] under all players.&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Implosion&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Giga Slash&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Cleave&lt;br /&gt;
# Dualspell&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Servant x2&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Distant Scream&lt;br /&gt;
# Umbral Orbs&lt;br /&gt;
# Spawn Shadow +&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Fade to Shadow +&lt;br /&gt;
#* Implosion&lt;br /&gt;
# Implosion x4&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Implosion x2&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Shackled Apart +&lt;br /&gt;
#* Fade to Shadow&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Giga Slash x4&lt;br /&gt;
# Voidgate Amplifier&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Shadowy Eruption&lt;br /&gt;
# Shackled Together&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Deepshadow Nova x3&lt;br /&gt;
# &#039;&#039;&#039;Doom Arc (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
The first phase of the fight is simply to show some of the mechanics that will repeat and evolve over the course of the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;: Raid-wide damage. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Implosion&#039;&#039;&#039;: The boss will lift either their head or their tail and summon a shadow. The attack will come from the orientation of the shadow, but the hitbox of the boss. If the boss lifts its head, the attack will come from the front of the boss, and the opposite for a raised tail. So, for example, if the boss raises its tail and the shadow appears to the left, the attack will come out on the back half of the left side of the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stand-Up&#039;&#039;&#039;: The boss will stand on it&#039;s hind legs and pull out a sword. When doing this, the boss will fire a point-blank AoE. Be sure to move away from the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;: The boss will hold the sword in its left or right hand, indicating what side the attack will come out on, then summons a shadow. The best strategy is to identify what side the attack is coming out on, then orient the shadow behind you and move to the correct side to avoid the attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;: Tank-buster. The target is hit by four slashes, each inflicting four stacks of the &#039;&#039;&#039;Slash Resistance Down&#039;&#039;&#039; debuff and a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff. The boss will follow this up immediately with either &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039; or &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A line cleave from the boss to the target. players should move away from the target to avoid getting clipped.&lt;br /&gt;
**&#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A circle buster that needs to be split amongst the party.&lt;br /&gt;
** The attack that comes out after &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; is random, so players should be ready to stack if need be. Regardless of what attack comes out, the player that was targeted by &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; cannot survive the next attack without an invulnerability. Tanks can either use cooldowns to survive the slashes and an invuln skill to survive the following attack, or they can swap off with the off-tank after the four slashes and avoid the follow up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowcleave&#039;&#039;&#039;: A long cast that targets all players with a cleave. Move to your assigned clock positions and stand near the edge of the arena. After the attack, a clone of the player will spawn where they were originally standing. This clone will then tether to the player.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual Spell&#039;&#039;&#039;: A player will be marked with a stack marker for an attack that will go off three times. At the same time, the players clone will either receive a marker over their heads numbering 1-3, or no marker at all. This number lets the player know what attack they will be debuffed for and have to step out of the attack (ex: A players&#039; clone is marked with two dots, so the player will receive a debuff for the second attack and have to step away but can stack for the first and third attack). If a player’s clone is unmarked, they can stack for the full duration of the attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;: The clones teleport directly behind the player and fire off a short-range cleave. Players should stack so the clones appear in one place, making the attack easy to dodge. The boss will use another &#039;&#039;&#039;Umbra Smash&#039;&#039;&#039; after this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;: Either the Tanks and Healers or all DPS players will be linked to the boss via a tether, then a shadow will spawn underneath them. The boss will then cast &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;, lock the players with shadows momentarily, then fire from all four shadows. To create a safe zone, identify which side the attack will fire from, then orient your shadow so that the side the attack will fire from is facing the outer side of the arena. Once the players are released from their lock, they can run to the middle of the stage while the attack fires away from everyone. The boss will repeat this attack, tethering to the opposite role group. Simply handle the attack the same way. &lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
*&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;: The boss will put away its sword and return to standing on all fours. This attack causes raid-wide damage with knockback.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;: 2x purple orbs and 2x orange orb clusters will spawn at the cardinals of the stage. Shortly after spawning, the orbs will attack the player closest to them. Tanks need to soak the purple orbs, and the orange clusters should be soaked by the healer/DPS parties formed earlier. The orbs will spawn in a random formation, so adjust accordingly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;: The boss will summon four clones of itself, one of which will be briefly tethered to the boss. The clones will leap around the arena 5 times randomly, then the tethered clone will fire &#039;&#039;&#039;Shadow Warrior&#039;&#039;&#039;. The only safe zone is against the wall directly behind the clone. The boss will also cast &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;, spawning the orbs on the other side of the arena. Players should line up with the correct orbs in order to soak them correctly. Once the attack fires, the orbs should hit the correct players/groups. The boss will follow this up with another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; to heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;: Four puddles will spawn in the corners of the arena and tether to the boss, two with straight tethers, and two with curved tethers. orbs will leave from the boss and follow these tethers. The straight tethered puddles will explode first in huge AoEs, followed by the curved tethered ones. The boss will also summon a shadow and use &#039;&#039;&#039;Implosion&#039;&#039;&#039;, rendering only one side of the stage safe. Identify which side is safe and move accordingly. The boss will follow this up with another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Implosion x4&#039;&#039;&#039;: The boss will summon four shadows one after the other, firing off consecutive attacks. Simply move to the correct side of the shadows in the order they spawn. the boss will follow this up with yet another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; to end the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
The boss will use &#039;&#039;&#039;Stand-Up&#039;&#039;&#039; here again, so be sure to move away from the boss, followed by &#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate&#039;&#039;&#039;: Four meteor markers will appear on the floor that require to players each to stand in. However, standing in these circles causes the &#039;&#039;&#039;Bleed&#039;&#039;&#039; debuff, dealing damage. The boss will use this in conjunction with &#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;, marking players with shadows again. The shadows will lock players in place just as the meteors are about to resolve, so its important to identify which way to point the attack from the shadow, then stand in the meteor marker, then quickly move into the center to avoid the slashes. This mechanic will repeat again, targeting the opposite role group, however this time the markers spawn at the intercardinals, requiring players to turn the shadows out, move into the markers, then finally move into the middle to avoid the slashes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;: Targets all players, dealing damage, debuffing and dropping a puddle. Stepping into these puddles will spawn a clone, so drop the puddles at the edge of the arena.&lt;br /&gt;
By this point players have seen almost all the mechanics of this fight. The next two phases are rapid-fire mechanics being mixed together.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Distant Scream&#039;&#039;&#039; to deal raid-wide damage and knockback, while simultaneously using &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;. To avoid getting knocked into range for the incorrect orb, line up with your orb and use knockback resistance skills. Soak the orbs and heal.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Implosions&#039;&#039;&#039; twice in a row. Dodge the attacks accordingly. The puddles from &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039; will disappear by this point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shackled Apart&#039;&#039;&#039;: DPS players will be tethered to tanks/healers. Players must maintain distance from who they&#039;re tethered to, otherwise the tether will explode, causing massive damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039; and &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039; at the same time. While tethered, players will have to position themselves carefully to avoid the first explosion, then move to the second safe zone, then once the tethers break, move to the appropriate orbs. The timing here is tight, so players should position themselves to be able to move clockwise to the correct orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will follow this up with &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The boss will use &#039;&#039;&#039;Stand-Up&#039;&#039;&#039;, so move away from the boss. It will then cast &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;. However, the puddles are needed for this phase, so drop the puddles at the cardinals near the boss and in the corners of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giga Slash x4&#039;&#039;&#039;: The boss will summon four shadows and cast &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; consecutively. Dodge to the correct side of the shadows as they spawn, being careful to avoid the puddles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;: The boss will summon eight meteor markers, each requiring two players per marker. Players need to step into their &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039; puddles to summon their clones. Players need to position themselves at the edge of the markers facing away, so when the boss uses &#039;&#039;&#039;Shadow Keeper&#039;&#039;&#039;, the clones will teleport behind the players into the markers. The boss will cast &#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;, where at the end of the cast, a point-blank AoE under all players, which should be dropped a safe distance away from the clones. If the clones are hit by this and die, the player will also die. Players should then stand in the markers, avoiding the cleave from the clones, and soak the meteors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate&#039;&#039;&#039;/&#039;&#039;&#039;Shackled Together&#039;&#039;&#039;: The boss will summon four more meteor markers, however this time DPS players will be tethered to a tank/healer and must stay close to them. To deal with this, tanks and healers will each stand by a marker and wait for the tethers to connect, then the DPS will move next to their tethered player and soak the meteors. This will be followed by another &#039;&#039;&#039;Umbral Smash&#039;&#039;&#039;, followed by a &#039;&#039;&#039;Distant Scream&#039;&#039;&#039; and &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;. Pop knockback resistance again to stay near your orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; three times in a row. If the boss hasn&#039;t been defeated by this point, it will enrage and long cast &#039;&#039;&#039;Doom Arc&#039;&#039;&#039;, which will wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Litany}} (Guaranteed)&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E10S.png&lt;br /&gt;
E10 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_Promise:_Litany_(Savage)&amp;diff=1577477</id>
		<title>Eden&#039;s Promise: Litany (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Litany_(Savage)&amp;diff=1577477"/>
		<updated>2026-10-10T00:31:43Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Fixed Ability Table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Litany}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Litany (Savage)&lt;br /&gt;
| image =  Eden&#039;s Promise Litany (Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 505&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Laxan Loft&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30100&lt;br /&gt;
| id-edb = efd7884c5da&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E10S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Ravening Antihero: The [[Shadowkeeper]] ==&lt;br /&gt;
The fight against The Shadowkeeper takes place in a 40x40 yalm square arena surrounded by a deadly field of aether, killing any players that step out of bounds.&lt;br /&gt;
&lt;br /&gt;
Before the fight, it is advised that you assign each player a clock position for a mechanic later in the fight. Healers should also be paired up with two DPS players for later.&lt;br /&gt;
&lt;br /&gt;
== Abilities and Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shadowkeeper&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Implosion&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s front (head lifted) or rear (tail lifted) depending on the casting animation.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s side. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper stands up and summons a sword, creating an untelegraphed 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] around itself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s left or right, matching the hand currently holding the sword.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s side. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;&lt;br /&gt;
|Four physical-damage [[Tankbuster|tankbusters]] in quick-succession, each inflicting a stack of &#039;&#039;&#039;{{Game icon|Slashing Resistance Down}}&#039;&#039;&#039; for 45 seconds and &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
Three seconds after the final swing, Shadowkeeper aims one of two randomly chosen attacks at the current highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A physical damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
* &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A magic damage {{Game icon|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and inflicts &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating an unmoving shadow copy of every player at the position they were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;&lt;br /&gt;
|An unmoving shadow copy appears and will [[tether]] to the player that created it. Any damage and status effects dealt to a shadow by Shadowkeeper&#039;s attacks will be transferred to the respective player. Shadows will vanish if its player dies.&lt;br /&gt;
&lt;br /&gt;
* If a player is within melee range of &amp;lt;u&amp;gt;their own&amp;lt;/u&amp;gt; shadow, the shadow will attack them with a high damage [[Area of Effect#Cleave|cleave]].&lt;br /&gt;
* Shadows are able to occupy [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualspell&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Stack marker#Multi-hit stack|3-hit stack marker]] on a random healer and places [[Other Mechanics#Number Markers|number markers]] 1 to 3 on six random shadows. Two shadows will be marked with 1, two with 2, and two with 3.&lt;br /&gt;
Both attacks inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds with every hit.&lt;br /&gt;
&lt;br /&gt;
* Every hit of the stack marker happens simultaneously with each hit of the number markers—firing in 3-second intervals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;&lt;br /&gt;
|At the end of the cast, each player&#039;s shadow copy will teleport a short distance behind their original, matching the original&#039;s facing direction, and fire a short high-damage [[Area of Effect#Cleave|cleave]] 3 seconds later.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will skip this cast if there are no shadows in play.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts all support or all DPS with a 9-second &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; debuff. Afflicted players receive a shadow facing a random cardinal direction that does not rotate with the player.&lt;br /&gt;
When the debuff expires, afflicted players are &#039;&#039;&#039;{{Game icon|Bind|Bound}}&#039;&#039;&#039; for 2 seconds and a copy of Shadowkeeper is created at their location, facing the direction opposite to the shadow.&lt;br /&gt;
&lt;br /&gt;
* All four copies of Shadowkeeper will mimic the original&#039;s &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;. The original, however, &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; create an AoE.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper returns to its quadrupedal form and fires a [[Knockback#Radial Knockback|radial knockback]] from itself, pushing players ~15y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;&lt;br /&gt;
|Creates a total of four floating orbs: two purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs and two groups of three &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs. After a delay, each will launch itself at the closest player. Inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* Purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs are [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
* Orange &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs are a [[Stack marker#Multi-Player Marker|3-player stack marker]]. Damage is divided equally across all players in its AoE, but if there are two or less players in the stack, they receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper spawns four copies, one in each cardinal direction, but temporarily attaches a shadow to only one.&lt;br /&gt;
Each copy will then rotate around the arena before coming to a stop. The one copy that originally had a shadow attached to it fires a 180-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] towards the center.&lt;br /&gt;
&lt;br /&gt;
* The copies will jump a total of five times. The first four jumps will always rotate in the same direction, but the fifth jump may reverse it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;&lt;br /&gt;
|Four shadowy tendrils are created on the ground, traveling from the center towards each corner. A shadowy pulse travels along each tendril, creating a 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] at its destination.&lt;br /&gt;
&lt;br /&gt;
* Two tendrils will always be straight, and the other two winding. The straight tendrils will always detonate first.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tower#Multi-Player Tower|2-player towers]]. Standing inside a tower inflicts a weak &#039;&#039;&#039;{{Game icon|Bleeding}}&#039;&#039;&#039;. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;&lt;br /&gt;
|Targets all living players with [[Area of Effect#Spread Circle|spread circles]] that create [[Area of Effect#Landmine|landmines]] at the end of the cast.&lt;br /&gt;
If a player steps into a landmine&#039;s radius, they are pulled into its center and afflicted with &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating a shadow copy of themselves at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Apart}}&#039;&#039;&#039;&lt;br /&gt;
|A blue [[Tether (mechanic)#Spread / Far Tether|far tether]] attaching each support to another DPS player. If the two tethered players are too close together, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;line-top&amp;quot;|Phase 4 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower#Multi-Player Tower|2-player towers]]. After the first set of towers resolves, a second set of four 2-player towers is created. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Together}}&#039;&#039;&#039;&lt;br /&gt;
|A green [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching each support to another DPS player. If the two tethered players are too far apart, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;&lt;br /&gt;
|Places ~5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] under all players.&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Implosion&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Giga Slash&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Cleave&lt;br /&gt;
# Dualspell&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Servant x2&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Distant Scream&lt;br /&gt;
# Umbral Orbs&lt;br /&gt;
# Spawn Shadow +&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Fade to Shadow +&lt;br /&gt;
#* Implosion&lt;br /&gt;
# Implosion x4&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Implosion x2&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Shackled Apart +&lt;br /&gt;
#* Fade to Shadow&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Giga Slash x4&lt;br /&gt;
# Voidgate Amplifier&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Shadowy Eruption&lt;br /&gt;
# Shackled Together&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Deepshadow Nova x3&lt;br /&gt;
# &#039;&#039;&#039;Doom Arc (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
The first phase of the fight is simply to show some of the mechanics that will repeat and evolve over the course of the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;: Raid-wide damage. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Implosion&#039;&#039;&#039;: The boss will lift either their head or their tail and summon a shadow. The attack will come from the orientation of the shadow, but the hitbox of the boss. If the boss lifts its head, the attack will come from the front of the boss, and the opposite for a raised tail. So, for example, if the boss raises its tail and the shadow appears to the left, the attack will come out on the back half of the left side of the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stand-Up&#039;&#039;&#039;: The boss will stand on it&#039;s hind legs and pull out a sword. When doing this, the boss will fire a point-blank AoE. Be sure to move away from the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;: The boss will hold the sword in its left or right hand, indicating what side the attack will come out on, then summons a shadow. The best strategy is to identify what side the attack is coming out on, then orient the shadow behind you and move to the correct side to avoid the attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;: Tank-buster. The target is hit by four slashes, each inflicting four stacks of the &#039;&#039;&#039;Slash Resistance Down&#039;&#039;&#039; debuff and a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff. The boss will follow this up immediately with either &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039; or &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A line cleave from the boss to the target. players should move away from the target to avoid getting clipped.&lt;br /&gt;
**&#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A circle buster that needs to be split amongst the party.&lt;br /&gt;
** The attack that comes out after &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; is random, so players should be ready to stack if need be. Regardless of what attack comes out, the player that was targeted by &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; cannot survive the next attack without an invulnerability. Tanks can either use cooldowns to survive the slashes and an invuln skill to survive the following attack, or they can swap off with the off-tank after the four slashes and avoid the follow up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowcleave&#039;&#039;&#039;: A long cast that targets all players with a cleave. Move to your assigned clock positions and stand near the edge of the arena. After the attack, a clone of the player will spawn where they were originally standing. This clone will then tether to the player.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual Spell&#039;&#039;&#039;: A player will be marked with a stack marker for an attack that will go off three times. At the same time, the players clone will either receive a marker over their heads numbering 1-3, or no marker at all. This number lets the player know what attack they will be debuffed for and have to step out of the attack (ex: A players&#039; clone is marked with two dots, so the player will receive a debuff for the second attack and have to step away but can stack for the first and third attack). If a player’s clone is unmarked, they can stack for the full duration of the attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;: The clones teleport directly behind the player and fire off a short-range cleave. Players should stack so the clones appear in one place, making the attack easy to dodge. The boss will use another &#039;&#039;&#039;Umbra Smash&#039;&#039;&#039; after this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;: Either the Tanks and Healers or all DPS players will be linked to the boss via a tether, then a shadow will spawn underneath them. The boss will then cast &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;, lock the players with shadows momentarily, then fire from all four shadows. To create a safe zone, identify which side the attack will fire from, then orient your shadow so that the side the attack will fire from is facing the outer side of the arena. Once the players are released from their lock, they can run to the middle of the stage while the attack fires away from everyone. The boss will repeat this attack, tethering to the opposite role group. Simply handle the attack the same way. &lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
*&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;: The boss will put away its sword and return to standing on all fours. This attack causes raid-wide damage with knockback.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;: 2x purple orbs and 2x orange orb clusters will spawn at the cardinals of the stage. Shortly after spawning, the orbs will attack the player closest to them. Tanks need to soak the purple orbs, and the orange clusters should be soaked by the healer/DPS parties formed earlier. The orbs will spawn in a random formation, so adjust accordingly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;: The boss will summon four clones of itself, one of which will be briefly tethered to the boss. The clones will leap around the arena 5 times randomly, then the tethered clone will fire &#039;&#039;&#039;Shadow Warrior&#039;&#039;&#039;. The only safe zone is against the wall directly behind the clone. The boss will also cast &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;, spawning the orbs on the other side of the arena. Players should line up with the correct orbs in order to soak them correctly. Once the attack fires, the orbs should hit the correct players/groups. The boss will follow this up with another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; to heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;: Four puddles will spawn in the corners of the arena and tether to the boss, two with straight tethers, and two with curved tethers. orbs will leave from the boss and follow these tethers. The straight tethered puddles will explode first in huge AoEs, followed by the curved tethered ones. The boss will also summon a shadow and use &#039;&#039;&#039;Implosion&#039;&#039;&#039;, rendering only one side of the stage safe. Identify which side is safe and move accordingly. The boss will follow this up with another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Implosion x4&#039;&#039;&#039;: The boss will summon four shadows one after the other, firing off consecutive attacks. Simply move to the correct side of the shadows in the order they spawn. the boss will follow this up with yet another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; to end the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
The boss will use &#039;&#039;&#039;Stand-Up&#039;&#039;&#039; here again, so be sure to move away from the boss, followed by &#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate&#039;&#039;&#039;: Four meteor markers will appear on the floor that require to players each to stand in. However, standing in these circles causes the &#039;&#039;&#039;Bleed&#039;&#039;&#039; debuff, dealing damage. The boss will use this in conjunction with &#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;, marking players with shadows again. The shadows will lock players in place just as the meteors are about to resolve, so its important to identify which way to point the attack from the shadow, then stand in the meteor marker, then quickly move into the center to avoid the slashes. This mechanic will repeat again, targeting the opposite role group, however this time the markers spawn at the intercardinals, requiring players to turn the shadows out, move into the markers, then finally move into the middle to avoid the slashes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;: Targets all players, dealing damage, debuffing and dropping a puddle. Stepping into these puddles will spawn a clone, so drop the puddles at the edge of the arena.&lt;br /&gt;
By this point players have seen almost all the mechanics of this fight. The next two phases are rapid-fire mechanics being mixed together.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Distant Scream&#039;&#039;&#039; to deal raid-wide damage and knockback, while simultaneously using &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;. To avoid getting knocked into range for the incorrect orb, line up with your orb and use knockback resistance skills. Soak the orbs and heal.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Implosions&#039;&#039;&#039; twice in a row. Dodge the attacks accordingly. The puddles from &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039; will disappear by this point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shackled Apart&#039;&#039;&#039;: DPS players will be tethered to tanks/healers. Players must maintain distance from who they&#039;re tethered to, otherwise the tether will explode, causing massive damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039; and &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039; at the same time. While tethered, players will have to position themselves carefully to avoid the first explosion, then move to the second safe zone, then once the tethers break, move to the appropriate orbs. The timing here is tight, so players should position themselves to be able to move clockwise to the correct orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will follow this up with &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The boss will use &#039;&#039;&#039;Stand-Up&#039;&#039;&#039;, so move away from the boss. It will then cast &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;. However, the puddles are needed for this phase, so drop the puddles at the cardinals near the boss and in the corners of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giga Slash x4&#039;&#039;&#039;: The boss will summon four shadows and cast &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; consecutively. Dodge to the correct side of the shadows as they spawn, being careful to avoid the puddles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;: The boss will summon eight meteor markers, each requiring two players per marker. Players need to step into their &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039; puddles to summon their clones. Players need to position themselves at the edge of the markers facing away, so when the boss uses &#039;&#039;&#039;Shadow Keeper&#039;&#039;&#039;, the clones will teleport behind the players into the markers. The boss will cast &#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;, where at the end of the cast, a point-blank AoE under all players, which should be dropped a safe distance away from the clones. If the clones are hit by this and die, the player will also die. Players should then stand in the markers, avoiding the cleave from the clones, and soak the meteors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate&#039;&#039;&#039;/&#039;&#039;&#039;Shackled Together&#039;&#039;&#039;: The boss will summon four more meteor markers, however this time DPS players will be tethered to a tank/healer and must stay close to them. To deal with this, tanks and healers will each stand by a marker and wait for the tethers to connect, then the DPS will move next to their tethered player and soak the meteors. This will be followed by another &#039;&#039;&#039;Umbral Smash&#039;&#039;&#039;, followed by a &#039;&#039;&#039;Distant Scream&#039;&#039;&#039; and &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;. Pop knockback resistance again to stay near your orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; three times in a row. If the boss hasn&#039;t been defeated by this point, it will enrage and long cast &#039;&#039;&#039;Doom Arc&#039;&#039;&#039;, which will wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Litany}} (Guaranteed)&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E10S.png&lt;br /&gt;
E10 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=Area_of_Effect&amp;diff=1577476</id>
		<title>Area of Effect</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Area_of_Effect&amp;diff=1577476"/>
		<updated>2026-10-10T00:25:15Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Landmine */ Rewrote Landmines to better cover more types that appear in high-end duties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Area of Effect&#039;&#039;&#039;, abbreviated as &amp;quot;&#039;&#039;&#039;AoE&#039;&#039;&#039;&amp;quot;, is the most common type of attack used against players. These attempt to damage players in an area of varying shapes and sizes— often indicated by bright orange highlights on the ground, but sometimes signified through cast names, enemy motions, or other visual warnings.&lt;br /&gt;
&lt;br /&gt;
In high-end content and higher-level normal-difficulty content, these orange telegraphs will often not appear until right before the attack resolves, requiring players to pay attention to the enemy&#039;s animation or cast name to determine where to avoid the attack. This is most often the case with content seen in &#039;&#039;Shadowbringers&#039;&#039; and later.&lt;br /&gt;
&lt;br /&gt;
In general, these attacks register (&amp;quot;snapshot&amp;quot;) when the telegraph disappears, not when the AoE animation finishes. However, some duties feature red-colored AoEs; these attacks will register substantially later than usual after disappearing, and players should mind their positions.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
=== Static Circle AoE ===&lt;br /&gt;
An unmoving circle AoE of varying size. Will typically be placed directly under an enemy, a player, or preset locations around an arena. Players are generally expected to move out of the highlighted areas in time to avoid taking damage.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;200&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Circle AoE (A Realm Reborn).png|The common circle AoE marker used from &#039;&#039;A Realm Reborn&#039;&#039; to &#039;&#039;Stormblood&#039;&#039;.&lt;br /&gt;
File:Circle AoE (Shadowbringers).png|Circle AoEs used in &#039;&#039;Shadowbringers&#039;&#039; and after.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Donut AoE Copperbell Mines.png|alt=A Donut AoE.|thumb|An AoE with a safe area at its epicenter.]]&lt;br /&gt;
&lt;br /&gt;
=== Static Donut AoE ===&lt;br /&gt;
An unmoving AoE of varying size with a safe zone in the epicenter, akin to a donut. Will typically be placed directly under an enemy, a player, or preset locations around an arena.&lt;br /&gt;
&lt;br /&gt;
Players must to move into the very center of the AoE to avoid damage.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Static Line AoE ===&lt;br /&gt;
[[File:Line AoE1.jpg|alt=A small Line AoE|thumb|254x254px|A small Line AoE]]&lt;br /&gt;
&lt;br /&gt;
An unmoving rectangular AoE of varying size. Is often used to indicate an enemy firing a powerful projectile or preparing a running charge.&lt;br /&gt;
&lt;br /&gt;
Players are generally expected to side-step these attacks, as their length often extend the full length of the arena.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Static Cone AoE ===&lt;br /&gt;
An unmoving conal AoE of varying size. Most often originates from the front of an enemy but, in some cases, can come from the rear or sides.&lt;br /&gt;
&lt;br /&gt;
Players are generally expected to circle around the enemy to escape danger. As cones expand outwards from its epicenter, these AoEs are easier to dodge by being closer to the enemy casting it.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;450&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Conal AoE1.jpg|A 90 degree frontal cone AoE.&lt;br /&gt;
File:Cone AoE (Shadowbringers).png|The Cone AoE marker used in &#039;&#039;Shadowbringers&#039;&#039; and after.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:CleaveAoE.png|alt=A frontal cleave attack.|thumb|A frontal cleave aimed at the tank.]]&lt;br /&gt;
&lt;br /&gt;
=== Cleave ===&lt;br /&gt;
A common term for an unmarked frontal AoE aimed at the highest enmity target. While most often a 90 degree cone, size and shape may vary.&lt;br /&gt;
&lt;br /&gt;
These are undodgeable high-damage attacks only intended for the tanks to take; as such, it is common for DPS and healers to stay behind the boss at all times, while only the tank stays in front.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Puddle ===&lt;br /&gt;
[[File:Ice Puddle.jpg|thumb|300px|An ice puddle that will inflict a damage-over-time effect to anyone who steps inside.]]&lt;br /&gt;
A long-lasting AoE that can apply damage, debuffs, or even buffs when stood inside.&lt;br /&gt;
&lt;br /&gt;
Puddles are typically a stage hazard that limit the player&#039;s available movement space.&lt;br /&gt;
&lt;br /&gt;
Will often be the after-effects of a [[Area of Effect#Static Circle AoE|static circle AoE]] or a [[Area of Effect#spread Circle|spread circle]], which may provide players the ability to control where puddles are created.&lt;br /&gt;
&lt;br /&gt;
If given the option, puddles are often best placed at the far edges or corners of the arena—away from the boss and the rest of the party.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Landmine ===&lt;br /&gt;
[[File:Landmine AoE.png|alt=An active landmine.|thumb|300x300px|A landmine that explodes if a player enters its circle.]]&lt;br /&gt;
A long-lasting persistent AoE placed on the floor. Landmines will detonate when a player enters its radius, likely dealing damage and inflicting status effects, but will disappear afterwards.&lt;br /&gt;
&lt;br /&gt;
Most landmines must be avoided, but some may require intentional detonation to prevent an even larger explosion later.&lt;br /&gt;
&lt;br /&gt;
Sometimes may inflict [[knockback]] to players hit by the explosion, which may cause chain reactions with other landmines.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Homing AoE ===&lt;br /&gt;
[[File:Chasing AoE.png|thumb|300ox|A homing AoE marker.]]&lt;br /&gt;
An attack that will drop multiple AoEs on a player sequentially. Indicated by trailing yellow chevrons and a pulsating circle around the targeted player.&lt;br /&gt;
&lt;br /&gt;
The player must continuously move in a certain direction to avoid the barrage of AoEs.&lt;br /&gt;
&lt;br /&gt;
The speed and fire rate of the homing AoEs will vary with each fight.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Moving AoE ===&lt;br /&gt;
Circle or line AoEs that will cascade outwards as follow-up AoEs in the direction(s) indicated by the arrows on the AoE telegraph.&lt;br /&gt;
&lt;br /&gt;
Circular moving AoEs are commonly referred to as &#039;&#039;&#039;[[Alphascape V2.0 (Savage)#Phase 3|Exaflares]]&#039;&#039;&#039; by players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Exaflare.jpg|A moving circle AoE telegraph.&lt;br /&gt;
Exaline.jpg|A bi-directional moving line AoE telegraph.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Radial Line AoE ===&lt;br /&gt;
[[File:Starburst AoE.jpg|thumb|A radial line AoE that will fire in eight directions.]]&lt;br /&gt;
An advanced variant of the [[Area of Effect#Static Line AoE|Static Line AoE]].  Indicated by a ring of chevrons on the ground pointing outwards.&lt;br /&gt;
&lt;br /&gt;
This attack fires multiple line AoEs out from an epicenter in the indicated directions, creating a starburst-like pattern. These AoEs almost always fire in eight directions.&lt;br /&gt;
&lt;br /&gt;
The size of this telegraph is usually much shorter than the length of the AoEs.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Radial Square AoE Marker.jpg|alt=A Radial Square AoE marker.|thumb|A Radial Square AoE marker.]]&lt;br /&gt;
&lt;br /&gt;
=== Radial Square AoE ===&lt;br /&gt;
An orange square with arrows pointing in all 8 directions, typically used in tile-based arenas.&lt;br /&gt;
&lt;br /&gt;
After the initial detonation, square AoEs of equal size will travel outwards to neighboring tiles in a wave-like pattern—typically continuing until reaching the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to plan ahead, standing by the edge on an unmarked square initially before quickly running into a neighboring tile after it detonates.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight AoE ===&lt;br /&gt;
[[File:LoS AoE.jpg|thumb|300px|A telegraphed line-of-sight AoE, indicated by a pulsating wave from the origin. The stalagmite on the left can be used as a shield.]]&lt;br /&gt;
A room-wide AoE that hits every player that has a direct, unblocked line of sight to the enemy casting this.&lt;br /&gt;
&lt;br /&gt;
Players must stand behind an object, often a large rock, to shield themselves from the incoming blast. Failure to take cover is often fatal.&lt;br /&gt;
&lt;br /&gt;
In later expansions, these attacks are telegraphed by a room-wide radial wave emanating from the center. Older duties will have no visual telegraph, typically only being indicated by a long 10 second cast.&lt;br /&gt;
&lt;br /&gt;
The most common and notable Line of Sight AoE is &#039;&#039;&#039;Ecliptic Meteor&#039;&#039;&#039;, used by [[Behemoth]] enemies.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Spread markers ==&lt;br /&gt;
Unlike the standard AoE, which are intended to be avoided, Spread Markers deal &#039;&#039;unavoidable&#039;&#039; damage. Players instead need to prioritize minimizing damage to others.&lt;br /&gt;
&lt;br /&gt;
These markers will appear on one or multiple players simultaneously, indicating an attack dealing slight or moderate damage to the targeted players and others nearby. Any player getting hit by two or more of these attacks will take potentially lethal amounts of damage, requiring the marked players to &#039;&#039;spread&#039;&#039; their positions across the arena to survive.&lt;br /&gt;
&lt;br /&gt;
In high-end content (and rarely in normal-difficulty content), these attacks also often apply a vulnerability to damage of the same type (often {{status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]) for a very short amount of time, increasing the lethality of overlapping spread markers.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Area of Effect Marker.png|alt=A spread circle marker.|thumb|A common Spread Circle marker. Colors and size may vary.]]&lt;br /&gt;
=== Spread Circle ===&lt;br /&gt;
A circle AoE targeting and following a varying number of players. Often indicated by a colored arrow and circle on top of players, but in some cases are only indicated by a cast bar or debuff.&lt;br /&gt;
&lt;br /&gt;
Players will need to move away from the marked player to minimize damage to themselves and the party.&lt;br /&gt;
&lt;br /&gt;
While having multiple players &#039;&#039;inside&#039;&#039; a Spread Circle should be avoided, it is safe to have the circle markers themselves overlap—creating a Venn diagram shape is the most efficient way to position Spread Circles.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Earth Shaker Arrow.jpg|alt=A brown arrow marking a player.|thumb|A common spread line arrow, typically targeting multiple players simultaneously.]]&lt;br /&gt;
&lt;br /&gt;
=== Spread Line or Cone ===&lt;br /&gt;
A line or cone AoE targeting one or more players, colloquially referred to as &#039;&#039;&#039;[[Alexander - The Arm of the Father (Savage)#Phase 1|proteans]]&#039;&#039;&#039;. Often indicated by a colored arrow or mark on the target, but in some cases may be a moving Line AoE that is attached to a player.&lt;br /&gt;
&lt;br /&gt;
Players will need to either spread out in a circle around the boss, or sometimes to opposite sides, to avoid overlapping attacks.&lt;br /&gt;
&lt;br /&gt;
In high-end duties, these types of attacks are often untelegraphed, targeting most or all players. Other variants may target players based on proximity to the boss.&lt;br /&gt;
{{clear}}{{Common Mechanics nav}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Litany_(Savage)&amp;diff=1577474</id>
		<title>Eden&#039;s Promise: Litany (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Litany_(Savage)&amp;diff=1577474"/>
		<updated>2026-10-09T22:41:18Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Litany}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Litany (Savage)&lt;br /&gt;
| image =  Eden&#039;s Promise Litany (Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 505&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Laxan Loft&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30100&lt;br /&gt;
| id-edb = efd7884c5da&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E10S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Ravening Antihero: The [[Shadowkeeper]] ==&lt;br /&gt;
The fight against The Shadowkeeper takes place in a 40x40 yalm square arena surrounded by a deadly field of aether, killing any players that step out of bounds.&lt;br /&gt;
&lt;br /&gt;
Before the fight, it is advised that you assign each player a clock position for a mechanic later in the fight. Healers should also be paired up with two DPS players for later.&lt;br /&gt;
&lt;br /&gt;
== Abilities and Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shadowkeeper&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Implosion&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s front (head lifted) or rear (tail lifted) depending on the casting animation.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s side. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper stands up and summons a sword, creating an untelegraphed 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] around itself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s left or right, matching the hand currently holding the sword.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s side. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;&lt;br /&gt;
|Four physical-damage [[Tankbuster|tankbusters]] in quick-succession, each inflicting a stack of &#039;&#039;&#039;{{Game icon|Slashing Resistance Down}}&#039;&#039;&#039; for 45 seconds and &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
Three seconds after the final swing, Shadowkeeper aims one of two randomly chosen attacks at the current highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A physical damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
* &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A magic damage {{Game icon|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and inflicts &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating an unmoving shadow copy of every player at the position they were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;&lt;br /&gt;
|An unmoving shadow copy appears and will [[tether]] to the player that created it. Any damage and status effects dealt to a shadow by Shadowkeeper&#039;s attacks will be transferred to the respective player. Shadows will vanish if its player dies.&lt;br /&gt;
&lt;br /&gt;
* If a player is within melee range of &amp;lt;u&amp;gt;their own&amp;lt;/u&amp;gt; shadow, the shadow will attack them with a high damage [[Area of Effect#Cleave|cleave]].&lt;br /&gt;
* Shadows are able to occupy [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualspell&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Stack marker#Multi-hit stack|3-hit stack marker]] on a random healer and places [[Other Mechanics#Number Markers|number markers]] 1 to 3 on six random shadows. Two shadows will be marked with 1, two with 2, and two with 3.&lt;br /&gt;
Both attacks inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds with every hit.&lt;br /&gt;
&lt;br /&gt;
* Every hit of the stack marker happens simultaneously with each hit of the number markers—firing in 3-second intervals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;&lt;br /&gt;
|At the end of the cast, each player&#039;s shadow copy will teleport a short distance behind their original, matching the original&#039;s facing direction, and fire a short high-damage [[Area of Effect#Cleave|cleave]] 3 seconds later.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will skip this cast if there are no shadows in play.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts all support or all DPS with a 9-second &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; debuff. Afflicted players receive a shadow facing a random cardinal direction that does not rotate with the player.&lt;br /&gt;
When the debuff expires, afflicted players are &#039;&#039;&#039;{{Game icon|Bind|Bound}}&#039;&#039;&#039; for 2 seconds and a copy of Shadowkeeper is created at their location, facing the direction opposite to the shadow.&lt;br /&gt;
&lt;br /&gt;
* All four copies of Shadowkeeper will mimic the original&#039;s &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;. The original, however, &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; create an AoE.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper returns to its quadrupedal form and fires a [[Knockback#Radial Knockback|radial knockback]] from itself, pushing players ~15y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;&lt;br /&gt;
|Creates a total of four floating orbs: two purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs and two groups of three &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs. After a delay, each will launch itself at the closest player. Inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* Purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs are [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
* Orange &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs are a [[Stack marker#Multi-Player Marker|3-player stack marker]]. Damage is divided equally across all players in its AoE, but if there are two or less players in the stack, they receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper spawns four copies, one in each cardinal direction, but temporarily attaches a shadow to only one.&lt;br /&gt;
Each copy will then rotate around the arena before coming to a stop. The one copy that originally had a shadow attached to it fires a 180-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] towards the center.&lt;br /&gt;
&lt;br /&gt;
* The copies will jump a total of five times. The first four jumps will always rotate in the same direction, but the fifth jump may reverse it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;&lt;br /&gt;
|Four shadowy tendrils are created on the ground, traveling from the center towards each corner. A shadowy pulse travels along each tendril, creating a 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] at its destination.&lt;br /&gt;
&lt;br /&gt;
* Two tendrils will always be straight, and the other two winding. The straight tendrils will always detonate first.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tower#Multi-Player Tower|2-player towers]]. Standing inside a tower inflicts a weak &#039;&#039;&#039;{{Game icon|Bleeding}}&#039;&#039;&#039;. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower#Multi-Player Tower|2-player towers]]. After the first set of towers resolves, a second set of four 2-player towers is created. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;&lt;br /&gt;
|Targets all living players with [[Area of Effect#Spread Circle|spread circles]] that create [[Area of Effect#Landmine|landmines]] at the end of the cast.&lt;br /&gt;
If a player steps into a landmine&#039;s radius, they are pulled into its center and afflicted with &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating a shadow copy of themselves at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Apart}}&#039;&#039;&#039;&lt;br /&gt;
|A blue [[Tether (mechanic)#Spread / Far Tether|far tether]] attaching each support to another DPS player. If the two tethered players are too close together, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Together}}&#039;&#039;&#039;&lt;br /&gt;
|A green [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching each support to another DPS player. If the two tethered players are too far apart, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;&lt;br /&gt;
|Places ~5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] under all players.&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Implosion&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Giga Slash&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Cleave&lt;br /&gt;
# Dualspell&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Servant x2&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Distant Scream&lt;br /&gt;
# Umbral Orbs&lt;br /&gt;
# Spawn Shadow +&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Fade to Shadow +&lt;br /&gt;
#* Implosion&lt;br /&gt;
# Implosion x4&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Implosion x2&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Shackled Apart +&lt;br /&gt;
#* Fade to Shadow&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Giga Slash x4&lt;br /&gt;
# Voidgate Amplifier&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Shadowy Eruption&lt;br /&gt;
# Shackled Together&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Deepshadow Nova x3&lt;br /&gt;
# &#039;&#039;&#039;Doom Arc (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
The first phase of the fight is simply to show some of the mechanics that will repeat and evolve over the course of the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;: Raid-wide damage. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Implosion&#039;&#039;&#039;: The boss will lift either their head or their tail and summon a shadow. The attack will come from the orientation of the shadow, but the hitbox of the boss. If the boss lifts its head, the attack will come from the front of the boss, and the opposite for a raised tail. So, for example, if the boss raises its tail and the shadow appears to the left, the attack will come out on the back half of the left side of the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stand-Up&#039;&#039;&#039;: The boss will stand on it&#039;s hind legs and pull out a sword. When doing this, the boss will fire a point-blank AoE. Be sure to move away from the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;: The boss will hold the sword in its left or right hand, indicating what side the attack will come out on, then summons a shadow. The best strategy is to identify what side the attack is coming out on, then orient the shadow behind you and move to the correct side to avoid the attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;: Tank-buster. The target is hit by four slashes, each inflicting four stacks of the &#039;&#039;&#039;Slash Resistance Down&#039;&#039;&#039; debuff and a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff. The boss will follow this up immediately with either &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039; or &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A line cleave from the boss to the target. players should move away from the target to avoid getting clipped.&lt;br /&gt;
**&#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A circle buster that needs to be split amongst the party.&lt;br /&gt;
** The attack that comes out after &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; is random, so players should be ready to stack if need be. Regardless of what attack comes out, the player that was targeted by &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; cannot survive the next attack without an invulnerability. Tanks can either use cooldowns to survive the slashes and an invuln skill to survive the following attack, or they can swap off with the off-tank after the four slashes and avoid the follow up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowcleave&#039;&#039;&#039;: A long cast that targets all players with a cleave. Move to your assigned clock positions and stand near the edge of the arena. After the attack, a clone of the player will spawn where they were originally standing. This clone will then tether to the player.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual Spell&#039;&#039;&#039;: A player will be marked with a stack marker for an attack that will go off three times. At the same time, the players clone will either receive a marker over their heads numbering 1-3, or no marker at all. This number lets the player know what attack they will be debuffed for and have to step out of the attack (ex: A players&#039; clone is marked with two dots, so the player will receive a debuff for the second attack and have to step away but can stack for the first and third attack). If a player’s clone is unmarked, they can stack for the full duration of the attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;: The clones teleport directly behind the player and fire off a short-range cleave. Players should stack so the clones appear in one place, making the attack easy to dodge. The boss will use another &#039;&#039;&#039;Umbra Smash&#039;&#039;&#039; after this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;: Either the Tanks and Healers or all DPS players will be linked to the boss via a tether, then a shadow will spawn underneath them. The boss will then cast &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;, lock the players with shadows momentarily, then fire from all four shadows. To create a safe zone, identify which side the attack will fire from, then orient your shadow so that the side the attack will fire from is facing the outer side of the arena. Once the players are released from their lock, they can run to the middle of the stage while the attack fires away from everyone. The boss will repeat this attack, tethering to the opposite role group. Simply handle the attack the same way. &lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
*&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;: The boss will put away its sword and return to standing on all fours. This attack causes raid-wide damage with knockback.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;: 2x purple orbs and 2x orange orb clusters will spawn at the cardinals of the stage. Shortly after spawning, the orbs will attack the player closest to them. Tanks need to soak the purple orbs, and the orange clusters should be soaked by the healer/DPS parties formed earlier. The orbs will spawn in a random formation, so adjust accordingly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;: The boss will summon four clones of itself, one of which will be briefly tethered to the boss. The clones will leap around the arena 5 times randomly, then the tethered clone will fire &#039;&#039;&#039;Shadow Warrior&#039;&#039;&#039;. The only safe zone is against the wall directly behind the clone. The boss will also cast &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;, spawning the orbs on the other side of the arena. Players should line up with the correct orbs in order to soak them correctly. Once the attack fires, the orbs should hit the correct players/groups. The boss will follow this up with another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; to heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;: Four puddles will spawn in the corners of the arena and tether to the boss, two with straight tethers, and two with curved tethers. orbs will leave from the boss and follow these tethers. The straight tethered puddles will explode first in huge AoEs, followed by the curved tethered ones. The boss will also summon a shadow and use &#039;&#039;&#039;Implosion&#039;&#039;&#039;, rendering only one side of the stage safe. Identify which side is safe and move accordingly. The boss will follow this up with another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Implosion x4&#039;&#039;&#039;: The boss will summon four shadows one after the other, firing off consecutive attacks. Simply move to the correct side of the shadows in the order they spawn. the boss will follow this up with yet another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; to end the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
The boss will use &#039;&#039;&#039;Stand-Up&#039;&#039;&#039; here again, so be sure to move away from the boss, followed by &#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate&#039;&#039;&#039;: Four meteor markers will appear on the floor that require to players each to stand in. However, standing in these circles causes the &#039;&#039;&#039;Bleed&#039;&#039;&#039; debuff, dealing damage. The boss will use this in conjunction with &#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;, marking players with shadows again. The shadows will lock players in place just as the meteors are about to resolve, so its important to identify which way to point the attack from the shadow, then stand in the meteor marker, then quickly move into the center to avoid the slashes. This mechanic will repeat again, targeting the opposite role group, however this time the markers spawn at the intercardinals, requiring players to turn the shadows out, move into the markers, then finally move into the middle to avoid the slashes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;: Targets all players, dealing damage, debuffing and dropping a puddle. Stepping into these puddles will spawn a clone, so drop the puddles at the edge of the arena.&lt;br /&gt;
By this point players have seen almost all the mechanics of this fight. The next two phases are rapid-fire mechanics being mixed together.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Distant Scream&#039;&#039;&#039; to deal raid-wide damage and knockback, while simultaneously using &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;. To avoid getting knocked into range for the incorrect orb, line up with your orb and use knockback resistance skills. Soak the orbs and heal.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Implosions&#039;&#039;&#039; twice in a row. Dodge the attacks accordingly. The puddles from &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039; will disappear by this point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shackled Apart&#039;&#039;&#039;: DPS players will be tethered to tanks/healers. Players must maintain distance from who they&#039;re tethered to, otherwise the tether will explode, causing massive damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039; and &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039; at the same time. While tethered, players will have to position themselves carefully to avoid the first explosion, then move to the second safe zone, then once the tethers break, move to the appropriate orbs. The timing here is tight, so players should position themselves to be able to move clockwise to the correct orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will follow this up with &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The boss will use &#039;&#039;&#039;Stand-Up&#039;&#039;&#039;, so move away from the boss. It will then cast &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;. However, the puddles are needed for this phase, so drop the puddles at the cardinals near the boss and in the corners of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giga Slash x4&#039;&#039;&#039;: The boss will summon four shadows and cast &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; consecutively. Dodge to the correct side of the shadows as they spawn, being careful to avoid the puddles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;: The boss will summon eight meteor markers, each requiring two players per marker. Players need to step into their &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039; puddles to summon their clones. Players need to position themselves at the edge of the markers facing away, so when the boss uses &#039;&#039;&#039;Shadow Keeper&#039;&#039;&#039;, the clones will teleport behind the players into the markers. The boss will cast &#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;, where at the end of the cast, a point-blank AoE under all players, which should be dropped a safe distance away from the clones. If the clones are hit by this and die, the player will also die. Players should then stand in the markers, avoiding the cleave from the clones, and soak the meteors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate&#039;&#039;&#039;/&#039;&#039;&#039;Shackled Together&#039;&#039;&#039;: The boss will summon four more meteor markers, however this time DPS players will be tethered to a tank/healer and must stay close to them. To deal with this, tanks and healers will each stand by a marker and wait for the tethers to connect, then the DPS will move next to their tethered player and soak the meteors. This will be followed by another &#039;&#039;&#039;Umbral Smash&#039;&#039;&#039;, followed by a &#039;&#039;&#039;Distant Scream&#039;&#039;&#039; and &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;. Pop knockback resistance again to stay near your orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; three times in a row. If the boss hasn&#039;t been defeated by this point, it will enrage and long cast &#039;&#039;&#039;Doom Arc&#039;&#039;&#039;, which will wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Litany}} (Guaranteed)&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E10S.png&lt;br /&gt;
E10 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_Promise:_Litany_(Savage)&amp;diff=1577473</id>
		<title>Eden&#039;s Promise: Litany (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Litany_(Savage)&amp;diff=1577473"/>
		<updated>2026-10-09T22:40:39Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added Timeline tables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Litany}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Litany (Savage)&lt;br /&gt;
| image =  Eden&#039;s Promise Litany (Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 505&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Laxan Loft&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30100&lt;br /&gt;
| id-edb = efd7884c5da&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E10S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Ravening Antihero: The [[Shadowkeeper]] ==&lt;br /&gt;
The fight against The Shadowkeeper takes place in a 40x40 yalm square arena surrounded by a deadly field of aether, killing any players that step out of bounds.&lt;br /&gt;
&lt;br /&gt;
Before the fight, it is advised that you assign each player a clock position for a mechanic later in the fight. Healers should also be paired up with two DPS players for later.&lt;br /&gt;
&lt;br /&gt;
== Abilities and Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shadowkeeper&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Implosion&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s front (head lifted) or rear (tail lifted) depending on the casting animation.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s side. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper stands up and summons a sword, creating an untelegraphed 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] around itself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s left or right, matching the hand currently holding the sword.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s side. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;&lt;br /&gt;
|Four physical-damage [[Tankbuster|tankbusters]] in quick-succession, each inflicting a stack of &#039;&#039;&#039;{{Game icon|Slashing Resistance Down}}&#039;&#039;&#039; for 45 seconds and &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
Three seconds after the final swing, Shadowkeeper aims one of two randomly chosen attacks at the current highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A physical damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
* &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A magic damage {{Game icon|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and inflicts &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating an unmoving shadow copy of every player at the position they were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;&lt;br /&gt;
|An unmoving shadow copy appears and will [[tether]] to the player that created it. Any damage and status effects dealt to a shadow by Shadowkeeper&#039;s attacks will be transferred to the respective player. Shadows will vanish if its player dies.&lt;br /&gt;
&lt;br /&gt;
* If a player is within melee range of &amp;lt;u&amp;gt;their own&amp;lt;/u&amp;gt; shadow, the shadow will attack them with a high damage [[Area of Effect#Cleave|cleave]].&lt;br /&gt;
* Shadows are able to occupy [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualspell&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Stack marker#Multi-hit stack|3-hit stack marker]] on a random healer and places [[Other Mechanics#Number Markers|number markers]] 1 to 3 on six random shadows. Two shadows will be marked with 1, two with 2, and two with 3.&lt;br /&gt;
Both attacks inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds with every hit.&lt;br /&gt;
&lt;br /&gt;
* Every hit of the stack marker happens simultaneously with each hit of the number markers—firing in 3-second intervals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;&lt;br /&gt;
|At the end of the cast, each player&#039;s shadow copy will teleport a short distance behind their original, matching the original&#039;s facing direction, and fire a short high-damage [[Area of Effect#Cleave|cleave]] 3 seconds later.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will skip this cast if there are no shadows in play.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts all support or all DPS with a 9-second &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; debuff. Afflicted players receive a shadow facing a random cardinal direction that does not rotate with the player.&lt;br /&gt;
When the debuff expires, afflicted players are &#039;&#039;&#039;{{Game icon|Bind|Bound}}&#039;&#039;&#039; for 2 seconds and a copy of Shadowkeeper is created at their location, facing the direction opposite to the shadow.&lt;br /&gt;
&lt;br /&gt;
* All four copies of Shadowkeeper will mimic the original&#039;s &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;. The original, however, &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; create an AoE.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper returns to its quadrupedal form and fires a [[Knockback#Radial Knockback|radial knockback]] from itself, pushing players ~15y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;&lt;br /&gt;
|Creates a total of four floating orbs: two purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs and two groups of three &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs. After a delay, each will launch itself at the closest player. Inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* Purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs are [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
* Orange &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs are a [[Stack marker#Multi-Player Marker|3-player stack marker]]. Damage is divided equally across all players in its AoE, but if there are two or less players in the stack, they receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper spawns four copies, one in each cardinal direction, but temporarily attaches a shadow to only one.&lt;br /&gt;
Each copy will then rotate around the arena before coming to a stop. The one copy that originally had a shadow attached to it fires a 180-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] towards the center.&lt;br /&gt;
&lt;br /&gt;
* The copies will jump a total of five times. The first four jumps will always rotate in the same direction, but the fifth jump may reverse it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;&lt;br /&gt;
|Four shadowy tendrils are created on the ground, traveling from the center towards each corner. A shadowy pulse travels along each tendril, creating a 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] at its destination.&lt;br /&gt;
&lt;br /&gt;
* Two tendrils will always be straight, and the other two winding. The straight tendrils will always detonate first.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tower#Multi-Player Tower|2-player towers]]. Standing inside a tower inflicts a weak &#039;&#039;&#039;{{Game icon|Bleeding}}&#039;&#039;&#039;. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower#Multi-Player Tower|2-player towers]]. After the first set of towers resolves, a second set of four 2-player towers is created. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;&lt;br /&gt;
|Targets all living players with [[Area of Effect#Spread Circle|spread circles]] that create [[Area of Effect#Landmine|landmines]] at the end of the cast.&lt;br /&gt;
If a player steps into a landmine&#039;s radius, they are pulled into its center and afflicted with &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating a shadow copy of themselves at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Apart}}&#039;&#039;&#039;&lt;br /&gt;
|A blue [[Tether (mechanic)#Spread / Far Tether|far tether]] attaching each support to another DPS player. If the two tethered players are too close together, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shackled Together}}&#039;&#039;&#039;&lt;br /&gt;
|A green [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching each support to another DPS player. If the two tethered players are too far apart, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;&lt;br /&gt;
|Places ~5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] under all players.&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Implosion&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Giga Slash&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Cleave&lt;br /&gt;
# Dualspell&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Shadow Servant x2&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Distant Scream&lt;br /&gt;
# Umbral Orbs&lt;br /&gt;
# Spawn Shadow +&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Fade to Shadow +&lt;br /&gt;
#* Implosion&lt;br /&gt;
# Implosion x4&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Voidgate +&lt;br /&gt;
#* Shadow Servant&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Implosion x2&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
# Shackled Apart +&lt;br /&gt;
#* Fade to Shadow&lt;br /&gt;
#* Umbral Orbs&lt;br /&gt;
# Deepshadow Nova&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Throne of Shadow&lt;br /&gt;
# Pitch Bog&lt;br /&gt;
# Giga Slash x4&lt;br /&gt;
# Voidgate Amplifier&lt;br /&gt;
# Shadowkeeper&lt;br /&gt;
# Shadowy Eruption&lt;br /&gt;
# Shackled Together&lt;br /&gt;
# Umbra Smash&lt;br /&gt;
# Umbral Orbs +&lt;br /&gt;
#* Distant Scream&lt;br /&gt;
# Deepshadow Nova x3&lt;br /&gt;
# &#039;&#039;&#039;Doom Arc (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
The first phase of the fight is simply to show some of the mechanics that will repeat and evolve over the course of the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;: Raid-wide damage. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Implosion&#039;&#039;&#039;: The boss will lift either their head or their tail and summon a shadow. The attack will come from the orientation of the shadow, but the hitbox of the boss. If the boss lifts its head, the attack will come from the front of the boss, and the opposite for a raised tail. So, for example, if the boss raises its tail and the shadow appears to the left, the attack will come out on the back half of the left side of the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stand-Up&#039;&#039;&#039;: The boss will stand on it&#039;s hind legs and pull out a sword. When doing this, the boss will fire a point-blank AoE. Be sure to move away from the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;: The boss will hold the sword in its left or right hand, indicating what side the attack will come out on, then summons a shadow. The best strategy is to identify what side the attack is coming out on, then orient the shadow behind you and move to the correct side to avoid the attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;: Tank-buster. The target is hit by four slashes, each inflicting four stacks of the &#039;&#039;&#039;Slash Resistance Down&#039;&#039;&#039; debuff and a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff. The boss will follow this up immediately with either &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039; or &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A line cleave from the boss to the target. players should move away from the target to avoid getting clipped.&lt;br /&gt;
**&#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A circle buster that needs to be split amongst the party.&lt;br /&gt;
** The attack that comes out after &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; is random, so players should be ready to stack if need be. Regardless of what attack comes out, the player that was targeted by &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; cannot survive the next attack without an invulnerability. Tanks can either use cooldowns to survive the slashes and an invuln skill to survive the following attack, or they can swap off with the off-tank after the four slashes and avoid the follow up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowcleave&#039;&#039;&#039;: A long cast that targets all players with a cleave. Move to your assigned clock positions and stand near the edge of the arena. After the attack, a clone of the player will spawn where they were originally standing. This clone will then tether to the player.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual Spell&#039;&#039;&#039;: A player will be marked with a stack marker for an attack that will go off three times. At the same time, the players clone will either receive a marker over their heads numbering 1-3, or no marker at all. This number lets the player know what attack they will be debuffed for and have to step out of the attack (ex: A players&#039; clone is marked with two dots, so the player will receive a debuff for the second attack and have to step away but can stack for the first and third attack). If a player’s clone is unmarked, they can stack for the full duration of the attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;: The clones teleport directly behind the player and fire off a short-range cleave. Players should stack so the clones appear in one place, making the attack easy to dodge. The boss will use another &#039;&#039;&#039;Umbra Smash&#039;&#039;&#039; after this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;: Either the Tanks and Healers or all DPS players will be linked to the boss via a tether, then a shadow will spawn underneath them. The boss will then cast &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;, lock the players with shadows momentarily, then fire from all four shadows. To create a safe zone, identify which side the attack will fire from, then orient your shadow so that the side the attack will fire from is facing the outer side of the arena. Once the players are released from their lock, they can run to the middle of the stage while the attack fires away from everyone. The boss will repeat this attack, tethering to the opposite role group. Simply handle the attack the same way. &lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
*&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;: The boss will put away its sword and return to standing on all fours. This attack causes raid-wide damage with knockback.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;: 2x purple orbs and 2x orange orb clusters will spawn at the cardinals of the stage. Shortly after spawning, the orbs will attack the player closest to them. Tanks need to soak the purple orbs, and the orange clusters should be soaked by the healer/DPS parties formed earlier. The orbs will spawn in a random formation, so adjust accordingly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;: The boss will summon four clones of itself, one of which will be briefly tethered to the boss. The clones will leap around the arena 5 times randomly, then the tethered clone will fire &#039;&#039;&#039;Shadow Warrior&#039;&#039;&#039;. The only safe zone is against the wall directly behind the clone. The boss will also cast &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;, spawning the orbs on the other side of the arena. Players should line up with the correct orbs in order to soak them correctly. Once the attack fires, the orbs should hit the correct players/groups. The boss will follow this up with another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; to heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;: Four puddles will spawn in the corners of the arena and tether to the boss, two with straight tethers, and two with curved tethers. orbs will leave from the boss and follow these tethers. The straight tethered puddles will explode first in huge AoEs, followed by the curved tethered ones. The boss will also summon a shadow and use &#039;&#039;&#039;Implosion&#039;&#039;&#039;, rendering only one side of the stage safe. Identify which side is safe and move accordingly. The boss will follow this up with another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Implosion x4&#039;&#039;&#039;: The boss will summon four shadows one after the other, firing off consecutive attacks. Simply move to the correct side of the shadows in the order they spawn. the boss will follow this up with yet another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; to end the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
The boss will use &#039;&#039;&#039;Stand-Up&#039;&#039;&#039; here again, so be sure to move away from the boss, followed by &#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate&#039;&#039;&#039;: Four meteor markers will appear on the floor that require to players each to stand in. However, standing in these circles causes the &#039;&#039;&#039;Bleed&#039;&#039;&#039; debuff, dealing damage. The boss will use this in conjunction with &#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;, marking players with shadows again. The shadows will lock players in place just as the meteors are about to resolve, so its important to identify which way to point the attack from the shadow, then stand in the meteor marker, then quickly move into the center to avoid the slashes. This mechanic will repeat again, targeting the opposite role group, however this time the markers spawn at the intercardinals, requiring players to turn the shadows out, move into the markers, then finally move into the middle to avoid the slashes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;: Targets all players, dealing damage, debuffing and dropping a puddle. Stepping into these puddles will spawn a clone, so drop the puddles at the edge of the arena.&lt;br /&gt;
By this point players have seen almost all the mechanics of this fight. The next two phases are rapid-fire mechanics being mixed together.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Distant Scream&#039;&#039;&#039; to deal raid-wide damage and knockback, while simultaneously using &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;. To avoid getting knocked into range for the incorrect orb, line up with your orb and use knockback resistance skills. Soak the orbs and heal.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Implosions&#039;&#039;&#039; twice in a row. Dodge the attacks accordingly. The puddles from &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039; will disappear by this point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shackled Apart&#039;&#039;&#039;: DPS players will be tethered to tanks/healers. Players must maintain distance from who they&#039;re tethered to, otherwise the tether will explode, causing massive damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039; and &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039; at the same time. While tethered, players will have to position themselves carefully to avoid the first explosion, then move to the second safe zone, then once the tethers break, move to the appropriate orbs. The timing here is tight, so players should position themselves to be able to move clockwise to the correct orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will follow this up with &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The boss will use &#039;&#039;&#039;Stand-Up&#039;&#039;&#039;, so move away from the boss. It will then cast &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;. However, the puddles are needed for this phase, so drop the puddles at the cardinals near the boss and in the corners of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giga Slash x4&#039;&#039;&#039;: The boss will summon four shadows and cast &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; consecutively. Dodge to the correct side of the shadows as they spawn, being careful to avoid the puddles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;: The boss will summon eight meteor markers, each requiring two players per marker. Players need to step into their &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039; puddles to summon their clones. Players need to position themselves at the edge of the markers facing away, so when the boss uses &#039;&#039;&#039;Shadow Keeper&#039;&#039;&#039;, the clones will teleport behind the players into the markers. The boss will cast &#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;, where at the end of the cast, a point-blank AoE under all players, which should be dropped a safe distance away from the clones. If the clones are hit by this and die, the player will also die. Players should then stand in the markers, avoiding the cleave from the clones, and soak the meteors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate&#039;&#039;&#039;/&#039;&#039;&#039;Shackled Together&#039;&#039;&#039;: The boss will summon four more meteor markers, however this time DPS players will be tethered to a tank/healer and must stay close to them. To deal with this, tanks and healers will each stand by a marker and wait for the tethers to connect, then the DPS will move next to their tethered player and soak the meteors. This will be followed by another &#039;&#039;&#039;Umbral Smash&#039;&#039;&#039;, followed by a &#039;&#039;&#039;Distant Scream&#039;&#039;&#039; and &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;. Pop knockback resistance again to stay near your orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; three times in a row. If the boss hasn&#039;t been defeated by this point, it will enrage and long cast &#039;&#039;&#039;Doom Arc&#039;&#039;&#039;, which will wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Litany}} (Guaranteed)&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E10S.png&lt;br /&gt;
E10 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=Servant_of_Shadow&amp;diff=1577471</id>
		<title>Servant of Shadow</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Servant_of_Shadow&amp;diff=1577471"/>
		<updated>2026-10-09T21:51:34Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added additional description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status effect infobox&lt;br /&gt;
| name = Servant of Shadow&lt;br /&gt;
| icon = servant of shadow status icon1.png&lt;br /&gt;
| description = Indentured to the Shadowkeeper and soon to spawn a Shadow Servant at your feet.&lt;br /&gt;
| type = Debuff&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| id = 2419&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Creates a shadow at the afflicted player&#039;s feet, pointing in a random direction untied to where the afflicted is facing.&lt;br /&gt;
&lt;br /&gt;
On expiration, a shadow copy of the enemy is created at the players location which will mimic the original&#039;s next attack.&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Shadowed&amp;diff=1577470</id>
		<title>Shadowed</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Shadowed&amp;diff=1577470"/>
		<updated>2026-10-09T21:40:33Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added additional description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status effect infobox&lt;br /&gt;
| name = Shadowed&lt;br /&gt;
| icon = shadowed status icon1.png&lt;br /&gt;
| description = Your shadow has been claimed by the Shadowkeeper. Damage taken by your shadow will also be taken by you.&lt;br /&gt;
| type = Debuff&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| id = 2423&lt;br /&gt;
}}&lt;br /&gt;
When this status effect is applied, an unmoving shadow copy of the afflicted player is created at their location, [[Tether|tethering]] to them. Any damage and status effects dealt to a shadow will be transferred to the respective player.&lt;br /&gt;
&lt;br /&gt;
If a player is within melee range of &amp;lt;u&amp;gt;their own&amp;lt;/u&amp;gt; shadow, the shadow will attack them with a high damage [[Area of Effect#Cleave|cleave]].&lt;br /&gt;
&lt;br /&gt;
Shadows count as additional players and are able to resolve mechanics, such as occupying [[Tower|towers]] and sharing {{Game icon|Stack marker|Stack markers}}.&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Twice-come_Ruin&amp;diff=1577469</id>
		<title>Twice-come Ruin</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Twice-come_Ruin&amp;diff=1577469"/>
		<updated>2026-10-09T21:23:57Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added additional description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status effect infobox&lt;br /&gt;
| name = Twice-come Ruin&lt;br /&gt;
| icon = twice-come ruin status icon1.png&lt;br /&gt;
| description = Bearing signs that the end may be nigh, decreasing damage dealt. Too many stacks will result in [[Doom]].&lt;br /&gt;
| type = Debuff&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| id = 2483&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One stack is given to players each time they are hit by an avoidable attack. At two stacks, Twice-come Ruin becomes an uncleanseable &#039;&#039;&#039;{{Game icon|Doom (Status Effect)}}&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Thrice-come_Ruin&amp;diff=1577468</id>
		<title>Thrice-come Ruin</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Thrice-come_Ruin&amp;diff=1577468"/>
		<updated>2026-10-09T21:23:22Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added additional description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status effect infobox&lt;br /&gt;
| name = Thrice-come Ruin&lt;br /&gt;
| icon = thrice-come ruin status icon1.png&lt;br /&gt;
| description = Bearing signs that the end may be nigh. Too many stacks will result in [[Doom]].&lt;br /&gt;
| type = Debuff&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| id = 2530&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One stack is given to players each time they are hit by an avoidable attack. At three stacks, Thrice-come Ruin becomes an uncleanseable &#039;&#039;&#039;{{Game icon|Doom (Status Effect)}}&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Litany_(Savage)&amp;diff=1577369</id>
		<title>Eden&#039;s Promise: Litany (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Litany_(Savage)&amp;diff=1577369"/>
		<updated>2026-10-09T10:21:17Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added Ability Table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Litany}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Litany (Savage)&lt;br /&gt;
| image =  Eden&#039;s Promise Litany (Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 505&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Laxan Loft&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30100&lt;br /&gt;
| id-edb = efd7884c5da&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E10S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Ravening Antihero: The [[Shadowkeeper]] ==&lt;br /&gt;
The fight against The Shadowkeeper takes place in a 40x40 yalm square arena surrounded by a deadly field of aether, killing any players that step out of bounds.&lt;br /&gt;
&lt;br /&gt;
Before the fight, it is advised that you assign each player a clock position for a mechanic later in the fight. Healers should also be paired up with two DPS players for later.&lt;br /&gt;
&lt;br /&gt;
== Abilities and Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shadowkeeper&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Implosion&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s front (head lifted) or rear (tail lifted) depending on the casting animation.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s side. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Throne of Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper stands up and summons a sword, creating an untelegraphed 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] around itself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;&lt;br /&gt;
|A 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from Shadowkeeper&#039;s left or right, matching the hand currently holding the sword.&lt;br /&gt;
&lt;br /&gt;
* During the cast, a shadow will be created to a random one of Shadowkeeper&#039;s side. At the end of the cast, Shadowkeeper&#039;s back will turn to the shadow, potentially changing where the AoE is aimed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;&lt;br /&gt;
|Four physical-damage [[Tankbuster|tankbusters]] in quick-succession, each inflicting a stack of &#039;&#039;&#039;{{Game icon|Slashing Resistance Down}}&#039;&#039;&#039; for 45 seconds and &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
Three seconds after the final swing, Shadowkeeper aims one of two randomly chosen attacks at the current highest enmity player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A physical damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
* &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A magic damage {{Game icon|Stack marker}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Cleave&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with 30-degree [[Area of Effect#Spread Line or Cone|spread cones]] and inflicts &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating an unmoving shadow copy of every player at the position they were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;&lt;br /&gt;
|An unmoving shadow copy appears and will [[tether]] to the player that created it. Any damage and status effects dealt to a shadow by Shadowkeeper&#039;s attacks will be transferred to the respective player. Shadows will vanish if its player dies.&lt;br /&gt;
&lt;br /&gt;
* If a player is within melee range of &amp;lt;u&amp;gt;their own&amp;lt;/u&amp;gt; shadow, the shadow will attack them with a high damage [[Area of Effect#Cleave|cleave]].&lt;br /&gt;
* Shadows are able to occupy [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dualspell&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Stack marker#Multi-hit stack|3-hit stack marker]] on a random healer and places [[Other Mechanics#Number Markers|number markers]] 1 to 3 on six random shadows. Two shadows will be marked with 1, two with 2, and two with 3.&lt;br /&gt;
Both attacks inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds with every hit.&lt;br /&gt;
&lt;br /&gt;
* Every hit of the stack marker happens simultaneously with each hit of the number markers—firing in 3-second intervals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;&lt;br /&gt;
|At the end of the cast, each player&#039;s shadow copy will teleport a short distance behind their original, matching the original&#039;s facing direction, and fire a short high-damage [[Area of Effect#Cleave|cleave]] 3 seconds later.&lt;br /&gt;
&lt;br /&gt;
* Shadowkeeper will skip this cast if there are no shadows in play.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts all support or all DPS with a 9-second &#039;&#039;&#039;{{Game icon|Servant of Shadow}}&#039;&#039;&#039; debuff. Afflicted players receive a shadow facing a random cardinal direction that does not rotate with the player.&lt;br /&gt;
Always followed by &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;. When the debuff expires, afflicted players are &#039;&#039;&#039;{{Game icon|Bind|Bound}}&#039;&#039;&#039; for 2 seconds and a copy of Shadowkeeper is created at their location, facing the direction opposite to the shadow.&lt;br /&gt;
&lt;br /&gt;
* All four copies of Shadowkeeper will attack with the same &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; as the original at the same time. The original &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; create an AoE.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper returns to its quadrupedal form and fires a [[Knockback#Radial Knockback|radial knockback]] from itself, pushing players ~15y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;&lt;br /&gt;
|Creates a total of four floating orbs: two purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs and two groups of three &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs. After a delay, each will launch itself at the closest player. Inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* Purple &#039;&#039;&#039;&#039;&#039;Shadefire&#039;&#039;&#039;&#039;&#039; orbs are [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
* Orange &#039;&#039;&#039;&#039;&#039;Flameshadow&#039;&#039;&#039;&#039;&#039; orbs are a [[Stack marker#Multi-Player Marker|3-player stack marker]]. Damage is divided equally across all players in its AoE, but if there are two or less players in the stack, they receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;&lt;br /&gt;
|Shadowkeeper spawns four copies, one in each cardinal direction, but temporarily attaches a shadow to only one.&lt;br /&gt;
Each copy will then rotate around the arena before coming to a stop. The one copy that originally had a shadow attached to it fires a 180-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] towards the center.&lt;br /&gt;
&lt;br /&gt;
* The copies will jump a total of five times. The first four jumps will always rotate in the same direction, but the fifth jump may reverse it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;&lt;br /&gt;
|Four shadowy tendrils are created on the ground, traveling from the center towards each corner. A shadowy pulse travels along each tendril, creating a 15y radius [[Area of Effect#Static Circle AoE|static circle AoE]] at its destination.&lt;br /&gt;
&lt;br /&gt;
* Two tendrils will always be straight, and the other two winding. The straight tendrils will always detonate first.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voidgate&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tower#Multi-Player Tower|2-player towers]]. Standing inside a tower inflicts a weak &#039;&#039;&#039;{{Game icon|Bleeding}}&#039;&#039;&#039;. Failure to occupy a tower with enough players inflicts everyone with a stack of &#039;&#039;&#039;{{Game icon|Thrice-come Ruin}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower#Multi-Player Tower|2-player towers]]. The cardinal towers are within melee-range of Shadowkeeper while the inter-cardinal towers are far away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;&lt;br /&gt;
|Targets all living players with [[Area of Effect#Spread Circle|spread circles]] that create [[Area of Effect#Landmine|landmines]] at the end of the cast.&lt;br /&gt;
If a player steps into a landmine&#039;s radius, they are pulled into its center and afflicted with &#039;&#039;&#039;{{Game icon|Shadowed}}&#039;&#039;&#039;, creating a shadow copy of themselves at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shackled Apart&#039;&#039;&#039;&lt;br /&gt;
|A blue [[Tether (mechanic)#Spread / Far Tether|far tether]] attaching each support to another DPS player. If the two tethered players are too close together, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shackled Together&#039;&#039;&#039;&lt;br /&gt;
|A green [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching each support to another DPS player. If the two tethered players are too far apart, their tether will detonate for high damage and inflict &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;&lt;br /&gt;
|Places ~5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] under all players.&lt;br /&gt;
|}&lt;br /&gt;
===Phase 1===&lt;br /&gt;
The first phase of the fight is simply to show some of the mechanics that will repeat and evolve over the course of the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;: Raid-wide damage. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Implosion&#039;&#039;&#039;: The boss will lift either their head or their tail and summon a shadow. The attack will come from the orientation of the shadow, but the hitbox of the boss. If the boss lifts its head, the attack will come from the front of the boss, and the opposite for a raised tail. So, for example, if the boss raises its tail and the shadow appears to the left, the attack will come out on the back half of the left side of the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stand-Up&#039;&#039;&#039;: The boss will stand on it&#039;s hind legs and pull out a sword. When doing this, the boss will fire a point-blank AoE. Be sure to move away from the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giga Slash&#039;&#039;&#039;: The boss will hold the sword in its left or right hand, indicating what side the attack will come out on, then summons a shadow. The best strategy is to identify what side the attack is coming out on, then orient the shadow behind you and move to the correct side to avoid the attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;: Tank-buster. The target is hit by four slashes, each inflicting four stacks of the &#039;&#039;&#039;Slash Resistance Down&#039;&#039;&#039; debuff and a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff. The boss will follow this up immediately with either &#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039; or &#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Shadow&#039;s Edge&#039;&#039;&#039;: A line cleave from the boss to the target. players should move away from the target to avoid getting clipped.&lt;br /&gt;
**&#039;&#039;&#039;Darkness Unleashed&#039;&#039;&#039;: A circle buster that needs to be split amongst the party.&lt;br /&gt;
** The attack that comes out after &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; is random, so players should be ready to stack if need be. Regardless of what attack comes out, the player that was targeted by &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; cannot survive the next attack without an invulnerability. Tanks can either use cooldowns to survive the slashes and an invuln skill to survive the following attack, or they can swap off with the off-tank after the four slashes and avoid the follow up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowcleave&#039;&#039;&#039;: A long cast that targets all players with a cleave. Move to your assigned clock positions and stand near the edge of the arena. After the attack, a clone of the player will spawn where they were originally standing. This clone will then tether to the player.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual Spell&#039;&#039;&#039;: A player will be marked with a stack marker for an attack that will go off three times. At the same time, the players clone will either receive a marker over their heads numbering 1-3, or no marker at all. This number lets the player know what attack they will be debuffed for and have to step out of the attack (ex: A players&#039; clone is marked with two dots, so the player will receive a debuff for the second attack and have to step away but can stack for the first and third attack). If a player’s clone is unmarked, they can stack for the full duration of the attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowkeeper&#039;&#039;&#039;: The clones teleport directly behind the player and fire off a short-range cleave. Players should stack so the clones appear in one place, making the attack easy to dodge. The boss will use another &#039;&#039;&#039;Umbra Smash&#039;&#039;&#039; after this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;: Either the Tanks and Healers or all DPS players will be linked to the boss via a tether, then a shadow will spawn underneath them. The boss will then cast &#039;&#039;&#039;Giga Slash&#039;&#039;&#039;, lock the players with shadows momentarily, then fire from all four shadows. To create a safe zone, identify which side the attack will fire from, then orient your shadow so that the side the attack will fire from is facing the outer side of the arena. Once the players are released from their lock, they can run to the middle of the stage while the attack fires away from everyone. The boss will repeat this attack, tethering to the opposite role group. Simply handle the attack the same way. &lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
*&#039;&#039;&#039;Distant Scream&#039;&#039;&#039;: The boss will put away its sword and return to standing on all fours. This attack causes raid-wide damage with knockback.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;: 2x purple orbs and 2x orange orb clusters will spawn at the cardinals of the stage. Shortly after spawning, the orbs will attack the player closest to them. Tanks need to soak the purple orbs, and the orange clusters should be soaked by the healer/DPS parties formed earlier. The orbs will spawn in a random formation, so adjust accordingly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spawn Shadow&#039;&#039;&#039;: The boss will summon four clones of itself, one of which will be briefly tethered to the boss. The clones will leap around the arena 5 times randomly, then the tethered clone will fire &#039;&#039;&#039;Shadow Warrior&#039;&#039;&#039;. The only safe zone is against the wall directly behind the clone. The boss will also cast &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;, spawning the orbs on the other side of the arena. Players should line up with the correct orbs in order to soak them correctly. Once the attack fires, the orbs should hit the correct players/groups. The boss will follow this up with another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; to heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039;: Four puddles will spawn in the corners of the arena and tether to the boss, two with straight tethers, and two with curved tethers. orbs will leave from the boss and follow these tethers. The straight tethered puddles will explode first in huge AoEs, followed by the curved tethered ones. The boss will also summon a shadow and use &#039;&#039;&#039;Implosion&#039;&#039;&#039;, rendering only one side of the stage safe. Identify which side is safe and move accordingly. The boss will follow this up with another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Implosion x4&#039;&#039;&#039;: The boss will summon four shadows one after the other, firing off consecutive attacks. Simply move to the correct side of the shadows in the order they spawn. the boss will follow this up with yet another &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; to end the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
The boss will use &#039;&#039;&#039;Stand-Up&#039;&#039;&#039; here again, so be sure to move away from the boss, followed by &#039;&#039;&#039;Umbra Smash&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate&#039;&#039;&#039;: Four meteor markers will appear on the floor that require to players each to stand in. However, standing in these circles causes the &#039;&#039;&#039;Bleed&#039;&#039;&#039; debuff, dealing damage. The boss will use this in conjunction with &#039;&#039;&#039;Shadow Servant&#039;&#039;&#039;, marking players with shadows again. The shadows will lock players in place just as the meteors are about to resolve, so its important to identify which way to point the attack from the shadow, then stand in the meteor marker, then quickly move into the center to avoid the slashes. This mechanic will repeat again, targeting the opposite role group, however this time the markers spawn at the intercardinals, requiring players to turn the shadows out, move into the markers, then finally move into the middle to avoid the slashes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;: Targets all players, dealing damage, debuffing and dropping a puddle. Stepping into these puddles will spawn a clone, so drop the puddles at the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
===Phase 3.1===&lt;br /&gt;
By this point players have seen almost all the mechanics of this fight. The next two phases are rapid-fire mechanics being mixed together.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Distant Scream&#039;&#039;&#039; to deal raid-wide damage and knockback, while simultaneously using &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;. To avoid getting knocked into range for the incorrect orb, line up with your orb and use knockback resistance skills. Soak the orbs and heal.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Implosions&#039;&#039;&#039; twice in a row. Dodge the attacks accordingly. The puddles from &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039; will disappear by this point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shackled Apart&#039;&#039;&#039;: DPS players will be tethered to tanks/healers. Players must maintain distance from who they&#039;re tethered to, otherwise the tether will explode, causing massive damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Fade to Shadow&#039;&#039;&#039; and &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039; at the same time. While tethered, players will have to position themselves carefully to avoid the first explosion, then move to the second safe zone, then once the tethers break, move to the appropriate orbs. The timing here is tight, so players should position themselves to be able to move clockwise to the correct orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will follow this up with &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 3.2===&lt;br /&gt;
The boss will use &#039;&#039;&#039;Stand-Up&#039;&#039;&#039;, so move away from the boss. It will then cast &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039;. However, the puddles are needed for this phase, so drop the puddles at the cardinals near the boss and in the corners of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giga Slash x4&#039;&#039;&#039;: The boss will summon four shadows and cast &#039;&#039;&#039;Giga Slash&#039;&#039;&#039; consecutively. Dodge to the correct side of the shadows as they spawn, being careful to avoid the puddles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate Amplifier&#039;&#039;&#039;: The boss will summon eight meteor markers, each requiring two players per marker. Players need to step into their &#039;&#039;&#039;Pitch Bog&#039;&#039;&#039; puddles to summon their clones. Players need to position themselves at the edge of the markers facing away, so when the boss uses &#039;&#039;&#039;Shadow Keeper&#039;&#039;&#039;, the clones will teleport behind the players into the markers. The boss will cast &#039;&#039;&#039;Shadowy Eruption&#039;&#039;&#039;, where at the end of the cast, a point-blank AoE under all players, which should be dropped a safe distance away from the clones. If the clones are hit by this and die, the player will also die. Players should then stand in the markers, avoiding the cleave from the clones, and soak the meteors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidgate&#039;&#039;&#039;/&#039;&#039;&#039;Shackled Together&#039;&#039;&#039;: The boss will summon four more meteor markers, however this time DPS players will be tethered to a tank/healer and must stay close to them. To deal with this, tanks and healers will each stand by a marker and wait for the tethers to connect, then the DPS will move next to their tethered player and soak the meteors. This will be followed by another &#039;&#039;&#039;Umbral Smash&#039;&#039;&#039;, followed by a &#039;&#039;&#039;Distant Scream&#039;&#039;&#039; and &#039;&#039;&#039;Umbral Orbs&#039;&#039;&#039;. Pop knockback resistance again to stay near your orbs.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Deepshadow Nova&#039;&#039;&#039; three times in a row. If the boss hasn&#039;t been defeated by this point, it will enrage and long cast &#039;&#039;&#039;Doom Arc&#039;&#039;&#039;, which will wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Litany}} (Guaranteed)&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Edenmorn Head Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Hand Gear Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Foot Gear Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E10S.png&lt;br /&gt;
E10 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_Promise:_Umbra_(Savage)&amp;diff=1577150</id>
		<title>Eden&#039;s Promise: Umbra (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Umbra_(Savage)&amp;diff=1577150"/>
		<updated>2026-10-08T06:41:49Z</updated>

		<summary type="html">&lt;p&gt;Pckables: added TOC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Umbra}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Umbra (Savage)&lt;br /&gt;
| image =  Eden&#039;s_Promise_Umbra_(Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 500&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Sphere of Naught&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30098&lt;br /&gt;
| id-edb = a1d3734280f&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E9S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Abyssal Abhorrence: [[Cloud of Darkness (ShB)|Cloud of Darkness]] - Abilities and Timeline ==&lt;br /&gt;
{{evt|service=youtube|id=B_6hU9-4q_0|dimensions=285|align=right|description=MTQCapture Video Guide}}&lt;br /&gt;
{{evt|service=youtube|id=WvIM5eEJk88|dimensions=285|align=right|description=Mrhappy Video Guide}}The battle against Cloud of Darkness takes place on a 40x40 yalm square arena with no walls or railings. Should a player be pushed or otherwise move off the edge of the platform, they will plummet to their death—their corpse being returned to the platform after a short delay.&lt;br /&gt;
&lt;br /&gt;
The arena will change multiple times throughout the fight, but the size and shape will only change following &#039;&#039;&#039;Empty Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Though the floor bears some square engravings, there are no markings on the floor that aid in positioning or predicting attacks for the fight.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Cloud of Darkness&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right, matching the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two &#039;&#039;&#039;{{Game icon|Thorny Vine|Thorny Vines}}&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each briar puddle will tether to one player, prioritizing whomever is closest.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
# A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
# 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transforms the arena into a 5x5 grid of black tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Destroys 13 tiles—3 in each corner and 1 in the center—leaving 12 remaining. Tiles will glow when players are standing on them, disappearing under one of two conditions:&lt;br /&gt;
&lt;br /&gt;
* If two players are standing on the same tile, that tile will be destroyed instantly.&lt;br /&gt;
* If a player stands on a tile for 15 seconds, its perimeter will glow purple as a 5-second warning. If the player still remains on it afterwards, it will vanish.&lt;br /&gt;
** Players under the effect of {{Status effect|buff|File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; do not count as occupying a tile until their buff expires.&lt;br /&gt;
* All players are additionally afflicted with &#039;&#039;&#039;{{Game icon|Cloying Condensation}}&#039;&#039;&#039;, preventing jumping for the duration of the phase.&lt;br /&gt;
* All players are afflicted with &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; for 15 seconds. On expiration, the afflicted fires a 30-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] that damages other players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Creates a destructible &#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039; enemy at each cardinal edge that begins to move towards the Cloud of Darkness, granting her a stack of &#039;&#039;&#039;{{Game icon|Damage Up (Stacking)}}&#039;&#039;&#039; if successful.&lt;br /&gt;
&lt;br /&gt;
* Standing inside the Hypercharged Cloud will inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; on it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Cloud of Darkness with a 10y radius safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Returns the arena to its original state.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Creates two green clones at random edges of the arena, then prepares a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right. The clones will match the attack and fire it simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs three &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower|towers]]: four on the inner inter-cardinals and four on the outer.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# Deluge of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Summon&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# The Third Art of Darkness&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Particle Concentration&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# Rejuvenating Balm +&lt;br /&gt;
#* The Second Art of Darkness&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# &#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right, matching the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two &#039;&#039;&#039;{{Game icon|Thorny Vine|Thorny Vines}}&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each briar puddle will tether to one player, prioritizing whomever is closest.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
# A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
# 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|}&lt;br /&gt;
The first phase of the fight can be split into two sections, starting with Cloud of Darkness&#039;s  opening attacks then followed by the &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
Players will need to assign [[Clock spots|clock spot]] positions, assign each DPS player a support partner, and assign two [[Party|light party]] groups.&lt;br /&gt;
&lt;br /&gt;
====== Opening: ======&lt;br /&gt;
Cloud of Darkness will introduce the party to Type 1 and Type 2 of &#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039; in a random order.&lt;br /&gt;
&lt;br /&gt;
Players will want to maintain a clock spot position, with either support or DPS rotating either clockwise or counter-clockwise to their assigned partner when her golden tentacles glow.&lt;br /&gt;
&lt;br /&gt;
Afterwards she will cast &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;, requiring a tank-swap during the cast or a tank invulnerability. As the &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; only lasts 4 seconds, the initial tank can retake enmity after the tankbuster fires if desired.&lt;br /&gt;
&lt;br /&gt;
Cloud of Darkness then casts &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;, beginning the next section of attacks.&lt;br /&gt;
&lt;br /&gt;
====== Obscure Woods: ======&lt;br /&gt;
Cloud of Darkness will prepare &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039; and combine it with &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;, requiring players to place their &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]] strategically before breaking their tethers and running into the safe zones.&lt;br /&gt;
&lt;br /&gt;
There are several valid ways to place the puddles that will vary from group to group, but there are a few key rules consistent to the mechanic:&lt;br /&gt;
&lt;br /&gt;
# It is recommended that players group the puddles into four pairs (without stacking together due to the &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; AoE fired on creation). If four puddles are placed on the same side of the arena, the &#039;&#039;&#039;Phaser Unlimited&#039;&#039;&#039; attacks may have their only safe zones covered by thorns.&lt;br /&gt;
#* It is recommended that tanks pair with tanks and healers pair with healers due to the rule below:&lt;br /&gt;
# Once all puddles are placed, all supports should group together while DPS group together on the opposite side. Once the &#039;&#039;&#039;{{Game icon|Thorny Vine}}&#039;&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|tethers]] appear, both groups can run through the boss and each other—breaking both tethers.&lt;br /&gt;
#* As it is random whether the &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; will be north and south or east and west, the two groups should both start at opposite inter-cardinals before running through the boss to break tethers.&lt;br /&gt;
&lt;br /&gt;
Once all tethers are broken and the structures detonate, Cloud of Darkness will cast either &#039;&#039;&#039;Anti-Air Phaser Unlimited&#039;&#039;&#039; or &#039;&#039;&#039;Wide-Angle Phaser Unlimited&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For both attacks, healers and DPS can begin by splitting to the left and right corners of where the boss is grappling to—organizing into light parties. They can remain to Cloud of Darkness&#039;s sides for the remainder of the attack.&lt;br /&gt;
* Against &#039;&#039;&#039;Anti-Air&#039;&#039;&#039;, tanks will want to separate from others and stand near the center of the arena until the [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] fire. DPS players must stack with their assigned light party healer in the corners. Tanks must then quickly run to Cloud of Darkness&#039;s sides to avoid the [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
* Against &#039;&#039;&#039;Wide-Angle&#039;&#039;&#039;, tanks must start to Cloud of Darkness&#039;s sides to avoid the frontal cone AoE before quickly running to her front to aim the [[Tankbuster#AoE Tankbuster|line AoE tankbusters]] away from others. All players must then distance themselves from the boss to avoid her [[Area of Effect#Static Circle AoE|circle AoE]].&lt;br /&gt;
&lt;br /&gt;
After the first &#039;&#039;&#039;Phase Unlimited&#039;&#039;&#039; attack, Cloud of Darkness will cast &#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;, which will always be a half-room AoE &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; to a random side first, then followed by either the Stack or Spread type at random.&lt;br /&gt;
&lt;br /&gt;
* If the second Art of Darkness is the stack type, players can organize into their stacks on the safe half of the boss.&lt;br /&gt;
* If the second Art of Darkness is the spread type, players can maintain their clock spot positions—with the three players that were forced to move running back to their position after the half-room AoE.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;, the second phase will begin.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transforms the arena into a 5x5 grid of black tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Destroys 13 tiles—3 in each corner and 1 in the center—leaving 12 remaining. Tiles will glow when players are standing on them, disappearing under one of two conditions:&lt;br /&gt;
&lt;br /&gt;
* If two players are standing on the same tile, that tile will be destroyed instantly.&lt;br /&gt;
* If a player stands on a tile for 15 seconds, its perimeter will glow purple as a 5-second warning. If the player still remains on it afterwards, it will vanish.&lt;br /&gt;
** Players under the effect of {{Status effect|buff|File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; do not count as occupying a tile until their buff expires.&lt;br /&gt;
* All players are additionally afflicted with &#039;&#039;&#039;{{Game icon|Cloying Condensation}}&#039;&#039;&#039;, preventing jumping for the duration of the phase.&lt;br /&gt;
* All players are afflicted with &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; for 15 seconds. On expiration, the afflicted fires a 30-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] that damages other players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Creates a destructible &#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039; enemy at each cardinal edge that begins to move towards the Cloud of Darkness, granting her a stack of &#039;&#039;&#039;{{Game icon|Damage Up (Stacking)}}&#039;&#039;&#039; if successful.&lt;br /&gt;
&lt;br /&gt;
* Standing inside the Hypercharged Cloud will inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; on it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Cloud of Darkness with a 10y radius safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Returns the arena to its original state.&lt;br /&gt;
|}&lt;br /&gt;
The Cloud of Darkness casts &#039;&#039;&#039;Empty Plane&#039;&#039;&#039;, changing the arena into a grid of tiles. Players have about 10 seconds to re-organize into preferred [[Clock spots|clock spot]] positions before the &#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039; is cast and tiles become active.&lt;br /&gt;
&lt;br /&gt;
* Though which player takes which clock spot position in this phase is up to the party&#039;s preference, it is recommended to place healers and ranged/magical DPS on the cardinals.&lt;br /&gt;
&lt;br /&gt;
Players will need to take care to avoid standing on the same tile as another player, else both players will instantly fall to their death. Additionally, standing on a single tile for 20 seconds straight will destroy it, with a visual warning being given after 15 seconds. All players will need to keep an eye on their neighbors and provide them space to move in the situation that their tile shows the 15-second warning indicator.&lt;br /&gt;
&lt;br /&gt;
The phase begins with &#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;, creating an enemy on each cardinal that must be destroyed.&lt;br /&gt;
&lt;br /&gt;
* Each player assigned to a cardinal position should move to the tile behind them (away from Cloud of Darkness) and stand inside the &#039;&#039;&#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039;&#039;&#039; to slow it down.&lt;br /&gt;
* Players on inter-cardinals should agree to all rotate clockwise or counter-clockwise to the cardinals to aid in destroying the Hypercharged Clouds.&lt;br /&gt;
** Even if the player on the inter-cardinal can attack the Hypercharged Cloud without moving, they should &#039;&#039;still&#039;&#039; rotate to the cardinal tile to reset the 20-second timer.&lt;br /&gt;
&lt;br /&gt;
Players will also be afflicted with &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; at this time. Players must keep an eye on the status effect timer and look away from the center and other players when it is about to expire.&lt;br /&gt;
&lt;br /&gt;
Once the clouds are destroyed and the status effect expires, all players must return to their clock spot positions and stand close to Cloud of Darkness to dodge &#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Next, Cloud of darkness prepares a 10-second cast of &#039;&#039;&#039;The Art of Darkness (Type 3)&#039;&#039;&#039; towards either the east or the west half of the arena. There are &#039;&#039;exactly&#039;&#039; 8 safe tiles, forcing the party to group tightly to the safe side.&lt;br /&gt;
&lt;br /&gt;
* The players on the north and south cardinals can simply move backwards and shift to the east or west side of their tile. The safe eastern or western cardinal may also move backwards while the unsafe one must run to the north or south.&lt;br /&gt;
* Players on the inter-cardinals will need to shift towards the safe side, with one player on an already-safe inter-cardinal needing to move to the inner cardinal tile.&lt;br /&gt;
** To avoid the 20-second tile timer, both players on the safe inter-cardinals should be given a moment to quickly move between two tiles to reset their timer, as they will be unable to move once all players are in position.&lt;br /&gt;
&lt;br /&gt;
Once the cast completes, all players can return to their clock spot positions in preparation for &#039;&#039;&#039;The Art of Darkness (Type 1 or 2)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against type 2 (spread), nothing needs to be done. Against type 1 (stack), players will need to rotate towards their partner while still standing on separate tiles.&lt;br /&gt;
&lt;br /&gt;
The phase will end with &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;, which players should mitigate as much as possible due to its extreme party-wide damage.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# Deluge of Darkness&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Creates two green clones at random edges of the arena, then prepares a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right. The clones will match the attack and fire it simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs three &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower|towers]]: four on the inner inter-cardinals and four on the outer.&lt;br /&gt;
|}&lt;br /&gt;
The arena returns to its original form, leaving players free to move and jump again.&lt;br /&gt;
&lt;br /&gt;
The phase begins with &#039;&#039;&#039;Summon&#039;&#039;&#039;, in which Cloud of Darkness creates 2 clones at random edges of the arena. All three then fire a half-room AoE from the same side, indicated by the real one.&lt;br /&gt;
&lt;br /&gt;
* The AoEs will always cover 7/8ths of the arena, leaving only one wedge between a cardinal and inter-cardinal safe. Players are given 10 seconds to find the safe zone before the &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; cast finishes.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;, Cloud of Darkness casts &#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;. This attack will always start with a half-room AoE, followed by either a stack or a spread Art at random, finally followed by a half-room AoE towards the opposite side of the first Art.&lt;br /&gt;
&lt;br /&gt;
The Third Art of Darkness can be handled the same as The Second Art of Darkness from Phase 1, however players will need to remember to quickly dodge the third Art after the second finishes.&lt;br /&gt;
&lt;br /&gt;
Once that attack series ends, &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039; is once again cast.&lt;br /&gt;
&lt;br /&gt;
====== Obscure Woods #2: ======&lt;br /&gt;
Cloud of Darkness once again casts &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039; which can be handled in the same was as before, however, it will instead be followed up with &#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;, placing eight [[Tower|towers]] around the arena while players have &#039;&#039;&#039;{{Game icon|Thorny Vine}}&#039;&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each player should be assigned to a different tower, preferably with melee and tanks occupying the inner towers and healers and ranged/magical DPS occupying the outer ones. Once players break their tethers, they can run into their towers.&lt;br /&gt;
&lt;br /&gt;
Another random type of &#039;&#039;&#039;Phaser Unlimited&#039;&#039;&#039; will be cast, which can be handled in the same way, before a new combination attack is used.&lt;br /&gt;
&lt;br /&gt;
Cloud of Darkness will combine &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; with &#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;. As the latter always begins with a half-room AoE, the safe-zone for Rejuvenating Balm will be cut in half, forcing players into a tight stack as either a stack or spread Art is prepared.&lt;br /&gt;
&lt;br /&gt;
* The party should split into to light parties, each occupying a different safe zone for Rejuvenating Balm while avoiding the half-room AoE.&lt;br /&gt;
* Once the first set of AoEs resolve, players will need to either quickly split into four stacks or completely spread out depending on which Art was used.&lt;br /&gt;
&lt;br /&gt;
Should players survive, another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; will be cast before Cloud of Darkness enters her final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Summon&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# The Third Art of Darkness&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Particle Concentration&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# Rejuvenating Balm +&lt;br /&gt;
#* The Second Art of Darkness&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
===Phase 4===&lt;br /&gt;
----The final phase is simply an extended repeat of Phase 2, and can be handled in the same way. After a total of 10 minutes, Cloud of Darkness will complete an enrage cast of &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; that defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# &#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness x2&#039;&#039;&#039;&lt;br /&gt;
|If Cloud of Darkness herself grows, spread out into [[clock spots]]. If her golden tentacle glows, each DPS must stack with a single support partner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Tank-swap and mitigate during the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|Place the puddles in spots decided by the party, then split into an all support and all DPS stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|Both stacks must run through each other to break their tethers before avoiding the circle AoEs from the glowing structures.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-Air / Wide-Angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|While DPS and healers split into light parties in the corners next to the boss, tanks aim their tankbusters away from the party while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half-room AoE, then either stack or spread depending on the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-Air / Wide-Angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|Will be the opposite of the previous Phaser Unlimited attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Tank-swap and mitigate during the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Split into clock spots. All players must avoid sharing a tile with others, and also must avoid standing on the same tile for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Players on the cardinals will want to stand on the Hypercharged Clouds to them down while others help destroy them. Look away from others when &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; is about to expire.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Stand close to Cloud of Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness x2&#039;&#039;&#039;&lt;br /&gt;
|Move over to Cloud of Darkness&#039;s safe side, then return to clock spots and prepare for the stack or spread.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Mitigate the damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Identify Cloud of Darkness&#039;s safe side, then also shift to the clones safe sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Tank-swap and mitigate during the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Dodge the first half-room AoE, spread or stack depending on the cast, then dodge the second half-room AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|Place puddles the same way as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|After breaking tethers, run to assigned towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-Air / Wide-Angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|Avoid the attack as before. Will be either Anti-Air or Wide-Angle at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm +&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Dodge both AoEs, then quickly either stack in four pairs or spread out around Cloud of Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Tank-swap and mitigate during the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Stand close to Cloud of Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness x4&#039;&#039;&#039;&lt;br /&gt;
|Handle the half-room AoEs and stacks/spreads as before. This is the party&#039;s last chance to defeat Cloud of Darkness.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Umbra}} (Guaranteed)&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E9S.png&lt;br /&gt;
E9 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_Promise:_Umbra_(Savage)&amp;diff=1577149</id>
		<title>Eden&#039;s Promise: Umbra (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Umbra_(Savage)&amp;diff=1577149"/>
		<updated>2026-10-08T06:40:23Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added Condensed Timeline.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Umbra}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Umbra (Savage)&lt;br /&gt;
| image =  Eden&#039;s_Promise_Umbra_(Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 500&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Sphere of Naught&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30098&lt;br /&gt;
| id-edb = a1d3734280f&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E9S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Abyssal Abhorrence: [[Cloud of Darkness (ShB)|Cloud of Darkness]] - Abilities and Timeline ==&lt;br /&gt;
{{evt|service=youtube|id=B_6hU9-4q_0|dimensions=285|align=right|description=MTQCapture Video Guide}}&lt;br /&gt;
{{evt|service=youtube|id=WvIM5eEJk88|dimensions=285|align=right|description=Mrhappy Video Guide}}The battle against Cloud of Darkness takes place on a 40x40 yalm square arena with no walls or railings. Should a player be pushed or otherwise move off the edge of the platform, they will plummet to their death—their corpse being returned to the platform after a short delay.&lt;br /&gt;
&lt;br /&gt;
The arena will change multiple times throughout the fight, but the size and shape will only change following &#039;&#039;&#039;Empty Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Though the floor bears some square engravings, there are no markings on the floor that aid in positioning or predicting attacks for the fight.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Cloud of Darkness&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right, matching the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two &#039;&#039;&#039;{{Game icon|Thorny Vine|Thorny Vines}}&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each briar puddle will tether to one player, prioritizing whomever is closest.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
# A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
# 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transforms the arena into a 5x5 grid of black tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Destroys 13 tiles—3 in each corner and 1 in the center—leaving 12 remaining. Tiles will glow when players are standing on them, disappearing under one of two conditions:&lt;br /&gt;
&lt;br /&gt;
* If two players are standing on the same tile, that tile will be destroyed instantly.&lt;br /&gt;
* If a player stands on a tile for 15 seconds, its perimeter will glow purple as a 5-second warning. If the player still remains on it afterwards, it will vanish.&lt;br /&gt;
** Players under the effect of {{Status effect|buff|File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; do not count as occupying a tile until their buff expires.&lt;br /&gt;
* All players are additionally afflicted with &#039;&#039;&#039;{{Game icon|Cloying Condensation}}&#039;&#039;&#039;, preventing jumping for the duration of the phase.&lt;br /&gt;
* All players are afflicted with &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; for 15 seconds. On expiration, the afflicted fires a 30-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] that damages other players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Creates a destructible &#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039; enemy at each cardinal edge that begins to move towards the Cloud of Darkness, granting her a stack of &#039;&#039;&#039;{{Game icon|Damage Up (Stacking)}}&#039;&#039;&#039; if successful.&lt;br /&gt;
&lt;br /&gt;
* Standing inside the Hypercharged Cloud will inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; on it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Cloud of Darkness with a 10y radius safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Returns the arena to its original state.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Creates two green clones at random edges of the arena, then prepares a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right. The clones will match the attack and fire it simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs three &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower|towers]]: four on the inner inter-cardinals and four on the outer.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# Deluge of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Summon&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# The Third Art of Darkness&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Particle Concentration&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# Rejuvenating Balm +&lt;br /&gt;
#* The Second Art of Darkness&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# &#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right, matching the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two &#039;&#039;&#039;{{Game icon|Thorny Vine|Thorny Vines}}&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each briar puddle will tether to one player, prioritizing whomever is closest.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
# A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
# 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|}&lt;br /&gt;
The first phase of the fight can be split into two sections, starting with Cloud of Darkness&#039;s  opening attacks then followed by the &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
Players will need to assign [[Clock spots|clock spot]] positions, assign each DPS player a support partner, and assign two [[Party|light party]] groups.&lt;br /&gt;
&lt;br /&gt;
====== Opening: ======&lt;br /&gt;
Cloud of Darkness will introduce the party to Type 1 and Type 2 of &#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039; in a random order.&lt;br /&gt;
&lt;br /&gt;
Players will want to maintain a clock spot position, with either support or DPS rotating either clockwise or counter-clockwise to their assigned partner when her golden tentacles glow.&lt;br /&gt;
&lt;br /&gt;
Afterwards she will cast &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;, requiring a tank-swap during the cast or a tank invulnerability. As the &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; only lasts 4 seconds, the initial tank can retake enmity after the tankbuster fires if desired.&lt;br /&gt;
&lt;br /&gt;
Cloud of Darkness then casts &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;, beginning the next section of attacks.&lt;br /&gt;
&lt;br /&gt;
====== Obscure Woods: ======&lt;br /&gt;
Cloud of Darkness will prepare &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039; and combine it with &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;, requiring players to place their &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]] strategically before breaking their tethers and running into the safe zones.&lt;br /&gt;
&lt;br /&gt;
There are several valid ways to place the puddles that will vary from group to group, but there are a few key rules consistent to the mechanic:&lt;br /&gt;
&lt;br /&gt;
# It is recommended that players group the puddles into four pairs (without stacking together due to the &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; AoE fired on creation). If four puddles are placed on the same side of the arena, the &#039;&#039;&#039;Phaser Unlimited&#039;&#039;&#039; attacks may have their only safe zones covered by thorns.&lt;br /&gt;
#* It is recommended that tanks pair with tanks and healers pair with healers due to the rule below:&lt;br /&gt;
# Once all puddles are placed, all supports should group together while DPS group together on the opposite side. Once the &#039;&#039;&#039;{{Game icon|Thorny Vine}}&#039;&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|tethers]] appear, both groups can run through the boss and each other—breaking both tethers.&lt;br /&gt;
#* As it is random whether the &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; will be north and south or east and west, the two groups should both start at opposite inter-cardinals before running through the boss to break tethers.&lt;br /&gt;
&lt;br /&gt;
Once all tethers are broken and the structures detonate, Cloud of Darkness will cast either &#039;&#039;&#039;Anti-Air Phaser Unlimited&#039;&#039;&#039; or &#039;&#039;&#039;Wide-Angle Phaser Unlimited&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For both attacks, healers and DPS can begin by splitting to the left and right corners of where the boss is grappling to—organizing into light parties. They can remain to Cloud of Darkness&#039;s sides for the remainder of the attack.&lt;br /&gt;
* Against &#039;&#039;&#039;Anti-Air&#039;&#039;&#039;, tanks will want to separate from others and stand near the center of the arena until the [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] fire. DPS players must stack with their assigned light party healer in the corners. Tanks must then quickly run to Cloud of Darkness&#039;s sides to avoid the [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
* Against &#039;&#039;&#039;Wide-Angle&#039;&#039;&#039;, tanks must start to Cloud of Darkness&#039;s sides to avoid the frontal cone AoE before quickly running to her front to aim the [[Tankbuster#AoE Tankbuster|line AoE tankbusters]] away from others. All players must then distance themselves from the boss to avoid her [[Area of Effect#Static Circle AoE|circle AoE]].&lt;br /&gt;
&lt;br /&gt;
After the first &#039;&#039;&#039;Phase Unlimited&#039;&#039;&#039; attack, Cloud of Darkness will cast &#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;, which will always be a half-room AoE &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; to a random side first, then followed by either the Stack or Spread type at random.&lt;br /&gt;
&lt;br /&gt;
* If the second Art of Darkness is the stack type, players can organize into their stacks on the safe half of the boss.&lt;br /&gt;
* If the second Art of Darkness is the spread type, players can maintain their clock spot positions—with the three players that were forced to move running back to their position after the half-room AoE.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;, the second phase will begin.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transforms the arena into a 5x5 grid of black tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Destroys 13 tiles—3 in each corner and 1 in the center—leaving 12 remaining. Tiles will glow when players are standing on them, disappearing under one of two conditions:&lt;br /&gt;
&lt;br /&gt;
* If two players are standing on the same tile, that tile will be destroyed instantly.&lt;br /&gt;
* If a player stands on a tile for 15 seconds, its perimeter will glow purple as a 5-second warning. If the player still remains on it afterwards, it will vanish.&lt;br /&gt;
** Players under the effect of {{Status effect|buff|File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; do not count as occupying a tile until their buff expires.&lt;br /&gt;
* All players are additionally afflicted with &#039;&#039;&#039;{{Game icon|Cloying Condensation}}&#039;&#039;&#039;, preventing jumping for the duration of the phase.&lt;br /&gt;
* All players are afflicted with &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; for 15 seconds. On expiration, the afflicted fires a 30-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] that damages other players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Creates a destructible &#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039; enemy at each cardinal edge that begins to move towards the Cloud of Darkness, granting her a stack of &#039;&#039;&#039;{{Game icon|Damage Up (Stacking)}}&#039;&#039;&#039; if successful.&lt;br /&gt;
&lt;br /&gt;
* Standing inside the Hypercharged Cloud will inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; on it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Cloud of Darkness with a 10y radius safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Returns the arena to its original state.&lt;br /&gt;
|}&lt;br /&gt;
The Cloud of Darkness casts &#039;&#039;&#039;Empty Plane&#039;&#039;&#039;, changing the arena into a grid of tiles. Players have about 10 seconds to re-organize into preferred [[Clock spots|clock spot]] positions before the &#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039; is cast and tiles become active.&lt;br /&gt;
&lt;br /&gt;
* Though which player takes which clock spot position in this phase is up to the party&#039;s preference, it is recommended to place healers and ranged/magical DPS on the cardinals.&lt;br /&gt;
&lt;br /&gt;
Players will need to take care to avoid standing on the same tile as another player, else both players will instantly fall to their death. Additionally, standing on a single tile for 20 seconds straight will destroy it, with a visual warning being given after 15 seconds. All players will need to keep an eye on their neighbors and provide them space to move in the situation that their tile shows the 15-second warning indicator.&lt;br /&gt;
&lt;br /&gt;
The phase begins with &#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;, creating an enemy on each cardinal that must be destroyed.&lt;br /&gt;
&lt;br /&gt;
* Each player assigned to a cardinal position should move to the tile behind them (away from Cloud of Darkness) and stand inside the &#039;&#039;&#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039;&#039;&#039; to slow it down.&lt;br /&gt;
* Players on inter-cardinals should agree to all rotate clockwise or counter-clockwise to the cardinals to aid in destroying the Hypercharged Clouds.&lt;br /&gt;
** Even if the player on the inter-cardinal can attack the Hypercharged Cloud without moving, they should &#039;&#039;still&#039;&#039; rotate to the cardinal tile to reset the 20-second timer.&lt;br /&gt;
&lt;br /&gt;
Players will also be afflicted with &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; at this time. Players must keep an eye on the status effect timer and look away from the center and other players when it is about to expire.&lt;br /&gt;
&lt;br /&gt;
Once the clouds are destroyed and the status effect expires, all players must return to their clock spot positions and stand close to Cloud of Darkness to dodge &#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Next, Cloud of darkness prepares a 10-second cast of &#039;&#039;&#039;The Art of Darkness (Type 3)&#039;&#039;&#039; towards either the east or the west half of the arena. There are &#039;&#039;exactly&#039;&#039; 8 safe tiles, forcing the party to group tightly to the safe side.&lt;br /&gt;
&lt;br /&gt;
* The players on the north and south cardinals can simply move backwards and shift to the east or west side of their tile. The safe eastern or western cardinal may also move backwards while the unsafe one must run to the north or south.&lt;br /&gt;
* Players on the inter-cardinals will need to shift towards the safe side, with one player on an already-safe inter-cardinal needing to move to the inner cardinal tile.&lt;br /&gt;
** To avoid the 20-second tile timer, both players on the safe inter-cardinals should be given a moment to quickly move between two tiles to reset their timer, as they will be unable to move once all players are in position.&lt;br /&gt;
&lt;br /&gt;
Once the cast completes, all players can return to their clock spot positions in preparation for &#039;&#039;&#039;The Art of Darkness (Type 1 or 2)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against type 2 (spread), nothing needs to be done. Against type 1 (stack), players will need to rotate towards their partner while still standing on separate tiles.&lt;br /&gt;
&lt;br /&gt;
The phase will end with &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;, which players should mitigate as much as possible due to its extreme party-wide damage.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# Deluge of Darkness&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Creates two green clones at random edges of the arena, then prepares a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right. The clones will match the attack and fire it simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs three &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower|towers]]: four on the inner inter-cardinals and four on the outer.&lt;br /&gt;
|}&lt;br /&gt;
The arena returns to its original form, leaving players free to move and jump again.&lt;br /&gt;
&lt;br /&gt;
The phase begins with &#039;&#039;&#039;Summon&#039;&#039;&#039;, in which Cloud of Darkness creates 2 clones at random edges of the arena. All three then fire a half-room AoE from the same side, indicated by the real one.&lt;br /&gt;
&lt;br /&gt;
* The AoEs will always cover 7/8ths of the arena, leaving only one wedge between a cardinal and inter-cardinal safe. Players are given 10 seconds to find the safe zone before the &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; cast finishes.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;, Cloud of Darkness casts &#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;. This attack will always start with a half-room AoE, followed by either a stack or a spread Art at random, finally followed by a half-room AoE towards the opposite side of the first Art.&lt;br /&gt;
&lt;br /&gt;
The Third Art of Darkness can be handled the same as The Second Art of Darkness from Phase 1, however players will need to remember to quickly dodge the third Art after the second finishes.&lt;br /&gt;
&lt;br /&gt;
Once that attack series ends, &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039; is once again cast.&lt;br /&gt;
&lt;br /&gt;
====== Obscure Woods #2: ======&lt;br /&gt;
Cloud of Darkness once again casts &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039; which can be handled in the same was as before, however, it will instead be followed up with &#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;, placing eight [[Tower|towers]] around the arena while players have &#039;&#039;&#039;{{Game icon|Thorny Vine}}&#039;&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each player should be assigned to a different tower, preferably with melee and tanks occupying the inner towers and healers and ranged/magical DPS occupying the outer ones. Once players break their tethers, they can run into their towers.&lt;br /&gt;
&lt;br /&gt;
Another random type of &#039;&#039;&#039;Phaser Unlimited&#039;&#039;&#039; will be cast, which can be handled in the same way, before a new combination attack is used.&lt;br /&gt;
&lt;br /&gt;
Cloud of Darkness will combine &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; with &#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;. As the latter always begins with a half-room AoE, the safe-zone for Rejuvenating Balm will be cut in half, forcing players into a tight stack as either a stack or spread Art is prepared.&lt;br /&gt;
&lt;br /&gt;
* The party should split into to light parties, each occupying a different safe zone for Rejuvenating Balm while avoiding the half-room AoE.&lt;br /&gt;
* Once the first set of AoEs resolve, players will need to either quickly split into four stacks or completely spread out depending on which Art was used.&lt;br /&gt;
&lt;br /&gt;
Should players survive, another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; will be cast before Cloud of Darkness enters her final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Summon&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# The Third Art of Darkness&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Particle Concentration&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# Rejuvenating Balm +&lt;br /&gt;
#* The Second Art of Darkness&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
===Phase 4===&lt;br /&gt;
----The final phase is simply an extended repeat of Phase 2, and can be handled in the same way. After a total of 10 minutes, Cloud of Darkness will complete an enrage cast of &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; that defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# &#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness x2&#039;&#039;&#039;&lt;br /&gt;
|If Cloud of Darkness herself grows, spread out into [[clock spots]]. If her golden tentacle glows, each DPS must stack with a single support partner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Tank-swap and mitigate during the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|Place the puddles in spots decided by the party, then split into an all support and all DPS stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|Both stacks must run through each other to break their tethers before avoiding the circle AoEs from the glowing structures.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-Air / Wide-Angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|While DPS and healers split into light parties in the corners next to the boss, tanks aim their tankbusters away from the party while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half-room AoE, then either stack or spread depending on the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-Air / Wide-Angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|Will be the opposite of the previous Phaser Unlimited attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Tank-swap and mitigate during the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Split into clock spots. All players must avoid sharing a tile with others, and also must avoid standing on the same tile for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Players on the cardinals will want to stand on the Hypercharged Clouds to them down while others help destroy them. Look away from others when &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; is about to expire.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Stand close to Cloud of Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness x2&#039;&#039;&#039;&lt;br /&gt;
|Move over to Cloud of Darkness&#039;s safe side, then return to clock spots and prepare for the stack or spread.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Mitigate the damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Identify Cloud of Darkness&#039;s safe side, then also shift to the clones safe sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Tank-swap and mitigate during the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Dodge the first half-room AoE, spread or stack depending on the cast, then dodge the second half-room AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|Place puddles the same way as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|After breaking tethers, run to assigned towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-Air / Wide-Angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|Avoid the attack as before. Will be either Anti-Air or Wide-Angle at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm +&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Dodge both AoEs, then quickly either stack in four pairs or spread out around Cloud of Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Tank-swap and mitigate during the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Stand close to Cloud of Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness x4&#039;&#039;&#039;&lt;br /&gt;
|Handle the half-room AoEs and stacks/spreads as before. This is the party&#039;s last chance to defeat Cloud of Darkness.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Umbra}} (Guaranteed)&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E9S.png&lt;br /&gt;
E9 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_Promise:_Umbra_(Savage)&amp;diff=1577142</id>
		<title>Eden&#039;s Promise: Umbra (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Umbra_(Savage)&amp;diff=1577142"/>
		<updated>2026-10-08T00:44:53Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote Phase 2, 3, and 4.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Umbra}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Umbra (Savage)&lt;br /&gt;
| image =  Eden&#039;s_Promise_Umbra_(Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 500&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Sphere of Naught&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30098&lt;br /&gt;
| id-edb = a1d3734280f&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E9S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Abyssal Abhorrence: [[Cloud of Darkness (ShB)|Cloud of Darkness]] - Abilities and Timeline ==&lt;br /&gt;
{{evt|service=youtube|id=B_6hU9-4q_0|dimensions=285|align=right|description=MTQCapture Video Guide}}&lt;br /&gt;
{{evt|service=youtube|id=WvIM5eEJk88|dimensions=285|align=right|description=Mrhappy Video Guide}}The battle against Cloud of Darkness takes place on a 40x40 yalm square arena with no walls or railings. Should a player be pushed or otherwise move off the edge of the platform, they will plummet to their death—their corpse being returned to the platform after a short delay.&lt;br /&gt;
&lt;br /&gt;
The arena will change multiple times throughout the fight, but the size and shape will only change following &#039;&#039;&#039;Empty Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Though the floor bears some square engravings, there are no markings on the floor that aid in positioning or predicting attacks for the fight.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Cloud of Darkness&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right, matching the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two &#039;&#039;&#039;{{Game icon|Thorny Vine|Thorny Vines}}&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each briar puddle will tether to one player, prioritizing whomever is closest.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
# A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
# 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transforms the arena into a 5x5 grid of black tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Destroys 13 tiles—3 in each corner and 1 in the center—leaving 12 remaining. Tiles will glow when players are standing on them, disappearing under one of two conditions:&lt;br /&gt;
&lt;br /&gt;
* If two players are standing on the same tile, that tile will be destroyed instantly.&lt;br /&gt;
* If a player stands on a tile for 15 seconds, its perimeter will glow purple as a 5-second warning. If the player still remains on it afterwards, it will vanish.&lt;br /&gt;
** Players under the effect of {{Status effect|buff|File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; do not count as occupying a tile until their buff expires.&lt;br /&gt;
* All players are additionally afflicted with &#039;&#039;&#039;{{Game icon|Cloying Condensation}}&#039;&#039;&#039;, preventing jumping for the duration of the phase.&lt;br /&gt;
* All players are afflicted with &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; for 15 seconds. On expiration, the afflicted fires a 30-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] that damages other players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Creates a destructible &#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039; enemy at each cardinal edge that begins to move towards the Cloud of Darkness, granting her a stack of &#039;&#039;&#039;{{Game icon|Damage Up (Stacking)}}&#039;&#039;&#039; if successful.&lt;br /&gt;
&lt;br /&gt;
* Standing inside the Hypercharged Cloud will inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; on it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Cloud of Darkness with a 10y radius safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Returns the arena to its original state.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Creates two green clones at random edges of the arena, then prepares a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right. The clones will match the attack and fire it simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs three &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower|towers]]: four on the inner inter-cardinals and four on the outer.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# Deluge of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Summon&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# The Third Art of Darkness&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Particle Concentration&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# Rejuvenating Balm +&lt;br /&gt;
#* The Second Art of Darkness&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# &#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right, matching the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two &#039;&#039;&#039;{{Game icon|Thorny Vine|Thorny Vines}}&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each briar puddle will tether to one player, prioritizing whomever is closest.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
# A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
# 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|}&lt;br /&gt;
The first phase of the fight can be split into two sections, starting with Cloud of Darkness&#039;s  opening attacks then followed by the &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
Players will need to assign [[Clock spots|clock spot]] positions, assign each DPS player a support partner, and assign two [[Party|light party]] groups.&lt;br /&gt;
&lt;br /&gt;
====== Opening: ======&lt;br /&gt;
Cloud of Darkness will introduce the party to Type 1 and Type 2 of &#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039; in a random order.&lt;br /&gt;
&lt;br /&gt;
Players will want to maintain a clock spot position, with either support or DPS rotating either clockwise or counter-clockwise to their assigned partner when her golden tentacles glow.&lt;br /&gt;
&lt;br /&gt;
Afterwards she will cast &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;, requiring a tank-swap during the cast or a tank invulnerability. As the &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; only lasts 4 seconds, the initial tank can retake enmity after the tankbuster fires if desired.&lt;br /&gt;
&lt;br /&gt;
Cloud of Darkness then casts &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;, beginning the next section of attacks.&lt;br /&gt;
&lt;br /&gt;
====== Obscure Woods: ======&lt;br /&gt;
Cloud of Darkness will prepare &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039; and combine it with &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;, requiring players to place their &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]] strategically before breaking their tethers and running into the safe zones.&lt;br /&gt;
&lt;br /&gt;
There are several valid ways to place the puddles that will vary from group to group, but there are a few key rules consistent to the mechanic:&lt;br /&gt;
&lt;br /&gt;
# It is recommended that players group the puddles into four pairs (without stacking together due to the &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; AoE fired on creation). If four puddles are placed on the same side of the arena, the &#039;&#039;&#039;Phaser Unlimited&#039;&#039;&#039; attacks may have their only safe zones covered by thorns.&lt;br /&gt;
#* It is recommended that tanks pair with tanks and healers pair with healers due to the rule below:&lt;br /&gt;
# Once all puddles are placed, all supports should group together while DPS group together on the opposite side. Once the &#039;&#039;&#039;{{Game icon|Thorny Vine}}&#039;&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|tethers]] appear, both groups can run through the boss and each other—breaking both tethers.&lt;br /&gt;
#* As it is random whether the &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; will be north and south or east and west, the two groups should both start at opposite inter-cardinals before running through the boss to break tethers.&lt;br /&gt;
&lt;br /&gt;
Once all tethers are broken and the structures detonate, Cloud of Darkness will cast either &#039;&#039;&#039;Anti-Air Phaser Unlimited&#039;&#039;&#039; or &#039;&#039;&#039;Wide-Angle Phaser Unlimited&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For both attacks, healers and DPS can begin by splitting to the left and right corners of where the boss is grappling to—organizing into light parties. They can remain to Cloud of Darkness&#039;s sides for the remainder of the attack.&lt;br /&gt;
* Against &#039;&#039;&#039;Anti-Air&#039;&#039;&#039;, tanks will want to separate from others and stand near the center of the arena until the [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] fire. DPS players must stack with their assigned light party healer in the corners. Tanks must then quickly run to Cloud of Darkness&#039;s sides to avoid the [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
* Against &#039;&#039;&#039;Wide-Angle&#039;&#039;&#039;, tanks must start to Cloud of Darkness&#039;s sides to avoid the frontal cone AoE before quickly running to her front to aim the [[Tankbuster#AoE Tankbuster|line AoE tankbusters]] away from others. All players must then distance themselves from the boss to avoid her [[Area of Effect#Static Circle AoE|circle AoE]].&lt;br /&gt;
&lt;br /&gt;
After the first &#039;&#039;&#039;Phase Unlimited&#039;&#039;&#039; attack, Cloud of Darkness will cast &#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;, which will always be a half-room AoE &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; to a random side first, then followed by either the Stack or Spread type at random.&lt;br /&gt;
&lt;br /&gt;
* If the second Art of Darkness is the stack type, players can organize into their stacks on the safe half of the boss.&lt;br /&gt;
* If the second Art of Darkness is the spread type, players can maintain their clock spot positions—with the three players that were forced to move running back to their position after the half-room AoE.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;, the second phase will begin.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transforms the arena into a 5x5 grid of black tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Destroys 13 tiles—3 in each corner and 1 in the center—leaving 12 remaining. Tiles will glow when players are standing on them, disappearing under one of two conditions:&lt;br /&gt;
&lt;br /&gt;
* If two players are standing on the same tile, that tile will be destroyed instantly.&lt;br /&gt;
* If a player stands on a tile for 15 seconds, its perimeter will glow purple as a 5-second warning. If the player still remains on it afterwards, it will vanish.&lt;br /&gt;
** Players under the effect of {{Status effect|buff|File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; do not count as occupying a tile until their buff expires.&lt;br /&gt;
* All players are additionally afflicted with &#039;&#039;&#039;{{Game icon|Cloying Condensation}}&#039;&#039;&#039;, preventing jumping for the duration of the phase.&lt;br /&gt;
* All players are afflicted with &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; for 15 seconds. On expiration, the afflicted fires a 30-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] that damages other players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Creates a destructible &#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039; enemy at each cardinal edge that begins to move towards the Cloud of Darkness, granting her a stack of &#039;&#039;&#039;{{Game icon|Damage Up (Stacking)}}&#039;&#039;&#039; if successful.&lt;br /&gt;
&lt;br /&gt;
* Standing inside the Hypercharged Cloud will inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; on it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Cloud of Darkness with a 10y radius safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Returns the arena to its original state.&lt;br /&gt;
|}&lt;br /&gt;
The Cloud of Darkness casts &#039;&#039;&#039;Empty Plane&#039;&#039;&#039;, changing the arena into a grid of tiles. Players have about 10 seconds to re-organize into preferred [[Clock spots|clock spot]] positions before the &#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039; is cast and tiles become active.&lt;br /&gt;
&lt;br /&gt;
* Though which player takes which clock spot position in this phase is up to the party&#039;s preference, it is recommended to place healers and ranged/magical DPS on the cardinals.&lt;br /&gt;
&lt;br /&gt;
Players will need to take care to avoid standing on the same tile as another player, else both players will instantly fall to their death. Additionally, standing on a single tile for 20 seconds straight will destroy it, with a visual warning being given after 15 seconds. All players will need to keep an eye on their neighbors and provide them space to move in the situation that their tile shows the 15-second warning indicator.&lt;br /&gt;
&lt;br /&gt;
The phase begins with &#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;, creating an enemy on each cardinal that must be destroyed.&lt;br /&gt;
&lt;br /&gt;
* Each player assigned to a cardinal position should move to the tile behind them (away from Cloud of Darkness) and stand inside the &#039;&#039;&#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039;&#039;&#039; to slow it down.&lt;br /&gt;
* Players on inter-cardinals should agree to all rotate clockwise or counter-clockwise to the cardinals to aid in destroying the Hypercharged Clouds.&lt;br /&gt;
** Even if the player on the inter-cardinal can attack the Hypercharged Cloud without moving, they should &#039;&#039;still&#039;&#039; rotate to the cardinal tile to reset the 20-second timer.&lt;br /&gt;
&lt;br /&gt;
Players will also be afflicted with &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; at this time. Players must keep an eye on the status effect timer and look away from the center and other players when it is about to expire.&lt;br /&gt;
&lt;br /&gt;
Once the clouds are destroyed and the status effect expires, all players must return to their clock spot positions and stand close to Cloud of Darkness to dodge &#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Next, Cloud of darkness prepares a 10-second cast of &#039;&#039;&#039;The Art of Darkness (Type 3)&#039;&#039;&#039; towards either the east or the west half of the arena. There are &#039;&#039;exactly&#039;&#039; 8 safe tiles, forcing the party to group tightly to the safe side.&lt;br /&gt;
&lt;br /&gt;
* The players on the north and south cardinals can simply move backwards and shift to the east or west side of their tile. The safe eastern or western cardinal may also move backwards while the unsafe one must run to the north or south.&lt;br /&gt;
* Players on the inter-cardinals will need to shift towards the safe side, with one player on an already-safe inter-cardinal needing to move to the inner cardinal tile.&lt;br /&gt;
** To avoid the 20-second tile timer, both players on the safe inter-cardinals should be given a moment to quickly move between two tiles to reset their timer, as they will be unable to move once all players are in position.&lt;br /&gt;
&lt;br /&gt;
Once the cast completes, all players can return to their clock spot positions in preparation for &#039;&#039;&#039;The Art of Darkness (Type 1 or 2)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against type 2 (spread), nothing needs to be done. Against type 1 (stack), players will need to rotate towards their partner while still standing on separate tiles.&lt;br /&gt;
&lt;br /&gt;
The phase will end with &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;, which players should mitigate as much as possible due to its extreme party-wide damage.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# Deluge of Darkness&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Creates two green clones at random edges of the arena, then prepares a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right. The clones will match the attack and fire it simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs three &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower|towers]]: four on the inner inter-cardinals and four on the outer.&lt;br /&gt;
|}&lt;br /&gt;
The arena returns to its original form, leaving players free to move and jump again.&lt;br /&gt;
&lt;br /&gt;
The phase begins with &#039;&#039;&#039;Summon&#039;&#039;&#039;, in which Cloud of Darkness creates 2 clones at random edges of the arena. All three then fire a half-room AoE from the same side, indicated by the real one.&lt;br /&gt;
&lt;br /&gt;
* The AoEs will always cover 7/8ths of the arena, leaving only one wedge between a cardinal and inter-cardinal safe. Players are given 10 seconds to find the safe zone before the &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; cast finishes.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;, Cloud of Darkness casts &#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;. This attack will always start with a half-room AoE, followed by either a stack or a spread Art at random, finally followed by a half-room AoE towards the opposite side of the first Art.&lt;br /&gt;
&lt;br /&gt;
The Third Art of Darkness can be handled the same as The Second Art of Darkness from Phase 1, however players will need to remember to quickly dodge the third Art after the second finishes.&lt;br /&gt;
&lt;br /&gt;
Once that attack series ends, &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039; is once again cast.&lt;br /&gt;
&lt;br /&gt;
====== Obscure Woods #2: ======&lt;br /&gt;
Cloud of Darkness once again casts &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039; which can be handled in the same was as before, however, it will instead be followed up with &#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;, placing eight [[Tower|towers]] around the arena while players have &#039;&#039;&#039;{{Game icon|Thorny Vine}}&#039;&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each player should be assigned to a different tower, preferably with melee and tanks occupying the inner towers and healers and ranged/magical DPS occupying the outer ones. Once players break their tethers, they can run into their towers.&lt;br /&gt;
&lt;br /&gt;
Another random type of &#039;&#039;&#039;Phaser Unlimited&#039;&#039;&#039; will be cast, which can be handled in the same way, before a new combination attack is used.&lt;br /&gt;
&lt;br /&gt;
Cloud of Darkness will combine &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; with &#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;. As the latter always begins with a half-room AoE, the safe-zone for Rejuvenating Balm will be cut in half, forcing players into a tight stack as either a stack or spread Art is prepared.&lt;br /&gt;
&lt;br /&gt;
* The party should split into to light parties, each occupying a different safe zone for Rejuvenating Balm while avoiding the half-room AoE.&lt;br /&gt;
* Once the first set of AoEs resolve, players will need to either quickly split into four stacks or completely spread out depending on which Art was used.&lt;br /&gt;
&lt;br /&gt;
Should players survive, another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; will be cast before Cloud of Darkness enters her final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Summon&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# The Third Art of Darkness&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Particle Concentration&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# Rejuvenating Balm +&lt;br /&gt;
#* The Second Art of Darkness&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
===Phase 4===&lt;br /&gt;
----The final phase is simply an extended repeat of Phase 2, and can be handled in the same way. After a total of 10 minutes, Cloud of Darkness will complete an enrage cast of &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; that defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# &#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Umbra}} (Guaranteed)&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E9S.png&lt;br /&gt;
E9 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=Knockback&amp;diff=1577105</id>
		<title>Knockback</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Knockback&amp;diff=1577105"/>
		<updated>2026-10-07T19:06:30Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Knock-up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Knockback&#039;&#039;&#039; attacks are attacks that push players back a varying distance. These attacks often deal little-to-no damage themselves, but attempt to push players into potentially-lethal traps and AoEs.&lt;br /&gt;
&lt;br /&gt;
* The opposite of a knockback is called a &#039;&#039;&#039;Draw-in&#039;&#039;&#039; attack, and functions exactly the same but in reverse—players are pulled &#039;&#039;towards&#039;&#039; the source rather than pushed away.&lt;br /&gt;
&lt;br /&gt;
These attacks can often be completely resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}, but not always. In newer duties (since [[patch 6.4]]), knockback telegraphs that cannot be resisted will usually be purple.&lt;br /&gt;
&lt;br /&gt;
Knockback attacks typically require players to run towards the source of the knockback, or position themselves in such a way that they are pushed into a safe zone afterwards.&lt;br /&gt;
&lt;br /&gt;
{{i|Warrior|Warriors}} in particular should be aware of a duty&#039;s knockback mechanics, as {{i|Inner Release}}&#039;s knockback immunity may interfere with being pushed into a safe zone.&lt;br /&gt;
&lt;br /&gt;
{{i|Paladin|Paladins}} should be wary of using {{Action icon|Cover}} during these attacks, as it will cause them to take two instances of knockback instead of one, often leading to guaranteed death.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
=== Radial Knockback ===&lt;br /&gt;
A knockback originating from either the center of the room or the boss&#039;s current position, pushing all players away from the origin of attack. Often indicated by arrows on the ground pointing outwards in all directions.&lt;br /&gt;
&lt;br /&gt;
Players generally want to stand as close to the center as possible, as this attack is typically combined with a damaging edge or hole.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Radial Knockback Marker.png|A radial knockback emanating from the center of the arena.&lt;br /&gt;
File:Purple Radial Knockback Marker.png|A radial knockback that &#039;&#039;cannot&#039;&#039; be resisted with abilities.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Directional Knockback ===&lt;br /&gt;
[[File:Directional Knockback.png|alt=A directional knockback towards the north.|thumb|A knockback pushing players to the north.]]&lt;br /&gt;
A knockback that pushes players in a single indicated direction, often shown by arrows pointing in the direction players will be pushed. Players should move towards the source of the knockback and ensure they will not be pushed into any dangerous AoEs behind them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Epicentral Knockback ===&lt;br /&gt;
A blue circle will appear on the arena that will do a strong Radial Knockback, but standing inside the blue circle itself will deal high, if not fatal, damage. Players must stand as close to the circle as possible without stepping inside— also ensuring they&#039;re not being pushed into danger.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:AoE Knockback Marker.png|The epicenter of a knockback.&lt;br /&gt;
File:Purple AoE Knockback Marker.png|An Epicentral Knockback that &#039;&#039;cannot&#039;&#039; be resisted with abilities.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Line Knockback ===&lt;br /&gt;
[[File:Line Knockback.jpg|thumb|Bi-directional line knockback]]&lt;br /&gt;
Similar to an epicentral knockback, but is bi-directional from a line AoE. The line AoE has a dark red telegraph, and standing inside this dark red area deals high-to-fatal damage.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Targeted Knockback===&lt;br /&gt;
[[File:Targeted Knockback.jpg|thumb|Targeted line knockback. The overhead timer indicates when the knockback will resolve.]]&lt;br /&gt;
A type of knockback that targets individual players and knocks them in the direction of the arrow telegraph, rather than the knockback originating from a point, circle, or line on the arena.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Knock-up ===&lt;br /&gt;
[[File:Knock-up.jpg|thumb|A knock-up from the center.]]&lt;br /&gt;
An attack that launches players upwards and sometimes backwards, and can not be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}. These attacks do not have a consistent visual marker, but newer duties indicate it with arrows pointing skyward.&lt;br /&gt;
&lt;br /&gt;
In many cases, Knock-up occurs from failing to dodge a mechanic, and often causes the player to helplessly land onto a potentially lethal AoE.&lt;br /&gt;
&lt;br /&gt;
Other times, Knock-ups may be required to dodge otherwise unavoidable sweeping attacks.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Uppercut ===&lt;br /&gt;
[[File:Uppercut.jpg|thumb|An uppercut trajectory.]]&lt;br /&gt;
A variant of a knock-up attack targeted at one or more players. Indicated by a parabolic arc originating from the player with the other end showing where they will land. Players are expected to position the other end of the arc to land inside a safe zone. Examples of this type of attack are [[Prishe of the Distant Chains|Prishe&#039;s]] &#039;&#039;&#039;Auroral Uppercut&#039;&#039;&#039; and [[Black Cat|Black Cat&#039;s]] &#039;&#039;&#039;Elevate and Eviscerate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{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_Promise:_Umbra_(Savage)&amp;diff=1576943</id>
		<title>Eden&#039;s Promise: Umbra (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Umbra_(Savage)&amp;diff=1576943"/>
		<updated>2026-10-06T22:58:57Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Umbra}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Umbra (Savage)&lt;br /&gt;
| image =  Eden&#039;s_Promise_Umbra_(Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 500&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Sphere of Naught&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30098&lt;br /&gt;
| id-edb = a1d3734280f&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E9S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Abyssal Abhorrence: [[Cloud of Darkness (ShB)|Cloud of Darkness]] - Abilities and Timeline ==&lt;br /&gt;
{{evt|service=youtube|id=B_6hU9-4q_0|dimensions=285|align=right|description=MTQCapture Video Guide}}&lt;br /&gt;
{{evt|service=youtube|id=WvIM5eEJk88|dimensions=285|align=right|description=Mrhappy Video Guide}}The battle against Cloud of Darkness takes place on a 40x40 yalm square arena with no walls or railings. Should a player be pushed or otherwise move off the edge of the platform, they will plummet to their death—their corpse being returned to the platform after a short delay.&lt;br /&gt;
&lt;br /&gt;
The arena will change multiple times throughout the fight, but the size and shape will only change following &#039;&#039;&#039;Empty Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Though the floor bears some square engravings, there are no markings on the floor that aid in positioning or predicting attacks for the fight.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Cloud of Darkness&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right, matching the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two &#039;&#039;&#039;{{Game icon|Thorny Vine|Thorny Vines}}&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each briar puddle will tether to one player, prioritizing whomever is closest.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
# A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
# 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transforms the arena into a 5x5 grid of black tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Destroys 13 tiles—3 in each corner and 1 in the center—leaving 12 remaining. Tiles will glow when players are standing on them, disappearing under one of two conditions:&lt;br /&gt;
&lt;br /&gt;
* If two players are standing on the same tile, that tile will be destroyed instantly.&lt;br /&gt;
* If a player stands on a tile for 15 seconds, its perimeter will glow purple as a 5-second warning. If the player still remains on it afterwards, it will vanish.&lt;br /&gt;
** Players under the effect of {{Status effect|buff|File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; do not count as occupying a tile until their buff expires.&lt;br /&gt;
* All players are additionally afflicted with &#039;&#039;&#039;{{Game icon|Cloying Condensation}}&#039;&#039;&#039;, preventing jumping for the duration of the phase.&lt;br /&gt;
* All players are afflicted with &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; for 15 seconds. On expiration, the afflicted fires a 30-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] that damages other players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Creates a destructible &#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039; enemy at each cardinal edge that begins to move towards the Cloud of Darkness, granting her a stack of &#039;&#039;&#039;{{Game icon|Damage Up (Stacking)}}&#039;&#039;&#039; if successful.&lt;br /&gt;
&lt;br /&gt;
* Standing inside the Hypercharged Cloud will inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; on it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Cloud of Darkness with a 10y radius safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Returns the arena to its original state.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Creates two green clones at random edges of the arena, then prepares a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right. The clones will match the attack and fire it simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs three &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower|towers]]: four on the inner inter-cardinals and four on the outer.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# Deluge of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Summon&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# The Third Art of Darkness&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Particle Concentration&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# Rejuvenating Balm +&lt;br /&gt;
#* The Second Art of Darkness&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# &#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right, matching the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two &#039;&#039;&#039;{{Game icon|Thorny Vine|Thorny Vines}}&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each briar puddle will tether to one player, prioritizing whomever is closest.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
# A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
# 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|}&lt;br /&gt;
The first phase of the fight can be split into two sections, starting with Cloud of Darkness&#039;s  opening attacks then followed by the &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
Players will need to assign [[Clock spots|clock spot]] positions, assign each DPS player a support partner, and assign two [[Party|light party]] groups.&lt;br /&gt;
&lt;br /&gt;
====== Opening: ======&lt;br /&gt;
Cloud of Darkness will introduce the party to Type 1 and Type 2 of &#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039; in a random order.&lt;br /&gt;
&lt;br /&gt;
Players will want to maintain a clock spot position, with either support or DPS rotating either clockwise or counter-clockwise to their assigned partner when her golden tentacles glow.&lt;br /&gt;
&lt;br /&gt;
Afterwards she will cast &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;, requiring a tank-swap during the cast or a tank invulnerability. As the &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; only lasts 4 seconds, the initial tank can retake enmity after the tankbuster fires if desired.&lt;br /&gt;
&lt;br /&gt;
Cloud of Darkness then casts &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;, beginning the next section of attacks.&lt;br /&gt;
&lt;br /&gt;
====== Obscure Woods: ======&lt;br /&gt;
Cloud of Darkness will prepare &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039; and combine it with &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;, requiring players to place their &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]] strategically before breaking their tethers and running into the safe zones.&lt;br /&gt;
&lt;br /&gt;
There are several valid ways to place the puddles that will vary from group to group, but there are a few key rules consistent to the mechanic:&lt;br /&gt;
&lt;br /&gt;
# It is recommended that players group the puddles into four pairs (without stacking together due to the &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; AoE fired on creation). If four puddles are placed on the same side of the arena, the &#039;&#039;&#039;Phaser Unlimited&#039;&#039;&#039; attacks may have their only safe zones covered by thorns.&lt;br /&gt;
#* It is recommended that tanks pair with tanks and healers pair with healers due to the rule below:&lt;br /&gt;
# Once all puddles are placed, all supports should group together while DPS group together on the opposite side. Once the &#039;&#039;&#039;{{Game icon|Thorny Vine}}&#039;&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|tethers]] appear, both groups can run through the boss and each other—breaking both tethers.&lt;br /&gt;
#* As it is random whether the &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; will be north and south or east and west, the two groups should both start at opposite inter-cardinals before running through the boss to break tethers.&lt;br /&gt;
&lt;br /&gt;
Once all tethers are broken and the structures detonate, Cloud of Darkness will cast either &#039;&#039;&#039;Anti-Air Phaser Unlimited&#039;&#039;&#039; or &#039;&#039;&#039;Wide-Angle Phaser Unlimited&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For both attacks, healers and DPS can begin by splitting to the left and right corners of where the boss is grappling to—organizing into light parties. They can remain to Cloud of Darkness&#039;s sides for the remainder of the attack.&lt;br /&gt;
* Against &#039;&#039;&#039;Anti-Air&#039;&#039;&#039;, tanks will want to separate from others and stand near the center of the arena until the [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] fire. DPS players must stack with their assigned light party healer in the corners. Tanks must then quickly run to Cloud of Darkness&#039;s sides to avoid the [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
* Against &#039;&#039;&#039;Wide-Angle&#039;&#039;&#039;, tanks must start to Cloud of Darkness&#039;s sides to avoid the frontal cone AoE before quickly running to her front to aim the [[Tankbuster#AoE Tankbuster|line AoE tankbusters]] away from others. All players must then distance themselves from the boss to avoid her [[Area of Effect#Static Circle AoE|circle AoE]].&lt;br /&gt;
&lt;br /&gt;
After the first &#039;&#039;&#039;Phase Unlimited&#039;&#039;&#039; attack, Cloud of Darkness will cast &#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;, which will always be a half-room AoE &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; to a random side first, then followed by either the Stack or Spread type at random.&lt;br /&gt;
&lt;br /&gt;
* If the second Art of Darkness is the stack type, players can organize into their stacks on the safe half of the boss.&lt;br /&gt;
* If the second Art of Darkness is the spread type, players can maintain their clock spot positions—with the three players that were forced to move running back to their position after the half-room AoE.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;, the second phase will begin.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----This phase requires parties to be well-coordinated in order to dodge attacks and move around each other, as players overlapping on a tile will cause instant death.&lt;br /&gt;
*&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;: Destroys the marked platforms and turns the center tile under the boss into a death-zone, as well as inflicts players with &#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039; and &#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039;: After the duration of the debuff, players fire a line AoE from their front. Aim away from players to avoid damage.&lt;br /&gt;
**&#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;: Players can only occupy a tile on the floor for a certain amount of time before collapsing. If the tile is yellow, it is safe to continue standing on. If the tile turns red, players should move to an empty tile and back to reset the timer. If two players occupy the same tile, however, the tile will immediately collapse.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;: The boss summons four &#039;&#039;&#039;Hypercharged Clouds&#039;&#039;&#039; at the cardinals of the platform that slowly move towards the boss. Each one that reaches the boss give her a {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff. Standing in front of the clouds inflicts them with {{status effect|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;, slowing them down significantly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039;: A large donut AoE. Stand on the edge of the bosses hitbox without entering the space underneath her to avoid.&lt;br /&gt;
&lt;br /&gt;
*The boss will then use &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, attacking half the stage (half of the panels in the middle column will be safe), then requiring players to either stack or spread out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;: Unavoidable room wide AoE, mitigate/heal through. The arena will then return to normal.&lt;br /&gt;
&lt;br /&gt;
The movement for this phase requires extreme coordination. If players pass over a tile at the same time, both will fall to their death. If you arranged your party as mentioned above, have your healers move to the outer tile on the east and west, their respective DPS partners move to the tile in front of them, and the DPS that are partnered with the tanks to the north and south outer tiles. This will give you two people per cloud to slow them down and enough firepower to destroy them before they reach the boss. Once the &#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039; is ready to go off, players can move clockwise one tile to let the healers and DPS on the outer tiles in to get closer to the center, then move back once the attack has resolved. For &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, having the tanks move one space to the left or the right allows the DPS on the inner tile of the marked side to move to one space previously occupied by the tank, and the healer to move to the other. Send healers to the north inner tile and DPS to the south, so there aren’t any overlapping players. Stand on the half of the tile that isn’t being attacked, then have the healers move back to their square first, followed by the DPS. Before the tanks move back, let the DPS on the outer tiles move quickly in and out to reset their timers. For the second half of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;, if players must stack, they should stand close to each other in their respective tiles without crossing over, and to split, players should simply rotate clockwise one tile again to let the players on the outside in. After this, players will return to their assigned location and wait for &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; and the arena to return to normal to signal the end of the phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
Summon: the boss will summon two clones, one to a corner of the stage, and one to an edge of the platform next to the other clone. The boss will proceed to use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; on either the left or right, which the clones will copy. This creates a small safe wedge on the stage. There is no indicator for these attacks, so looking to see where the clones are in relation to the boss is key. The boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; after this, so mitigate or tank swap to avoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Art of Darkness&#039;&#039;&#039;: This is simply a repeat of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; mechanics in rapid succession. While the side she attacks is random, the boss will always use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; in the following order:&lt;br /&gt;
*Left or right-side attack.&lt;br /&gt;
*Stack or split mechanic.&lt;br /&gt;
*The opposite side to the first attack.&lt;br /&gt;
This phase is almost the same as the second half of phase 2, with the addition of a Meteor mechanic.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;, dealing damage and changing the arena, followed by &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;, causing knockback and dropping seed puddles. Pop knockback and place puddles around the inter-cardinals of the boss like last time. This time, however, the boss will also cast &#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;, spawning eight Meteor markers that require a player to stand in each one or the meteors will explode, causing massive raid-wide damage and a debuff.&lt;br /&gt;
&lt;br /&gt;
Players must break their tethers, then stand in the meteor markers until they resolve, then heal.&lt;br /&gt;
&lt;br /&gt;
The boss will then use either &#039;&#039;&#039;Anti- Air Phaser&#039;&#039;&#039; or &#039;&#039;&#039;Wide-Angle Phaser&#039;&#039;&#039;, so dodge accordingly and move the boss back to the center of the room. The boss will use &#039;&#039;&#039;Ground-Razing Particle Beam&#039;&#039;&#039; and cast &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; again, this time mixing in &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;. Players must identify the safe side to stand on to avoid both attacks, then either stack or split as before for the second half of the attack. The timing is tight for this part, so move quickly. Finally, the boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; again and move into the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The final phase is a repeat of phase two, except that it lasts slightly longer. If you haven’t defeated the boss by this point, the boss will enrage and use &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; to wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Umbra}} (Guaranteed)&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E9S.png&lt;br /&gt;
E9 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_Promise:_Umbra_(Savage)&amp;diff=1576940</id>
		<title>Eden&#039;s Promise: Umbra (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Umbra_(Savage)&amp;diff=1576940"/>
		<updated>2026-10-06T22:43:38Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote Phase 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Umbra}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Umbra (Savage)&lt;br /&gt;
| image =  Eden&#039;s_Promise_Umbra_(Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 500&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Sphere of Naught&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30098&lt;br /&gt;
| id-edb = a1d3734280f&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E9S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Abyssal Abhorrence: [[Cloud of Darkness (ShB)|Cloud of Darkness]] - Abilities and Timeline ==&lt;br /&gt;
{{evt|service=youtube|id=B_6hU9-4q_0|dimensions=285|align=right|description=MTQCapture Video Guide}}&lt;br /&gt;
{{evt|service=youtube|id=WvIM5eEJk88|dimensions=285|align=right|description=Mrhappy Video Guide}}The battle against Cloud of Darkness takes place on a 40x40 yalm square arena with no walls or railings. Should a player be pushed or otherwise move off the edge of the platform, they will plummet to their death—their corpse being returned to the platform after a short delay.&lt;br /&gt;
&lt;br /&gt;
The arena will change multiple times throughout the fight, but the size and shape will only change following &#039;&#039;&#039;Empty Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Though the floor bears some square engravings, there are no markings on the floor that aid in positioning or predicting attacks for the fight.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Cloud of Darkness&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right, matching the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two &#039;&#039;&#039;{{Game icon|Thorny Vine|Thorny Vines}}&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each briar puddle will tether to one player, prioritizing whomever is closest.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
# A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
# 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transforms the arena into a 5x5 grid of black tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Destroys 13 tiles—3 in each corner and 1 in the center—leaving 12 remaining. Tiles will glow when players are standing on them, disappearing under one of two conditions:&lt;br /&gt;
&lt;br /&gt;
* If two players are standing on the same tile, that tile will be destroyed instantly.&lt;br /&gt;
* If a player stands on a tile for 15 seconds, its perimeter will glow purple as a 5-second warning. If the player still remains on it afterwards, it will vanish.&lt;br /&gt;
** Players under the effect of {{Status effect|buff|File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; do not count as occupying a tile until their buff expires.&lt;br /&gt;
* All players are additionally afflicted with &#039;&#039;&#039;{{Game icon|Cloying Condensation}}&#039;&#039;&#039;, preventing jumping for the duration of the phase.&lt;br /&gt;
* All players are afflicted with &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; for 15 seconds. On expiration, the afflicted fires a 30-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] that damages other players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Creates a destructible &#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039; enemy at each cardinal edge that begins to move towards the Cloud of Darkness, granting her a stack of &#039;&#039;&#039;{{Game icon|Damage Up (Stacking)}}&#039;&#039;&#039; if successful.&lt;br /&gt;
&lt;br /&gt;
* Standing inside the Hypercharged Cloud will inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; on it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Cloud of Darkness with a 10y radius safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Returns the arena to its original state.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Creates two green clones at random edges of the arena, then prepares a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right. The clones will match the attack and fire it simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs three &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower|towers]]: four on the inner inter-cardinals and four on the outer.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# Deluge of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Summon&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# The Third Art of Darkness&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Particle Concentration&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# Rejuvenating Balm +&lt;br /&gt;
#* The Second Art of Darkness&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# &#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right, matching the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two &#039;&#039;&#039;{{Game icon|Thorny Vine|Thorny Vines}}&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each briar puddle will tether to one player, prioritizing whomever is closest.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
# A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
# A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
# 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
# A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|}&lt;br /&gt;
The first phase of the fight can be split into two sections, starting with Cloud of Darkness&#039;s  opening attacks then followed by the &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
Players will need to assign [[Clock spots|clock spot]] positions, assign each DPS player a support partner, and assign two [[Party|light party]] groups.&lt;br /&gt;
&lt;br /&gt;
====== Opening: ======&lt;br /&gt;
Cloud of Darkness will introduce the party to Type 1 and Type 2 of &#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039; in a random order.&lt;br /&gt;
&lt;br /&gt;
Players will want to maintain a clock spot position, with either support or DPS rotating either clockwise or counter-clockwise to their assigned partner when her golden tentacles glow.&lt;br /&gt;
&lt;br /&gt;
Afterwards she will cast &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;, requiring a tank-swap during the cast or a tank invulnerability. As the &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; only lasts 4 seconds, the initial tank can retake enmity after the tankbuster fires if desired.&lt;br /&gt;
&lt;br /&gt;
Cloud of Darkness then casts &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;, beginning the next section of attacks.&lt;br /&gt;
&lt;br /&gt;
====== Obscure Woods: ======&lt;br /&gt;
Cloud of Darkness will prepare &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039; and combine it with &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;, requiring players to place their &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]] strategically before breaking their tethers and running into the safe zones.&lt;br /&gt;
&lt;br /&gt;
There are several valid ways to place the puddles that will vary from group to group, but there are a few key rules consistent to the mechanic:&lt;br /&gt;
&lt;br /&gt;
* It is recommended that players group the puddles into four pairs (without stacking together due to the &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; AoE fired on creation). If four puddles are placed on the same side of the arena, the &#039;&#039;&#039;Phaser Unlimited&#039;&#039;&#039; attacks may have their only safe zones covered by thorns.&lt;br /&gt;
** It is recommended that tanks pair with tanks and healers pair with healers due to the rule below:&lt;br /&gt;
* Once all puddles are placed, all supports should group together while DPS group together on the opposite side. Once tethers appear, both groups can run through the boss and each other—breaking both tethers.&lt;br /&gt;
** As it is random whether the &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; will be north and south or east and west, the two groups should meet at opposite inter-cardinals to more easily shift to the safe zones afterwards.&lt;br /&gt;
&lt;br /&gt;
Once all tethers are broken and the structures detonate, Cloud of Darkness will cast either &#039;&#039;&#039;Anti-Air Phaser Unlimited&#039;&#039;&#039; or &#039;&#039;&#039;Wide-Angle Phaser Unlimited&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For both attacks, healers and DPS can begin by splitting to the left and right corners of where the boss is grappling to—organizing into light parties. They can remain to Cloud of Darkness&#039;s sides for the remainder of the attack.&lt;br /&gt;
* Against &#039;&#039;&#039;Anti-Air&#039;&#039;&#039;, tanks will want to separate from others and stand near the center of the arena until the [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]] fire. DPS players must stack with their assigned light party healer in the corners. Tanks must then quickly run to Cloud of Darkness&#039;s sides to avoid the [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
* Against &#039;&#039;&#039;Wide-Angle&#039;&#039;&#039;, tanks must start to Cloud of Darkness&#039;s sides to avoid the frontal cone AoE before quickly running to her front to aim the [[Tankbuster#AoE Tankbuster|line AoE tankbusters]] away from others. All players must then distance themselves from the boss to avoid her [[Area of Effect#Static Circle AoE|circle AoE]].&lt;br /&gt;
&lt;br /&gt;
After the first &#039;&#039;&#039;Phase Unlimited&#039;&#039;&#039; attack, Cloud of Darkness will cast &#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;, which will always be a half-room AoE &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; to a random side first, then followed by either the Stack or Spread type at random.&lt;br /&gt;
&lt;br /&gt;
* If the second Art of Darkness is the stack type, players can organize into their stacks on the safe half of the boss.&lt;br /&gt;
* If the second Art of Darkness is the spread type, players can maintain their clock spot positions—with the three players that were forced to move running back to their position after the half-room AoE.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;, the second phase will begin.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2===&lt;br /&gt;
----This phase requires parties to be well-coordinated in order to dodge attacks and move around each other, as players overlapping on a tile will cause instant death.&lt;br /&gt;
*&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;: Destroys the marked platforms and turns the center tile under the boss into a death-zone, as well as inflicts players with &#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039; and &#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039;: After the duration of the debuff, players fire a line AoE from their front. Aim away from players to avoid damage.&lt;br /&gt;
**&#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;: Players can only occupy a tile on the floor for a certain amount of time before collapsing. If the tile is yellow, it is safe to continue standing on. If the tile turns red, players should move to an empty tile and back to reset the timer. If two players occupy the same tile, however, the tile will immediately collapse.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;: The boss summons four &#039;&#039;&#039;Hypercharged Clouds&#039;&#039;&#039; at the cardinals of the platform that slowly move towards the boss. Each one that reaches the boss give her a {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff. Standing in front of the clouds inflicts them with {{status effect|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;, slowing them down significantly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039;: A large donut AoE. Stand on the edge of the bosses hitbox without entering the space underneath her to avoid.&lt;br /&gt;
&lt;br /&gt;
*The boss will then use &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, attacking half the stage (half of the panels in the middle column will be safe), then requiring players to either stack or spread out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;: Unavoidable room wide AoE, mitigate/heal through. The arena will then return to normal.&lt;br /&gt;
&lt;br /&gt;
The movement for this phase requires extreme coordination. If players pass over a tile at the same time, both will fall to their death. If you arranged your party as mentioned above, have your healers move to the outer tile on the east and west, their respective DPS partners move to the tile in front of them, and the DPS that are partnered with the tanks to the north and south outer tiles. This will give you two people per cloud to slow them down and enough firepower to destroy them before they reach the boss. Once the &#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039; is ready to go off, players can move clockwise one tile to let the healers and DPS on the outer tiles in to get closer to the center, then move back once the attack has resolved. For &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, having the tanks move one space to the left or the right allows the DPS on the inner tile of the marked side to move to one space previously occupied by the tank, and the healer to move to the other. Send healers to the north inner tile and DPS to the south, so there aren’t any overlapping players. Stand on the half of the tile that isn’t being attacked, then have the healers move back to their square first, followed by the DPS. Before the tanks move back, let the DPS on the outer tiles move quickly in and out to reset their timers. For the second half of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;, if players must stack, they should stand close to each other in their respective tiles without crossing over, and to split, players should simply rotate clockwise one tile again to let the players on the outside in. After this, players will return to their assigned location and wait for &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; and the arena to return to normal to signal the end of the phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
Summon: the boss will summon two clones, one to a corner of the stage, and one to an edge of the platform next to the other clone. The boss will proceed to use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; on either the left or right, which the clones will copy. This creates a small safe wedge on the stage. There is no indicator for these attacks, so looking to see where the clones are in relation to the boss is key. The boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; after this, so mitigate or tank swap to avoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Art of Darkness&#039;&#039;&#039;: This is simply a repeat of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; mechanics in rapid succession. While the side she attacks is random, the boss will always use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; in the following order:&lt;br /&gt;
*Left or right-side attack.&lt;br /&gt;
*Stack or split mechanic.&lt;br /&gt;
*The opposite side to the first attack.&lt;br /&gt;
This phase is almost the same as the second half of phase 2, with the addition of a Meteor mechanic.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;, dealing damage and changing the arena, followed by &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;, causing knockback and dropping seed puddles. Pop knockback and place puddles around the inter-cardinals of the boss like last time. This time, however, the boss will also cast &#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;, spawning eight Meteor markers that require a player to stand in each one or the meteors will explode, causing massive raid-wide damage and a debuff.&lt;br /&gt;
&lt;br /&gt;
Players must break their tethers, then stand in the meteor markers until they resolve, then heal.&lt;br /&gt;
&lt;br /&gt;
The boss will then use either &#039;&#039;&#039;Anti- Air Phaser&#039;&#039;&#039; or &#039;&#039;&#039;Wide-Angle Phaser&#039;&#039;&#039;, so dodge accordingly and move the boss back to the center of the room. The boss will use &#039;&#039;&#039;Ground-Razing Particle Beam&#039;&#039;&#039; and cast &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; again, this time mixing in &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;. Players must identify the safe side to stand on to avoid both attacks, then either stack or split as before for the second half of the attack. The timing is tight for this part, so move quickly. Finally, the boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; again and move into the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The final phase is a repeat of phase two, except that it lasts slightly longer. If you haven’t defeated the boss by this point, the boss will enrage and use &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; to wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Umbra}} (Guaranteed)&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E9S.png&lt;br /&gt;
E9 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_Promise:_Umbra_(Savage)&amp;diff=1576934</id>
		<title>Eden&#039;s Promise: Umbra (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Umbra_(Savage)&amp;diff=1576934"/>
		<updated>2026-10-06T18:36:27Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Abyssal Abhorrence: Cloud of Darkness - Abilities and Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Umbra}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Umbra (Savage)&lt;br /&gt;
| image =  Eden&#039;s_Promise_Umbra_(Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 500&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Sphere of Naught&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30098&lt;br /&gt;
| id-edb = a1d3734280f&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E9S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Abyssal Abhorrence: [[Cloud of Darkness (ShB)|Cloud of Darkness]] - Abilities and Timeline ==&lt;br /&gt;
{{evt|service=youtube|id=B_6hU9-4q_0|dimensions=285|align=right|description=MTQCapture Video Guide}}&lt;br /&gt;
{{evt|service=youtube|id=WvIM5eEJk88|dimensions=285|align=right|description=Mrhappy Video Guide}}The battle against Cloud of Darkness takes place on a 40x40 yalm square arena with no walls or railings. Should a player be pushed or otherwise move off the edge of the platform, they will plummet to their death—their corpse being returned to the platform after a short delay.&lt;br /&gt;
&lt;br /&gt;
The arena will change multiple times throughout the fight, but the size and shape will only change following &#039;&#039;&#039;Empty Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Though the floor bears some square engravings, there are no markings on the floor that aid in positioning or predicting attacks for the fight.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Cloud of Darkness&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two &#039;&#039;&#039;{{Game icon|Thorny Vine|Thorny Vines}}&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each player will be tethered to the closest briar puddle, but each puddle will only tether to one player.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
* A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
* A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
* A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
* A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
* 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
* A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transforms the arena into a 5x5 grid of black tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Destroys 13 tiles—3 in each corner and 1 in the center—leaving 12 remaining. Tiles will glow when players are standing on them, disappearing under one of two conditions:&lt;br /&gt;
&lt;br /&gt;
* If two players are standing on the same tile, that tile will be destroyed instantly.&lt;br /&gt;
* If a player stands on a tile for 15 seconds, its perimeter will glow purple as a 5-second warning. If the player still remains on it afterwards, it will vanish.&lt;br /&gt;
** Players under the effect of {{Status effect|buff|File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; do not count as occupying a tile until their buff expires.&lt;br /&gt;
* All players are additionally afflicted with &#039;&#039;&#039;{{Game icon|Cloying Condensation}}&#039;&#039;&#039;, preventing jumping for the duration of the phase.&lt;br /&gt;
* All players are afflicted with &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; for 15 seconds. On expiration, the afflicted fires a 30-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] that damages other players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Creates a destructible &#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039; enemy at each cardinal edge that begins to move towards the Cloud of Darkness, granting her a stack of &#039;&#039;&#039;{{Game icon|Damage Up (Stacking)}}&#039;&#039;&#039; if successful.&lt;br /&gt;
&lt;br /&gt;
* Standing inside the Hypercharged Cloud will inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; on it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Cloud of Darkness with a 10y radius safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Returns the arena to its original state.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Creates two green clones at random edges of the arena, then prepares a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right. The clones will match the attack and fire it simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs three &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower|towers]]: four on the inner inter-cardinals and four on the outer.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# Deluge of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Summon&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# The Third Art of Darkness&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Particle Concentration&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# Rejuvenating Balm +&lt;br /&gt;
#* The Second Art of Darkness&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# &#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
The first phase of the fight is simply to show some of the mechanics that will repeat and evolve over the course of the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ground-Razing Particle Beam&#039;&#039;&#039;: An unavoidable room-wide AoE. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;: This attack has two variations, and you can tell which one the boss is using based on whether her tentacles are glowing or not.&lt;br /&gt;
**&#039;&#039;&#039;Glowing tentacles&#039;&#039;&#039;: Each DPS will be targeted for a line AoE and must join their partner to mitigate the damage.&lt;br /&gt;
**&#039;&#039;&#039;Non-glowing tentacles&#039;&#039;&#039;: Each player will be targeted for a line AoE. To avoid overlap, players should move to their assigned locations around the boss.&lt;br /&gt;
**Which version of this attack she uses is random, so be sure to watch the boss closely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;/&#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;: The main target will be hit and given a {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff, and then with the tank buster &#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;. Tanks can either swap during the cast of &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; and use cooldowns to mitigate damage from &#039;&#039;&#039;Zero-Form&#039;&#039;&#039;, or just use an invulnerability skill to get through the attack. Either way, other players should get away from the tank to avoid getting clipped by the attack.&lt;br /&gt;
&lt;br /&gt;
After these attacks, the boss will move to the middle of the room and use &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;. This causes room-wide damage and needs to be healed through/mitigated and changes the platform for the second phase.&lt;br /&gt;
&lt;br /&gt;
This phase consists of tether mechanics and expands on the &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attack from the first phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;: Room-wide damage with knockback and marks the floor under players with a puddle that will cause high damage. Players should use their knockback resistance and stack the puddles at the inter-cardinals near the boss. This will help create a safe zone for a mechanic coming up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;: The boss will tether to two roots on opposite sides of the room that will cause massive AoEs on the sides of the platform. Moving to the opposite cardinal edges of the platform will let you avoid these AoEs. At the same time, players will be tethered to seeds in the puddles, and DPS players will be tethered to a tank or a healer. These tethers will eventually pull players into the puddles and deal massive damage. The strategy to break the tethers is to have the tanks and healers run to one safe zone and the DPS to the other. Once the AoE from &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; resolves, players will run to the opposite side of the arena to break the tethers.&lt;br /&gt;
&lt;br /&gt;
*The boss will then tether to a side of the room and will perform one of two attacks:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;: The attack consists of a point-blank AoE around the boss, a large circle AoE buster on both tanks, a split AoE on both healers, and a wide conal AoE from the boss. To avoid taking damage, players will want to split into their assigned parties of four and move to either side of the boss, with the tanks moving to the edge of the arena away from their group. The point-blank AoE will go off, then the tank AoE, followed by the split for the healers with DPS to help mitigate the damage. The tanks should move back to the party quickly to avoid the conal AoE coming afterwards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;: This attack is similar to &#039;&#039;&#039;Anti-Air Phaser&#039;&#039;&#039; however the order is reversed, and the tank buster is a line instead of a circle AoE. The boss will start with a large conal AoE, the tank line buster, the split attack on the healers, and finally the point-blank AoE.&lt;br /&gt;
&lt;br /&gt;
*It is random which phaser the boss will use, so pay attention to the cast bar. After the attack, the boss should be pulled back into the center of the room.&lt;br /&gt;
&lt;br /&gt;
*The boss will then perform another room wide AoE and begin casting &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;: One of the boss’s tentacles will start glowing, indicating that the attack is coming out on the left or right, followed by either the stacking or splitting mechanics from the first &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;. Pay attention to which side the attack is coming out on, move to the opposite side, then move into assigned positions, as it’s easier to adjust to partner stacks if needed.&lt;br /&gt;
&lt;br /&gt;
*The boss will now use the opposite phaser attack from what was used earlier. This will lead to another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;/&#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;, then the boss will cast &#039;&#039;&#039;Empty Plane&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;: Room wide AoE dealing high damage, changes the platform, and marks panels on the floor for destruction.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
This phase requires parties to be well-coordinated in order to dodge attacks and move around each other, as players overlapping on a tile will cause instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;: Destroys the marked platforms and turns the center tile under the boss into a death-zone, as well as inflicts players with &#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039; and &#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039;: After the duration of the debuff, players fire a line AoE from their front. Aim away from players to avoid damage.&lt;br /&gt;
**&#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;: Players can only occupy a tile on the floor for a certain amount of time before collapsing. If the tile is yellow, it is safe to continue standing on. If the tile turns red, players should move to an empty tile and back to reset the timer. If two players occupy the same tile, however, the tile will immediately collapse.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;: The boss summons four &#039;&#039;&#039;Hypercharged Clouds&#039;&#039;&#039; at the cardinals of the platform that slowly move towards the boss. Each one that reaches the boss give her a {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff. Standing in front of the clouds inflicts them with {{status effect|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;, slowing them down significantly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039;: A large donut AoE. Stand on the edge of the bosses hitbox without entering the space underneath her to avoid.&lt;br /&gt;
&lt;br /&gt;
*The boss will then use &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, attacking half the stage (half of the panels in the middle column will be safe), then requiring players to either stack or spread out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;: Unavoidable room wide AoE, mitigate/heal through. The arena will then return to normal.&lt;br /&gt;
&lt;br /&gt;
The movement for this phase requires extreme coordination. If players pass over a tile at the same time, both will fall to their death. If you arranged your party as mentioned above, have your healers move to the outer tile on the east and west, their respective DPS partners move to the tile in front of them, and the DPS that are partnered with the tanks to the north and south outer tiles. This will give you two people per cloud to slow them down and enough firepower to destroy them before they reach the boss. Once the &#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039; is ready to go off, players can move clockwise one tile to let the healers and DPS on the outer tiles in to get closer to the center, then move back once the attack has resolved. For &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, having the tanks move one space to the left or the right allows the DPS on the inner tile of the marked side to move to one space previously occupied by the tank, and the healer to move to the other. Send healers to the north inner tile and DPS to the south, so there aren’t any overlapping players. Stand on the half of the tile that isn’t being attacked, then have the healers move back to their square first, followed by the DPS. Before the tanks move back, let the DPS on the outer tiles move quickly in and out to reset their timers. For the second half of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;, if players must stack, they should stand close to each other in their respective tiles without crossing over, and to split, players should simply rotate clockwise one tile again to let the players on the outside in. After this, players will return to their assigned location and wait for &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; and the arena to return to normal to signal the end of the phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
Summon: the boss will summon two clones, one to a corner of the stage, and one to an edge of the platform next to the other clone. The boss will proceed to use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; on either the left or right, which the clones will copy. This creates a small safe wedge on the stage. There is no indicator for these attacks, so looking to see where the clones are in relation to the boss is key. The boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; after this, so mitigate or tank swap to avoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Art of Darkness&#039;&#039;&#039;: This is simply a repeat of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; mechanics in rapid succession. While the side she attacks is random, the boss will always use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; in the following order:&lt;br /&gt;
*Left or right-side attack.&lt;br /&gt;
*Stack or split mechanic.&lt;br /&gt;
*The opposite side to the first attack.&lt;br /&gt;
This phase is almost the same as the second half of phase 2, with the addition of a Meteor mechanic.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;, dealing damage and changing the arena, followed by &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;, causing knockback and dropping seed puddles. Pop knockback and place puddles around the inter-cardinals of the boss like last time. This time, however, the boss will also cast &#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;, spawning eight Meteor markers that require a player to stand in each one or the meteors will explode, causing massive raid-wide damage and a debuff.&lt;br /&gt;
&lt;br /&gt;
Players must break their tethers, then stand in the meteor markers until they resolve, then heal.&lt;br /&gt;
&lt;br /&gt;
The boss will then use either &#039;&#039;&#039;Anti- Air Phaser&#039;&#039;&#039; or &#039;&#039;&#039;Wide-Angle Phaser&#039;&#039;&#039;, so dodge accordingly and move the boss back to the center of the room. The boss will use &#039;&#039;&#039;Ground-Razing Particle Beam&#039;&#039;&#039; and cast &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; again, this time mixing in &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;. Players must identify the safe side to stand on to avoid both attacks, then either stack or split as before for the second half of the attack. The timing is tight for this part, so move quickly. Finally, the boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; again and move into the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The final phase is a repeat of phase two, except that it lasts slightly longer. If you haven’t defeated the boss by this point, the boss will enrage and use &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; to wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Umbra}} (Guaranteed)&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E9S.png&lt;br /&gt;
E9 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_Promise:_Umbra_(Savage)&amp;diff=1576933</id>
		<title>Eden&#039;s Promise: Umbra (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Umbra_(Savage)&amp;diff=1576933"/>
		<updated>2026-10-06T18:31:08Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Abyssal Abhorrence: Cloud of Darkness - Abilities and Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Umbra}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Umbra (Savage)&lt;br /&gt;
| image =  Eden&#039;s_Promise_Umbra_(Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 500&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Sphere of Naught&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30098&lt;br /&gt;
| id-edb = a1d3734280f&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E9S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Abyssal Abhorrence: [[Cloud of Darkness (ShB)|Cloud of Darkness]] - Abilities and Timeline ==&lt;br /&gt;
{{evt|service=youtube|id=B_6hU9-4q_0|dimensions=285|align=right|description=MTQCapture Video Guide}}&lt;br /&gt;
{{evt|service=youtube|id=WvIM5eEJk88|dimensions=285|align=right|description=Mrhappy Video Guide}}The battle against Cloud of Darkness takes place on a 40x40 yalm square arena with no walls or railings. Should a player be pushed or otherwise move off the edge of the platform, they will plummet to their death—their corpse being returned to the platform after a short delay.&lt;br /&gt;
&lt;br /&gt;
The arena will change multiple times throughout the fight, but the size and shape will only change following &#039;&#039;&#039;Empty Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Though the floor bears some square engravings, there are no markings on the floor that aid in positioning or predicting attacks for the fight.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Cloud of Darkness&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two &#039;&#039;&#039;{{Game icon|Thorny Vine|Thorny Vines}}&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each player will be tethered to the closest briar puddle, but each puddle will only tether to one player.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
* A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
* A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
* A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
* A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
* 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
* A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transforms the arena into a 5x5 grid of black tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Destroys 13 tiles—3 in each corner and 1 in the center—leaving 12 remaining. Tiles will glow when players are standing on them, disappearing under one of two conditions:&lt;br /&gt;
&lt;br /&gt;
* If two players are standing on a tile, the tile will be destroyed instantly.&lt;br /&gt;
* If a player stands on a tile for 15 seconds, its perimeter will glow purple as a 5-second warning. If the player still remains on it afterwards, it will vanish.&lt;br /&gt;
** Players under the effect of {{Status effect|buff|File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; do not count as occupying a tile until their buff expires.&lt;br /&gt;
* All players are additionally afflicted with &#039;&#039;&#039;{{Game icon|Cloying Condensation}}&#039;&#039;&#039;, preventing jumping for the duration of the phase.&lt;br /&gt;
* All players are afflicted with &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; for 15 seconds. On expiration, the afflicted fires a 30-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] that damages other players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Creates a destructible &#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039; enemy at each cardinal edge that begins to move towards the Cloud of Darkness, granting her a stack of &#039;&#039;&#039;{{Game icon|Damage Up (Stacking)}}&#039;&#039;&#039; if successful.&lt;br /&gt;
&lt;br /&gt;
* Standing inside the Hypercharged Cloud will inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; on it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Cloud of Darkness with a 10y radius safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Returns the arena to its original state.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Creates two green clones at random edges of the arena, then prepares a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right. The clones will match the attack and fire it simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs three &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower|towers]]: four on the inner inter-cardinals and four on the outer.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# Deluge of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Summon&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# The Third Art of Darkness&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Particle Concentration&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# Rejuvenating Balm +&lt;br /&gt;
#* The Second Art of Darkness&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# &#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
The first phase of the fight is simply to show some of the mechanics that will repeat and evolve over the course of the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ground-Razing Particle Beam&#039;&#039;&#039;: An unavoidable room-wide AoE. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;: This attack has two variations, and you can tell which one the boss is using based on whether her tentacles are glowing or not.&lt;br /&gt;
**&#039;&#039;&#039;Glowing tentacles&#039;&#039;&#039;: Each DPS will be targeted for a line AoE and must join their partner to mitigate the damage.&lt;br /&gt;
**&#039;&#039;&#039;Non-glowing tentacles&#039;&#039;&#039;: Each player will be targeted for a line AoE. To avoid overlap, players should move to their assigned locations around the boss.&lt;br /&gt;
**Which version of this attack she uses is random, so be sure to watch the boss closely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;/&#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;: The main target will be hit and given a {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff, and then with the tank buster &#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;. Tanks can either swap during the cast of &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; and use cooldowns to mitigate damage from &#039;&#039;&#039;Zero-Form&#039;&#039;&#039;, or just use an invulnerability skill to get through the attack. Either way, other players should get away from the tank to avoid getting clipped by the attack.&lt;br /&gt;
&lt;br /&gt;
After these attacks, the boss will move to the middle of the room and use &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;. This causes room-wide damage and needs to be healed through/mitigated and changes the platform for the second phase.&lt;br /&gt;
&lt;br /&gt;
This phase consists of tether mechanics and expands on the &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attack from the first phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;: Room-wide damage with knockback and marks the floor under players with a puddle that will cause high damage. Players should use their knockback resistance and stack the puddles at the inter-cardinals near the boss. This will help create a safe zone for a mechanic coming up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;: The boss will tether to two roots on opposite sides of the room that will cause massive AoEs on the sides of the platform. Moving to the opposite cardinal edges of the platform will let you avoid these AoEs. At the same time, players will be tethered to seeds in the puddles, and DPS players will be tethered to a tank or a healer. These tethers will eventually pull players into the puddles and deal massive damage. The strategy to break the tethers is to have the tanks and healers run to one safe zone and the DPS to the other. Once the AoE from &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; resolves, players will run to the opposite side of the arena to break the tethers.&lt;br /&gt;
&lt;br /&gt;
*The boss will then tether to a side of the room and will perform one of two attacks:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;: The attack consists of a point-blank AoE around the boss, a large circle AoE buster on both tanks, a split AoE on both healers, and a wide conal AoE from the boss. To avoid taking damage, players will want to split into their assigned parties of four and move to either side of the boss, with the tanks moving to the edge of the arena away from their group. The point-blank AoE will go off, then the tank AoE, followed by the split for the healers with DPS to help mitigate the damage. The tanks should move back to the party quickly to avoid the conal AoE coming afterwards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;: This attack is similar to &#039;&#039;&#039;Anti-Air Phaser&#039;&#039;&#039; however the order is reversed, and the tank buster is a line instead of a circle AoE. The boss will start with a large conal AoE, the tank line buster, the split attack on the healers, and finally the point-blank AoE.&lt;br /&gt;
&lt;br /&gt;
*It is random which phaser the boss will use, so pay attention to the cast bar. After the attack, the boss should be pulled back into the center of the room.&lt;br /&gt;
&lt;br /&gt;
*The boss will then perform another room wide AoE and begin casting &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;: One of the boss’s tentacles will start glowing, indicating that the attack is coming out on the left or right, followed by either the stacking or splitting mechanics from the first &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;. Pay attention to which side the attack is coming out on, move to the opposite side, then move into assigned positions, as it’s easier to adjust to partner stacks if needed.&lt;br /&gt;
&lt;br /&gt;
*The boss will now use the opposite phaser attack from what was used earlier. This will lead to another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;/&#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;, then the boss will cast &#039;&#039;&#039;Empty Plane&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;: Room wide AoE dealing high damage, changes the platform, and marks panels on the floor for destruction.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
This phase requires parties to be well-coordinated in order to dodge attacks and move around each other, as players overlapping on a tile will cause instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;: Destroys the marked platforms and turns the center tile under the boss into a death-zone, as well as inflicts players with &#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039; and &#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039;: After the duration of the debuff, players fire a line AoE from their front. Aim away from players to avoid damage.&lt;br /&gt;
**&#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;: Players can only occupy a tile on the floor for a certain amount of time before collapsing. If the tile is yellow, it is safe to continue standing on. If the tile turns red, players should move to an empty tile and back to reset the timer. If two players occupy the same tile, however, the tile will immediately collapse.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;: The boss summons four &#039;&#039;&#039;Hypercharged Clouds&#039;&#039;&#039; at the cardinals of the platform that slowly move towards the boss. Each one that reaches the boss give her a {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff. Standing in front of the clouds inflicts them with {{status effect|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;, slowing them down significantly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039;: A large donut AoE. Stand on the edge of the bosses hitbox without entering the space underneath her to avoid.&lt;br /&gt;
&lt;br /&gt;
*The boss will then use &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, attacking half the stage (half of the panels in the middle column will be safe), then requiring players to either stack or spread out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;: Unavoidable room wide AoE, mitigate/heal through. The arena will then return to normal.&lt;br /&gt;
&lt;br /&gt;
The movement for this phase requires extreme coordination. If players pass over a tile at the same time, both will fall to their death. If you arranged your party as mentioned above, have your healers move to the outer tile on the east and west, their respective DPS partners move to the tile in front of them, and the DPS that are partnered with the tanks to the north and south outer tiles. This will give you two people per cloud to slow them down and enough firepower to destroy them before they reach the boss. Once the &#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039; is ready to go off, players can move clockwise one tile to let the healers and DPS on the outer tiles in to get closer to the center, then move back once the attack has resolved. For &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, having the tanks move one space to the left or the right allows the DPS on the inner tile of the marked side to move to one space previously occupied by the tank, and the healer to move to the other. Send healers to the north inner tile and DPS to the south, so there aren’t any overlapping players. Stand on the half of the tile that isn’t being attacked, then have the healers move back to their square first, followed by the DPS. Before the tanks move back, let the DPS on the outer tiles move quickly in and out to reset their timers. For the second half of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;, if players must stack, they should stand close to each other in their respective tiles without crossing over, and to split, players should simply rotate clockwise one tile again to let the players on the outside in. After this, players will return to their assigned location and wait for &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; and the arena to return to normal to signal the end of the phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
Summon: the boss will summon two clones, one to a corner of the stage, and one to an edge of the platform next to the other clone. The boss will proceed to use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; on either the left or right, which the clones will copy. This creates a small safe wedge on the stage. There is no indicator for these attacks, so looking to see where the clones are in relation to the boss is key. The boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; after this, so mitigate or tank swap to avoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Art of Darkness&#039;&#039;&#039;: This is simply a repeat of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; mechanics in rapid succession. While the side she attacks is random, the boss will always use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; in the following order:&lt;br /&gt;
*Left or right-side attack.&lt;br /&gt;
*Stack or split mechanic.&lt;br /&gt;
*The opposite side to the first attack.&lt;br /&gt;
This phase is almost the same as the second half of phase 2, with the addition of a Meteor mechanic.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;, dealing damage and changing the arena, followed by &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;, causing knockback and dropping seed puddles. Pop knockback and place puddles around the inter-cardinals of the boss like last time. This time, however, the boss will also cast &#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;, spawning eight Meteor markers that require a player to stand in each one or the meteors will explode, causing massive raid-wide damage and a debuff.&lt;br /&gt;
&lt;br /&gt;
Players must break their tethers, then stand in the meteor markers until they resolve, then heal.&lt;br /&gt;
&lt;br /&gt;
The boss will then use either &#039;&#039;&#039;Anti- Air Phaser&#039;&#039;&#039; or &#039;&#039;&#039;Wide-Angle Phaser&#039;&#039;&#039;, so dodge accordingly and move the boss back to the center of the room. The boss will use &#039;&#039;&#039;Ground-Razing Particle Beam&#039;&#039;&#039; and cast &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; again, this time mixing in &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;. Players must identify the safe side to stand on to avoid both attacks, then either stack or split as before for the second half of the attack. The timing is tight for this part, so move quickly. Finally, the boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; again and move into the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The final phase is a repeat of phase two, except that it lasts slightly longer. If you haven’t defeated the boss by this point, the boss will enrage and use &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; to wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Umbra}} (Guaranteed)&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E9S.png&lt;br /&gt;
E9 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=Tether_(mechanic)&amp;diff=1576926</id>
		<title>Tether (mechanic)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Tether_(mechanic)&amp;diff=1576926"/>
		<updated>2026-10-06T18:27:21Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Replaced Burning Chains and Thorny Vines with status effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tethers are lines of varying appearance attached between two entities— often a player and the boss, or two players together. Tether visuals will not always be consistent to their functionality across fights and expansions.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
=== Spread / Far Tether ===&lt;br /&gt;
[[File:Chain Proximity Tether Markers.png|alt=Two players chained together.|thumb|310x310px|Two players chained together.]]&lt;br /&gt;
A tether typically attached between two players. These tethers will force players to separate from whomever they are attached to. They often have one of two effects:&lt;br /&gt;
&lt;br /&gt;
# A tether that must be broken by both targets moving sufficiently far enough away from each other, receiving damage and/or negative status effects until accomplished.&lt;br /&gt;
#* As the breaking point of this tether is relative to its starting length, these tethers are easier to break by stacking close together prior.&lt;br /&gt;
# A tether that requires both players to remain a certain distance apart for the entire duration, with negative repercussions occurring only if players move too close together.&lt;br /&gt;
&lt;br /&gt;
These types of tethers often appear as {{Status effect|debuff|File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; or &#039;&#039;&#039;{{Game icon|Thorny Vine|Thorny Vines}}&#039;&#039;&#039;. If the tether is blue with arrows pointing away from the middle, the tether will remain active until a debuff expires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Paired / Close Tether ===&lt;br /&gt;
A tether most often attached between two players. Requires the tethered players to stay close together to survive. Moving too far apart often leads to continuous damage or instant defeat to both players.&lt;br /&gt;
&lt;br /&gt;
These types of tethers may appear as red and green chains (&amp;quot;Christmas tethers&amp;quot;). If the tether is green only with arrows pointing to the middle, the tether will remain active until a debuff expires.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Blue Green tethers.jpg|Example close tethers (green) and far tethers (blue) that must be satisfied until debuffs expire&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Transferable Tether ===&lt;br /&gt;
[[File:Interceptible Tether Markers.png|alt=A Transferable Tether aimed at a Bomb enemy.|thumb|399x399px|A Transferable Tether indicating that an attack aimed at the Bomb must be blocked.]]&lt;br /&gt;
These tethers are commonly dotted orange lines and have a pulsating circle attached to the target, indicating they can be transferred to an entity that walks through it. Some Transferable Tethers will swap to whatever entity walks through it, while others will instead only transfer while the blocker remains between the attacker and its target.&lt;br /&gt;
&lt;br /&gt;
Depending on the encounter, transferable tethers have various effects, for example:&lt;br /&gt;
&lt;br /&gt;
* A tether to an object or enemy that will cause a detrimental effect if the tether is not collected by a player.&lt;br /&gt;
* A tether that results in a [[tankbuster]] being fired at the target when the attack resolves.&lt;br /&gt;
* A tether that fires multiple debuffing attacks over an extended period of time, requiring players to transfer the tether to others in a sequence.&lt;br /&gt;
&lt;br /&gt;
Note that this tether visual was added in &#039;&#039;Stormblood&#039;&#039;&#039;.&#039;&#039;&#039;&#039;&#039; Prior expansions will use various different visual styles for this type of tether mechanic.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Proximity Tether ===&lt;br /&gt;
[[File:Proximity Tether Markers.png|alt=A proximity tether attached to a player.|thumb|400x400px|A proximity tether attached to a player, visually changing once a safe distance has been reached.]]&lt;br /&gt;
A tether from an enemy to a player. The tethered players will take increased damage from an upcoming attack unless they reach a safe distance from the target.&lt;br /&gt;
&lt;br /&gt;
Proximity Tethers will sometimes change appearance as an indication that a safe distance has been reached; if the tether is too short, it will have a pink spiky appearance.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Chase Tether Discoid.png|alt=An orb attached to a player by a Chase Tether.|thumb|A Chase Tether linking an explosive orb to a player.]]&lt;br /&gt;
&lt;br /&gt;
=== Chase Tether ===&lt;br /&gt;
A tether from an enemy or an attack to a player. Whatever is tethered to the player will chase them relentlessly, even ignoring enmity.&lt;br /&gt;
&lt;br /&gt;
In many cases, players will want to find a way to avoid or break their tether.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Magnetic Tether ===&lt;br /&gt;
A tether that applies a {{Status effect|debuff|File:PositiveCharge debuff.png}} positive or {{Status effect|debuff|File:NegativeCharge debuff.png}} negative charge to both targets attached to it. While often between two players, tethers can be attached to immovable objects or even between two non-player entities.&lt;br /&gt;
&lt;br /&gt;
If both charges are the same, the targets will be pushed away from each other after a short period of time. If the charges are opposite, the targets will be drawn together.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;300&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Magnetic Tether Same.png|A Magnetic Tether between the player and boss with the same polarity.&lt;br /&gt;
File:Magnetic Tether Opposite.png|A Magnetic Tether with opposite polarities.&lt;br /&gt;
&amp;lt;/gallery&amp;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=Thorny_Vine&amp;diff=1576925</id>
		<title>Thorny Vine</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Thorny_Vine&amp;diff=1576925"/>
		<updated>2026-10-06T18:23:28Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added additional description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status effect infobox&lt;br /&gt;
| name = Thorny Vine&lt;br /&gt;
| icon = thorny vine status icon1.png&lt;br /&gt;
| description = Thorny vines are causing damage over time.&lt;br /&gt;
| type = Debuff&lt;br /&gt;
| patch = 2.2&lt;br /&gt;
| id = 445&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most often functions as a [[Tether (mechanic)#Spread / Far Tether|breakable spread tether]] between two players, or between a player and an enemy.&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Briar&amp;diff=1576924</id>
		<title>Briar</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Briar&amp;diff=1576924"/>
		<updated>2026-10-06T18:21:09Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added additional description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status effect infobox&lt;br /&gt;
| name = Briar&lt;br /&gt;
| icon = briar status icon1.png&lt;br /&gt;
| description = Thick briar is reducing movement speed and causing damage over time. Prevents draw-in and knockback effects.&lt;br /&gt;
| type = Debuff&lt;br /&gt;
| patch = 2.2&lt;br /&gt;
| id = 436&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Typically afflicted by [[Area of Effect#Puddle|puddles]] of briars or thorns on the ground.&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Curse_of_Darkness&amp;diff=1576923</id>
		<title>Curse of Darkness</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Curse_of_Darkness&amp;diff=1576923"/>
		<updated>2026-10-06T18:19:04Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added additional description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status effect infobox&lt;br /&gt;
| name = Curse of Darkness&lt;br /&gt;
| icon = curse of darkness status icon1.png&lt;br /&gt;
| description = Cursed to become a fell minion, unleashing Particle Beam when this effect expires.&lt;br /&gt;
| type = Debuff&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| id = 2387&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle beam is a 30-degree [[Area of Effect#Static Cone AoE|cone AoE]] fired from the afflicted person&#039;s face that deals damage to other players.&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Umbra_(Savage)&amp;diff=1576922</id>
		<title>Eden&#039;s Promise: Umbra (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Umbra_(Savage)&amp;diff=1576922"/>
		<updated>2026-10-06T18:16:10Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Replaced status effects.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Umbra}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Umbra (Savage)&lt;br /&gt;
| image =  Eden&#039;s_Promise_Umbra_(Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 500&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Sphere of Naught&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30098&lt;br /&gt;
| id-edb = a1d3734280f&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E9S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Abyssal Abhorrence: [[Cloud of Darkness (ShB)|Cloud of Darkness]] - Abilities and Timeline ==&lt;br /&gt;
{{evt|service=youtube|id=B_6hU9-4q_0|dimensions=285|align=right|description=MTQCapture Video Guide}}&lt;br /&gt;
{{evt|service=youtube|id=WvIM5eEJk88|dimensions=285|align=right|description=Mrhappy Video Guide}}The battle against Cloud of Darkness takes place on a 40x40 yalm square arena with no walls or railings. Should a player be pushed or otherwise move off the edge of the platform, they will plummet to their death—their corpse being returned to the platform after a short delay.&lt;br /&gt;
&lt;br /&gt;
The arena will change multiple times throughout the fight, but the size and shape will only change following &#039;&#039;&#039;Empty Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Though the floor bears some square engravings, there are no markings on the floor that aid in positioning or predicting attacks for the fight.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Cloud of Darkness&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a &#039;&#039;&#039;{{Game icon|Briar}}&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two &#039;&#039;&#039;{{Game icon|Thorny Vine|Thorny Vines}}&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each player will be tethered to the closest briar puddle, but each puddle will only tether to one player.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
* A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
* A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
* A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
* A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
* 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
* A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transforms the arena into a 5x5 grid of black tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Destroys 13 tiles—3 in each corner and 1 in the center—leaving 12 remaining. Tiles will glow when players are standing on them, disappearing under one of two conditions:&lt;br /&gt;
&lt;br /&gt;
* If two players are standing on a tile, the tile will be destroyed instantly.&lt;br /&gt;
* If a player stands on a tile for 15 seconds, its perimeter will glow purple as a 5-second warning. If the player still remains on it afterwards, it will vanish.&lt;br /&gt;
** Players under the effect of {{Status effect|buff|File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; do not count as occupying a tile until their buff expires.&lt;br /&gt;
* All players are additionally afflicted with &#039;&#039;&#039;{{Game icon|Cloying Condensation}}&#039;&#039;&#039;, preventing jumping for the duration of the phase.&lt;br /&gt;
* All players are afflicted with &#039;&#039;&#039;{{Game icon|Curse of Darkness}}&#039;&#039;&#039; for 15 seconds. On expiration, the afflicted fires a 30-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] that damages other players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Creates a &#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039; at each cardinal edge that begins to move towards the Cloud of Darkness, granting her a stack of &#039;&#039;&#039;{{Game icon|Damage Up (Stacking)}}&#039;&#039;&#039; if successful.&lt;br /&gt;
&lt;br /&gt;
* Standing inside the Hypercharged Cloud will inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; on it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Cloud of Darkness with a 10y radius safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Returns the arena to its original state.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Creates two green clones at random edges of the arena, then prepares a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right. The clones will match the attack and fire it simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs three &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower|towers]]: four on the inner inter-cardinals and four on the outer.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# Deluge of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Summon&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# The Third Art of Darkness&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Particle Concentration&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# Rejuvenating Balm +&lt;br /&gt;
#* The Second Art of Darkness&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# &#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
The first phase of the fight is simply to show some of the mechanics that will repeat and evolve over the course of the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ground-Razing Particle Beam&#039;&#039;&#039;: An unavoidable room-wide AoE. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;: This attack has two variations, and you can tell which one the boss is using based on whether her tentacles are glowing or not.&lt;br /&gt;
**&#039;&#039;&#039;Glowing tentacles&#039;&#039;&#039;: Each DPS will be targeted for a line AoE and must join their partner to mitigate the damage.&lt;br /&gt;
**&#039;&#039;&#039;Non-glowing tentacles&#039;&#039;&#039;: Each player will be targeted for a line AoE. To avoid overlap, players should move to their assigned locations around the boss.&lt;br /&gt;
**Which version of this attack she uses is random, so be sure to watch the boss closely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;/&#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;: The main target will be hit and given a {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff, and then with the tank buster &#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;. Tanks can either swap during the cast of &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; and use cooldowns to mitigate damage from &#039;&#039;&#039;Zero-Form&#039;&#039;&#039;, or just use an invulnerability skill to get through the attack. Either way, other players should get away from the tank to avoid getting clipped by the attack.&lt;br /&gt;
&lt;br /&gt;
After these attacks, the boss will move to the middle of the room and use &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;. This causes room-wide damage and needs to be healed through/mitigated and changes the platform for the second phase.&lt;br /&gt;
&lt;br /&gt;
This phase consists of tether mechanics and expands on the &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attack from the first phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;: Room-wide damage with knockback and marks the floor under players with a puddle that will cause high damage. Players should use their knockback resistance and stack the puddles at the inter-cardinals near the boss. This will help create a safe zone for a mechanic coming up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;: The boss will tether to two roots on opposite sides of the room that will cause massive AoEs on the sides of the platform. Moving to the opposite cardinal edges of the platform will let you avoid these AoEs. At the same time, players will be tethered to seeds in the puddles, and DPS players will be tethered to a tank or a healer. These tethers will eventually pull players into the puddles and deal massive damage. The strategy to break the tethers is to have the tanks and healers run to one safe zone and the DPS to the other. Once the AoE from &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; resolves, players will run to the opposite side of the arena to break the tethers.&lt;br /&gt;
&lt;br /&gt;
*The boss will then tether to a side of the room and will perform one of two attacks:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;: The attack consists of a point-blank AoE around the boss, a large circle AoE buster on both tanks, a split AoE on both healers, and a wide conal AoE from the boss. To avoid taking damage, players will want to split into their assigned parties of four and move to either side of the boss, with the tanks moving to the edge of the arena away from their group. The point-blank AoE will go off, then the tank AoE, followed by the split for the healers with DPS to help mitigate the damage. The tanks should move back to the party quickly to avoid the conal AoE coming afterwards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;: This attack is similar to &#039;&#039;&#039;Anti-Air Phaser&#039;&#039;&#039; however the order is reversed, and the tank buster is a line instead of a circle AoE. The boss will start with a large conal AoE, the tank line buster, the split attack on the healers, and finally the point-blank AoE.&lt;br /&gt;
&lt;br /&gt;
*It is random which phaser the boss will use, so pay attention to the cast bar. After the attack, the boss should be pulled back into the center of the room.&lt;br /&gt;
&lt;br /&gt;
*The boss will then perform another room wide AoE and begin casting &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;: One of the boss’s tentacles will start glowing, indicating that the attack is coming out on the left or right, followed by either the stacking or splitting mechanics from the first &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;. Pay attention to which side the attack is coming out on, move to the opposite side, then move into assigned positions, as it’s easier to adjust to partner stacks if needed.&lt;br /&gt;
&lt;br /&gt;
*The boss will now use the opposite phaser attack from what was used earlier. This will lead to another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;/&#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;, then the boss will cast &#039;&#039;&#039;Empty Plane&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;: Room wide AoE dealing high damage, changes the platform, and marks panels on the floor for destruction.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
This phase requires parties to be well-coordinated in order to dodge attacks and move around each other, as players overlapping on a tile will cause instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;: Destroys the marked platforms and turns the center tile under the boss into a death-zone, as well as inflicts players with &#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039; and &#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039;: After the duration of the debuff, players fire a line AoE from their front. Aim away from players to avoid damage.&lt;br /&gt;
**&#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;: Players can only occupy a tile on the floor for a certain amount of time before collapsing. If the tile is yellow, it is safe to continue standing on. If the tile turns red, players should move to an empty tile and back to reset the timer. If two players occupy the same tile, however, the tile will immediately collapse.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;: The boss summons four &#039;&#039;&#039;Hypercharged Clouds&#039;&#039;&#039; at the cardinals of the platform that slowly move towards the boss. Each one that reaches the boss give her a {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff. Standing in front of the clouds inflicts them with {{status effect|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;, slowing them down significantly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039;: A large donut AoE. Stand on the edge of the bosses hitbox without entering the space underneath her to avoid.&lt;br /&gt;
&lt;br /&gt;
*The boss will then use &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, attacking half the stage (half of the panels in the middle column will be safe), then requiring players to either stack or spread out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;: Unavoidable room wide AoE, mitigate/heal through. The arena will then return to normal.&lt;br /&gt;
&lt;br /&gt;
The movement for this phase requires extreme coordination. If players pass over a tile at the same time, both will fall to their death. If you arranged your party as mentioned above, have your healers move to the outer tile on the east and west, their respective DPS partners move to the tile in front of them, and the DPS that are partnered with the tanks to the north and south outer tiles. This will give you two people per cloud to slow them down and enough firepower to destroy them before they reach the boss. Once the &#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039; is ready to go off, players can move clockwise one tile to let the healers and DPS on the outer tiles in to get closer to the center, then move back once the attack has resolved. For &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, having the tanks move one space to the left or the right allows the DPS on the inner tile of the marked side to move to one space previously occupied by the tank, and the healer to move to the other. Send healers to the north inner tile and DPS to the south, so there aren’t any overlapping players. Stand on the half of the tile that isn’t being attacked, then have the healers move back to their square first, followed by the DPS. Before the tanks move back, let the DPS on the outer tiles move quickly in and out to reset their timers. For the second half of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;, if players must stack, they should stand close to each other in their respective tiles without crossing over, and to split, players should simply rotate clockwise one tile again to let the players on the outside in. After this, players will return to their assigned location and wait for &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; and the arena to return to normal to signal the end of the phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
Summon: the boss will summon two clones, one to a corner of the stage, and one to an edge of the platform next to the other clone. The boss will proceed to use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; on either the left or right, which the clones will copy. This creates a small safe wedge on the stage. There is no indicator for these attacks, so looking to see where the clones are in relation to the boss is key. The boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; after this, so mitigate or tank swap to avoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Art of Darkness&#039;&#039;&#039;: This is simply a repeat of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; mechanics in rapid succession. While the side she attacks is random, the boss will always use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; in the following order:&lt;br /&gt;
*Left or right-side attack.&lt;br /&gt;
*Stack or split mechanic.&lt;br /&gt;
*The opposite side to the first attack.&lt;br /&gt;
This phase is almost the same as the second half of phase 2, with the addition of a Meteor mechanic.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;, dealing damage and changing the arena, followed by &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;, causing knockback and dropping seed puddles. Pop knockback and place puddles around the inter-cardinals of the boss like last time. This time, however, the boss will also cast &#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;, spawning eight Meteor markers that require a player to stand in each one or the meteors will explode, causing massive raid-wide damage and a debuff.&lt;br /&gt;
&lt;br /&gt;
Players must break their tethers, then stand in the meteor markers until they resolve, then heal.&lt;br /&gt;
&lt;br /&gt;
The boss will then use either &#039;&#039;&#039;Anti- Air Phaser&#039;&#039;&#039; or &#039;&#039;&#039;Wide-Angle Phaser&#039;&#039;&#039;, so dodge accordingly and move the boss back to the center of the room. The boss will use &#039;&#039;&#039;Ground-Razing Particle Beam&#039;&#039;&#039; and cast &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; again, this time mixing in &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;. Players must identify the safe side to stand on to avoid both attacks, then either stack or split as before for the second half of the attack. The timing is tight for this part, so move quickly. Finally, the boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; again and move into the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The final phase is a repeat of phase two, except that it lasts slightly longer. If you haven’t defeated the boss by this point, the boss will enrage and use &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; to wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Umbra}} (Guaranteed)&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E9S.png&lt;br /&gt;
E9 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_Promise:_Umbra_(Savage)&amp;diff=1576887</id>
		<title>Eden&#039;s Promise: Umbra (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Umbra_(Savage)&amp;diff=1576887"/>
		<updated>2026-10-06T09:39:42Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Minor reformatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Umbra}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Umbra (Savage)&lt;br /&gt;
| image =  Eden&#039;s_Promise_Umbra_(Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 500&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Sphere of Naught&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30098&lt;br /&gt;
| id-edb = a1d3734280f&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E9S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Abyssal Abhorrence: [[Cloud of Darkness (ShB)|Cloud of Darkness]] - Abilities and Timeline ==&lt;br /&gt;
{{evt|service=youtube|id=B_6hU9-4q_0|dimensions=285|align=right|description=MTQCapture Video Guide}}&lt;br /&gt;
{{evt|service=youtube|id=WvIM5eEJk88|dimensions=285|align=right|description=Mrhappy Video Guide}}The battle against Cloud of Darkness takes place on a 40x40 yalm square arena with no walls or railings. Should a player be pushed or otherwise move off the edge of the platform, they will plummet to their death—their corpse being returned to the platform after a short delay.&lt;br /&gt;
&lt;br /&gt;
The arena will change multiple times throughout the fight, but the size and shape will only change following &#039;&#039;&#039;Empty Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Though the floor bears some square engravings, there are no markings on the floor that aid in positioning or predicting attacks for the fight.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Cloud of Darkness&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a {{Status effect|debuff|File:Briar icon1.png}} &#039;&#039;&#039;Briar&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two {{Status effect|debuff|File:Thorny Vine debuff.png}} &#039;&#039;&#039;Thorny Vines&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each player will be tethered to the closest briar puddle, but each puddle will only tether to one player.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
* A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
* A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
* A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
* A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
* 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
* A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transforms the arena into a 5x5 grid of black tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Destroys 13 tiles—3 in each corner and 1 in the center—leaving 12 remaining. Tiles will glow when players are standing on them, disappearing under one of two conditions:&lt;br /&gt;
&lt;br /&gt;
* If two players are standing on a tile, the tile will be destroyed instantly.&lt;br /&gt;
* If a player stands on a tile for 15 seconds, its perimeter will glow purple as a 5-second warning. If the player still remains on it afterwards, it will vanish.&lt;br /&gt;
** Players under the effect of {{Status effect|buff|File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; do not count as occupying a tile until their buff expires.&lt;br /&gt;
* All players are additionally afflicted with &#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;, preventing jumping for the duration of the phase.&lt;br /&gt;
* All players are afflicted with &#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039; for 15 seconds. On expiration, the afflicted fires a 30-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] that damages other players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Creates a &#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039; at each cardinal edge that begins to move towards the Cloud of Darkness, granting her a stack of &#039;&#039;&#039;{{Game icon|Damage Up (Stacking)}}&#039;&#039;&#039; if successful.&lt;br /&gt;
&lt;br /&gt;
* Standing inside the Hypercharged Cloud will inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; on it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Cloud of Darkness with a 10y radius safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Returns the arena to its original state.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Creates two green clones at random edges of the arena, then prepares a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right. The clones will match the attack and fire it simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs three &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower|towers]]: four on the inner inter-cardinals and four on the outer.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# Deluge of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Summon&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# The Third Art of Darkness&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Particle Concentration&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# Rejuvenating Balm +&lt;br /&gt;
#* The Second Art of Darkness&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# &#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
The first phase of the fight is simply to show some of the mechanics that will repeat and evolve over the course of the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ground-Razing Particle Beam&#039;&#039;&#039;: An unavoidable room-wide AoE. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;: This attack has two variations, and you can tell which one the boss is using based on whether her tentacles are glowing or not.&lt;br /&gt;
**&#039;&#039;&#039;Glowing tentacles&#039;&#039;&#039;: Each DPS will be targeted for a line AoE and must join their partner to mitigate the damage.&lt;br /&gt;
**&#039;&#039;&#039;Non-glowing tentacles&#039;&#039;&#039;: Each player will be targeted for a line AoE. To avoid overlap, players should move to their assigned locations around the boss.&lt;br /&gt;
**Which version of this attack she uses is random, so be sure to watch the boss closely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;/&#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;: The main target will be hit and given a {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff, and then with the tank buster &#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;. Tanks can either swap during the cast of &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; and use cooldowns to mitigate damage from &#039;&#039;&#039;Zero-Form&#039;&#039;&#039;, or just use an invulnerability skill to get through the attack. Either way, other players should get away from the tank to avoid getting clipped by the attack.&lt;br /&gt;
&lt;br /&gt;
After these attacks, the boss will move to the middle of the room and use &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;. This causes room-wide damage and needs to be healed through/mitigated and changes the platform for the second phase.&lt;br /&gt;
&lt;br /&gt;
This phase consists of tether mechanics and expands on the &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attack from the first phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;: Room-wide damage with knockback and marks the floor under players with a puddle that will cause high damage. Players should use their knockback resistance and stack the puddles at the inter-cardinals near the boss. This will help create a safe zone for a mechanic coming up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;: The boss will tether to two roots on opposite sides of the room that will cause massive AoEs on the sides of the platform. Moving to the opposite cardinal edges of the platform will let you avoid these AoEs. At the same time, players will be tethered to seeds in the puddles, and DPS players will be tethered to a tank or a healer. These tethers will eventually pull players into the puddles and deal massive damage. The strategy to break the tethers is to have the tanks and healers run to one safe zone and the DPS to the other. Once the AoE from &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; resolves, players will run to the opposite side of the arena to break the tethers.&lt;br /&gt;
&lt;br /&gt;
*The boss will then tether to a side of the room and will perform one of two attacks:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;: The attack consists of a point-blank AoE around the boss, a large circle AoE buster on both tanks, a split AoE on both healers, and a wide conal AoE from the boss. To avoid taking damage, players will want to split into their assigned parties of four and move to either side of the boss, with the tanks moving to the edge of the arena away from their group. The point-blank AoE will go off, then the tank AoE, followed by the split for the healers with DPS to help mitigate the damage. The tanks should move back to the party quickly to avoid the conal AoE coming afterwards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;: This attack is similar to &#039;&#039;&#039;Anti-Air Phaser&#039;&#039;&#039; however the order is reversed, and the tank buster is a line instead of a circle AoE. The boss will start with a large conal AoE, the tank line buster, the split attack on the healers, and finally the point-blank AoE.&lt;br /&gt;
&lt;br /&gt;
*It is random which phaser the boss will use, so pay attention to the cast bar. After the attack, the boss should be pulled back into the center of the room.&lt;br /&gt;
&lt;br /&gt;
*The boss will then perform another room wide AoE and begin casting &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;: One of the boss’s tentacles will start glowing, indicating that the attack is coming out on the left or right, followed by either the stacking or splitting mechanics from the first &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;. Pay attention to which side the attack is coming out on, move to the opposite side, then move into assigned positions, as it’s easier to adjust to partner stacks if needed.&lt;br /&gt;
&lt;br /&gt;
*The boss will now use the opposite phaser attack from what was used earlier. This will lead to another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;/&#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;, then the boss will cast &#039;&#039;&#039;Empty Plane&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;: Room wide AoE dealing high damage, changes the platform, and marks panels on the floor for destruction.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
This phase requires parties to be well-coordinated in order to dodge attacks and move around each other, as players overlapping on a tile will cause instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;: Destroys the marked platforms and turns the center tile under the boss into a death-zone, as well as inflicts players with &#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039; and &#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039;: After the duration of the debuff, players fire a line AoE from their front. Aim away from players to avoid damage.&lt;br /&gt;
**&#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;: Players can only occupy a tile on the floor for a certain amount of time before collapsing. If the tile is yellow, it is safe to continue standing on. If the tile turns red, players should move to an empty tile and back to reset the timer. If two players occupy the same tile, however, the tile will immediately collapse.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;: The boss summons four &#039;&#039;&#039;Hypercharged Clouds&#039;&#039;&#039; at the cardinals of the platform that slowly move towards the boss. Each one that reaches the boss give her a {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff. Standing in front of the clouds inflicts them with {{status effect|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;, slowing them down significantly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039;: A large donut AoE. Stand on the edge of the bosses hitbox without entering the space underneath her to avoid.&lt;br /&gt;
&lt;br /&gt;
*The boss will then use &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, attacking half the stage (half of the panels in the middle column will be safe), then requiring players to either stack or spread out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;: Unavoidable room wide AoE, mitigate/heal through. The arena will then return to normal.&lt;br /&gt;
&lt;br /&gt;
The movement for this phase requires extreme coordination. If players pass over a tile at the same time, both will fall to their death. If you arranged your party as mentioned above, have your healers move to the outer tile on the east and west, their respective DPS partners move to the tile in front of them, and the DPS that are partnered with the tanks to the north and south outer tiles. This will give you two people per cloud to slow them down and enough firepower to destroy them before they reach the boss. Once the &#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039; is ready to go off, players can move clockwise one tile to let the healers and DPS on the outer tiles in to get closer to the center, then move back once the attack has resolved. For &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, having the tanks move one space to the left or the right allows the DPS on the inner tile of the marked side to move to one space previously occupied by the tank, and the healer to move to the other. Send healers to the north inner tile and DPS to the south, so there aren’t any overlapping players. Stand on the half of the tile that isn’t being attacked, then have the healers move back to their square first, followed by the DPS. Before the tanks move back, let the DPS on the outer tiles move quickly in and out to reset their timers. For the second half of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;, if players must stack, they should stand close to each other in their respective tiles without crossing over, and to split, players should simply rotate clockwise one tile again to let the players on the outside in. After this, players will return to their assigned location and wait for &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; and the arena to return to normal to signal the end of the phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
Summon: the boss will summon two clones, one to a corner of the stage, and one to an edge of the platform next to the other clone. The boss will proceed to use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; on either the left or right, which the clones will copy. This creates a small safe wedge on the stage. There is no indicator for these attacks, so looking to see where the clones are in relation to the boss is key. The boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; after this, so mitigate or tank swap to avoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Art of Darkness&#039;&#039;&#039;: This is simply a repeat of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; mechanics in rapid succession. While the side she attacks is random, the boss will always use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; in the following order:&lt;br /&gt;
*Left or right-side attack.&lt;br /&gt;
*Stack or split mechanic.&lt;br /&gt;
*The opposite side to the first attack.&lt;br /&gt;
This phase is almost the same as the second half of phase 2, with the addition of a Meteor mechanic.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;, dealing damage and changing the arena, followed by &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;, causing knockback and dropping seed puddles. Pop knockback and place puddles around the inter-cardinals of the boss like last time. This time, however, the boss will also cast &#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;, spawning eight Meteor markers that require a player to stand in each one or the meteors will explode, causing massive raid-wide damage and a debuff.&lt;br /&gt;
&lt;br /&gt;
Players must break their tethers, then stand in the meteor markers until they resolve, then heal.&lt;br /&gt;
&lt;br /&gt;
The boss will then use either &#039;&#039;&#039;Anti- Air Phaser&#039;&#039;&#039; or &#039;&#039;&#039;Wide-Angle Phaser&#039;&#039;&#039;, so dodge accordingly and move the boss back to the center of the room. The boss will use &#039;&#039;&#039;Ground-Razing Particle Beam&#039;&#039;&#039; and cast &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; again, this time mixing in &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;. Players must identify the safe side to stand on to avoid both attacks, then either stack or split as before for the second half of the attack. The timing is tight for this part, so move quickly. Finally, the boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; again and move into the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The final phase is a repeat of phase two, except that it lasts slightly longer. If you haven’t defeated the boss by this point, the boss will enrage and use &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; to wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Umbra}} (Guaranteed)&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E9S.png&lt;br /&gt;
E9 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_Promise:_Umbra_(Savage)&amp;diff=1576886</id>
		<title>Eden&#039;s Promise: Umbra (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Umbra_(Savage)&amp;diff=1576886"/>
		<updated>2026-10-06T09:38:57Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added ability and timeline tables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Umbra}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Umbra (Savage)&lt;br /&gt;
| image =  Eden&#039;s_Promise_Umbra_(Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 500&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 = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Sphere of Naught&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30098&lt;br /&gt;
| id-edb = a1d3734280f&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E9S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Abyssal Abhorrence: [[Cloud of Darkness (ShB)|Cloud of Darkness]] - Abilities and Timeline ==&lt;br /&gt;
{{evt|service=youtube|id=B_6hU9-4q_0|dimensions=285|align=right|description=MTQCapture Video Guide}}&lt;br /&gt;
{{evt|service=youtube|id=WvIM5eEJk88|dimensions=285|align=right|description=Mrhappy Video Guide}}The battle against Cloud of Darkness takes place on a 40x40 yalm square arena with no walls or railings. Should a player be pushed or otherwise move off the edge of the platform, they will plummet to their death—their corpse being returned to the platform after a short delay.&lt;br /&gt;
&lt;br /&gt;
The arena will change multiple times throughout the fight, but the size and shape will only change following &#039;&#039;&#039;Empty Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Though the floor bears some square engravings, there are no markings on the floor that aid in positioning or predicting attacks for the fight.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Cloud of Darkness&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ground-razing Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|A 5-second cast that results in three possible attacks based on its visual:&lt;br /&gt;
&lt;br /&gt;
# If the boss&#039;s golden tentacles glow, all four DPS players are hit by untelegraphed {{Game icon|Stack marker|Stack markers}} that inflict &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If the boss herself glows, she fires a [[Area of Effect#Spread Line or Cone|spread line]] at all players, inflicting &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
# If only one of the two golden tentacles glow, she fires a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] from the glowing side.&lt;br /&gt;
#* The 1st type will &#039;&#039;always&#039;&#039; fire four attacks and the 2nd type eight. If players are dead, the attacks without targets will be fired at random players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;&lt;br /&gt;
|Fires a small [[Area of Effect#Static Circle AoE|circle AoE]] at the highest enmity player that inflicts a 4 second &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;. Then fires a magic damage [[Tankbuster#AoE Tankbuster|line AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transitions the arena to a wooded area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] centered on the boss. Afterwards hits all players with a small [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; and creates a {{Status effect|debuff|File:Briar icon1.png}} &#039;&#039;&#039;Briar&#039;&#039;&#039; [[Area of Effect#Puddle|puddle]].&lt;br /&gt;
After several seconds, all players receive two {{Status effect|debuff|File:Thorny Vine debuff.png}} &#039;&#039;&#039;Thorny Vines&#039;&#039;&#039;, which are [[Tether (mechanic)#Spread / Far Tether|breakable spread tethers]].&lt;br /&gt;
&lt;br /&gt;
* Each player will be tethered to the closest briar puddle, but each puddle will only tether to one player.&lt;br /&gt;
* Each support player will also be tethered to a random DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;&lt;br /&gt;
|The boss creates a tether to either the east and west or the north and south structures. After 10 seconds, both structures detonate into ~20y radius [[Area of Effect#Static Circle AoE|static circle AoEs.]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
* A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
* A [[Tankbuster#AoE Tankbuster|line AoE tankbuster]] on both tanks and untelegraphed [[Stack marker#Line stack|line stacks]] targeting both healers.&lt;br /&gt;
* A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;&lt;br /&gt;
|The boss attaches to one of the four cardinal structures, pulling herself to it at the end of her cast, then does three attacks in quick succession:&lt;br /&gt;
&lt;br /&gt;
* A 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on herself.&lt;br /&gt;
* 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] on both tanks and untelegraphed {{Game icon|Stack marker|Stack markers}} on both healers.&lt;br /&gt;
* A 120-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Second Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs two &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage. Transforms the arena into a 5x5 grid of black tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;&lt;br /&gt;
|Destroys 13 tiles—3 in each corner and 1 in the center—leaving 12 remaining. Tiles will glow when players are standing on them, disappearing under one of two conditions:&lt;br /&gt;
&lt;br /&gt;
* If two players are standing on a tile, the tile will be destroyed instantly.&lt;br /&gt;
* If a player stands on a tile for 15 seconds, its perimeter will glow purple as a 5-second warning. If the player still remains on it afterwards, it will vanish.&lt;br /&gt;
** Players under the effect of {{Status effect|buff|File:Transcendent icon1.png}} &#039;&#039;&#039;[[Resurrect|Transcendent]]&#039;&#039;&#039; do not count as occupying a tile until their buff expires.&lt;br /&gt;
* All players are additionally afflicted with &#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;, preventing jumping for the duration of the phase.&lt;br /&gt;
* All players are afflicted with &#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039; for 15 seconds. On expiration, the afflicted fires a 30-degree frontal [[Area of Effect#Static Cone AoE|cone AoE]] that damages other players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;&lt;br /&gt;
|Creates a &#039;&#039;&#039;Hypercharged Cloud&#039;&#039;&#039; at each cardinal edge that begins to move towards the Cloud of Darkness, granting her a stack of &#039;&#039;&#039;{{Game icon|Damage Up (Stacking)}}&#039;&#039;&#039; if successful.&lt;br /&gt;
&lt;br /&gt;
* Standing inside the Hypercharged Cloud will inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; on it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full-perimeter Particle Beam&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Cloud of Darkness with a 10y radius safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage. Returns the arena to its original state.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
|Creates two green clones at random edges of the arena, then prepares a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] to her left or right. The clones will match the attack and fire it simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Third Art of Darkness&#039;&#039;&#039;&lt;br /&gt;
|Telegraphs three &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attacks, then executes them in order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;&lt;br /&gt;
|Creates eight [[Tower|towers]]: four on the inner inter-cardinals and four on the outer.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Art of Darkness x2 (Type 1 and 2)&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Rejuvenating Balm&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# The Second Art of Darkness&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# Deluge of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Summon&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
# The Third Art of Darkness&lt;br /&gt;
# Obscure Woods&lt;br /&gt;
# Flood of Obscurity&lt;br /&gt;
# Particle Concentration&lt;br /&gt;
# Anti-Air/Wide-Angle Phaser Unlimited&lt;br /&gt;
# Ground-razing Particle Beam&lt;br /&gt;
# Rejuvenating Balm +&lt;br /&gt;
## The Second Art of Darkness&lt;br /&gt;
# Devouring Dark&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 4&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Empty Plane&lt;br /&gt;
# Flood of Emptiness&lt;br /&gt;
# Hypercharged Condenstation&lt;br /&gt;
# Full-perimeter Particle Beam&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# The Art of Darkness (Type 3)&lt;br /&gt;
# The Art of Darkness (Type 1 or 2)&lt;br /&gt;
# &#039;&#039;&#039;Deluge of Darkness (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
The first phase of the fight is simply to show some of the mechanics that will repeat and evolve over the course of the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ground-Razing Particle Beam&#039;&#039;&#039;: An unavoidable room-wide AoE. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;: This attack has two variations, and you can tell which one the boss is using based on whether her tentacles are glowing or not.&lt;br /&gt;
**&#039;&#039;&#039;Glowing tentacles&#039;&#039;&#039;: Each DPS will be targeted for a line AoE and must join their partner to mitigate the damage.&lt;br /&gt;
**&#039;&#039;&#039;Non-glowing tentacles&#039;&#039;&#039;: Each player will be targeted for a line AoE. To avoid overlap, players should move to their assigned locations around the boss.&lt;br /&gt;
**Which version of this attack she uses is random, so be sure to watch the boss closely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;/&#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;: The main target will be hit and given a {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff, and then with the tank buster &#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;. Tanks can either swap during the cast of &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; and use cooldowns to mitigate damage from &#039;&#039;&#039;Zero-Form&#039;&#039;&#039;, or just use an invulnerability skill to get through the attack. Either way, other players should get away from the tank to avoid getting clipped by the attack.&lt;br /&gt;
&lt;br /&gt;
After these attacks, the boss will move to the middle of the room and use &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;. This causes room-wide damage and needs to be healed through/mitigated and changes the platform for the second phase.&lt;br /&gt;
&lt;br /&gt;
This phase consists of tether mechanics and expands on the &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attack from the first phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;: Room-wide damage with knockback and marks the floor under players with a puddle that will cause high damage. Players should use their knockback resistance and stack the puddles at the inter-cardinals near the boss. This will help create a safe zone for a mechanic coming up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;: The boss will tether to two roots on opposite sides of the room that will cause massive AoEs on the sides of the platform. Moving to the opposite cardinal edges of the platform will let you avoid these AoEs. At the same time, players will be tethered to seeds in the puddles, and DPS players will be tethered to a tank or a healer. These tethers will eventually pull players into the puddles and deal massive damage. The strategy to break the tethers is to have the tanks and healers run to one safe zone and the DPS to the other. Once the AoE from &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; resolves, players will run to the opposite side of the arena to break the tethers.&lt;br /&gt;
&lt;br /&gt;
*The boss will then tether to a side of the room and will perform one of two attacks:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air Phaser Unlimited&#039;&#039;&#039;: The attack consists of a point-blank AoE around the boss, a large circle AoE buster on both tanks, a split AoE on both healers, and a wide conal AoE from the boss. To avoid taking damage, players will want to split into their assigned parties of four and move to either side of the boss, with the tanks moving to the edge of the arena away from their group. The point-blank AoE will go off, then the tank AoE, followed by the split for the healers with DPS to help mitigate the damage. The tanks should move back to the party quickly to avoid the conal AoE coming afterwards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wide-angle Phaser Unlimited&#039;&#039;&#039;: This attack is similar to &#039;&#039;&#039;Anti-Air Phaser&#039;&#039;&#039; however the order is reversed, and the tank buster is a line instead of a circle AoE. The boss will start with a large conal AoE, the tank line buster, the split attack on the healers, and finally the point-blank AoE.&lt;br /&gt;
&lt;br /&gt;
*It is random which phaser the boss will use, so pay attention to the cast bar. After the attack, the boss should be pulled back into the center of the room.&lt;br /&gt;
&lt;br /&gt;
*The boss will then perform another room wide AoE and begin casting &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;: One of the boss’s tentacles will start glowing, indicating that the attack is coming out on the left or right, followed by either the stacking or splitting mechanics from the first &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;. Pay attention to which side the attack is coming out on, move to the opposite side, then move into assigned positions, as it’s easier to adjust to partner stacks if needed.&lt;br /&gt;
&lt;br /&gt;
*The boss will now use the opposite phaser attack from what was used earlier. This will lead to another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;/&#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;, then the boss will cast &#039;&#039;&#039;Empty Plane&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;: Room wide AoE dealing high damage, changes the platform, and marks panels on the floor for destruction.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
This phase requires parties to be well-coordinated in order to dodge attacks and move around each other, as players overlapping on a tile will cause instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;: Destroys the marked platforms and turns the center tile under the boss into a death-zone, as well as inflicts players with &#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039; and &#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039;: After the duration of the debuff, players fire a line AoE from their front. Aim away from players to avoid damage.&lt;br /&gt;
**&#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;: Players can only occupy a tile on the floor for a certain amount of time before collapsing. If the tile is yellow, it is safe to continue standing on. If the tile turns red, players should move to an empty tile and back to reset the timer. If two players occupy the same tile, however, the tile will immediately collapse.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;: The boss summons four &#039;&#039;&#039;Hypercharged Clouds&#039;&#039;&#039; at the cardinals of the platform that slowly move towards the boss. Each one that reaches the boss give her a {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff. Standing in front of the clouds inflicts them with {{status effect|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;, slowing them down significantly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039;: A large donut AoE. Stand on the edge of the bosses hitbox without entering the space underneath her to avoid.&lt;br /&gt;
&lt;br /&gt;
*The boss will then use &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, attacking half the stage (half of the panels in the middle column will be safe), then requiring players to either stack or spread out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;: Unavoidable room wide AoE, mitigate/heal through. The arena will then return to normal.&lt;br /&gt;
&lt;br /&gt;
The movement for this phase requires extreme coordination. If players pass over a tile at the same time, both will fall to their death. If you arranged your party as mentioned above, have your healers move to the outer tile on the east and west, their respective DPS partners move to the tile in front of them, and the DPS that are partnered with the tanks to the north and south outer tiles. This will give you two people per cloud to slow them down and enough firepower to destroy them before they reach the boss. Once the &#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039; is ready to go off, players can move clockwise one tile to let the healers and DPS on the outer tiles in to get closer to the center, then move back once the attack has resolved. For &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, having the tanks move one space to the left or the right allows the DPS on the inner tile of the marked side to move to one space previously occupied by the tank, and the healer to move to the other. Send healers to the north inner tile and DPS to the south, so there aren’t any overlapping players. Stand on the half of the tile that isn’t being attacked, then have the healers move back to their square first, followed by the DPS. Before the tanks move back, let the DPS on the outer tiles move quickly in and out to reset their timers. For the second half of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;, if players must stack, they should stand close to each other in their respective tiles without crossing over, and to split, players should simply rotate clockwise one tile again to let the players on the outside in. After this, players will return to their assigned location and wait for &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; and the arena to return to normal to signal the end of the phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
Summon: the boss will summon two clones, one to a corner of the stage, and one to an edge of the platform next to the other clone. The boss will proceed to use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; on either the left or right, which the clones will copy. This creates a small safe wedge on the stage. There is no indicator for these attacks, so looking to see where the clones are in relation to the boss is key. The boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; after this, so mitigate or tank swap to avoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Art of Darkness&#039;&#039;&#039;: This is simply a repeat of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; mechanics in rapid succession. While the side she attacks is random, the boss will always use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; in the following order:&lt;br /&gt;
*Left or right-side attack.&lt;br /&gt;
*Stack or split mechanic.&lt;br /&gt;
*The opposite side to the first attack.&lt;br /&gt;
This phase is almost the same as the second half of phase 2, with the addition of a Meteor mechanic.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;, dealing damage and changing the arena, followed by &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;, causing knockback and dropping seed puddles. Pop knockback and place puddles around the inter-cardinals of the boss like last time. This time, however, the boss will also cast &#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;, spawning eight Meteor markers that require a player to stand in each one or the meteors will explode, causing massive raid-wide damage and a debuff.&lt;br /&gt;
&lt;br /&gt;
Players must break their tethers, then stand in the meteor markers until they resolve, then heal.&lt;br /&gt;
&lt;br /&gt;
The boss will then use either &#039;&#039;&#039;Anti- Air Phaser&#039;&#039;&#039; or &#039;&#039;&#039;Wide-Angle Phaser&#039;&#039;&#039;, so dodge accordingly and move the boss back to the center of the room. The boss will use &#039;&#039;&#039;Ground-Razing Particle Beam&#039;&#039;&#039; and cast &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; again, this time mixing in &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;. Players must identify the safe side to stand on to avoid both attacks, then either stack or split as before for the second half of the attack. The timing is tight for this part, so move quickly. Finally, the boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; again and move into the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The final phase is a repeat of phase two, except that it lasts slightly longer. If you haven’t defeated the boss by this point, the boss will enrage and use &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; to wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Umbra}} (Guaranteed)&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Edenmorn Earring Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer (IL 530)}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer (IL 530)}}&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|Don&#039;t Be Afraid}}&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;
E9S.png&lt;br /&gt;
E9 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_Verse:_Refulgence_(Savage)&amp;diff=1574124</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1574124"/>
		<updated>2026-10-05T07:34:55Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added Condensed Timeline&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30095&lt;br /&gt;
| id-edb = 46c4d21a738&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]] - Timeline and Abilities ==&lt;br /&gt;
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.&lt;br /&gt;
&lt;br /&gt;
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.&lt;br /&gt;
&lt;br /&gt;
The battle takes place over a maximum of 14 minutes before Shiva&#039;s enrage cast completes and forcefully defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shiva&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly. Green mirrors cast after 5 seconds, red mirrors after 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Intermission Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front with a ~20y [[knockback]]. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Intermission&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Shattered World&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 1&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 2&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 3&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 4&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Two Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.3 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1.0 - Diamond Frost===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly. Green mirrors cast after 5 seconds, red mirrors after 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;It is recommended to place four [[waymarks]] on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva&#039;s attacks throughout the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack to take note of is &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; combined with either &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.&lt;br /&gt;
&lt;br /&gt;
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.&lt;br /&gt;
&lt;br /&gt;
* If Biting Frost was cast, the mirrors will each create a massive [[Area of Effect#Static Circle AoE|circle AoE]] covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.&lt;br /&gt;
* If Driving Frost was cast, the mirrors will fire 90-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.&lt;br /&gt;
&lt;br /&gt;
Shiva then begins her first attack series: &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Frost: ======&lt;br /&gt;
One tank and one healer will be afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039;. The other tank, healer, and two DPS receive &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]]. Two opposite cardinals will be covered in a [[Area of Effect#Static Circle AoE|static circle AoE]] that will spread clockwise and counter-clockwise over time.&lt;br /&gt;
&lt;br /&gt;
[[Area of Effect#Radial Line AoE|Radial line AoEs]] are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive [[Other Mechanics#Flare Marker|flare markers]]. Both radial line AoEs and flare markers resolve shortly after the [[knockback]] from &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Diamond Frost.gif|alt=A strategy board showcasing a method to safely survive Diamond Frost|thumb|A [https://raidplan.io/plan/pxzzhjf2454p52pe strategy board] showcasing a method to safely survive Diamond Frost.]]&lt;br /&gt;
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three [[Area of Effect#Static Circle AoE|static circle AoEs]] placed underneath them consecutively. Shiva additionally casts &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;—whichever wasn&#039;t used earlier.&lt;br /&gt;
&lt;br /&gt;
* Healers will want to use {{Action icon|Esuna}} to cleanse the Freezing debuff off the party.&lt;br /&gt;
* Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.&lt;br /&gt;
** As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.&lt;br /&gt;
* The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.&lt;br /&gt;
** To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.&lt;br /&gt;
* Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.&lt;br /&gt;
** It is recommended to place the &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.&lt;br /&gt;
*** Daring parties may choose to group all DPS and tanks together and use {{Action icon|Sprint}} to escape the homing AoEs while maintaining DPS uptime.&lt;br /&gt;
* The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.&lt;br /&gt;
&lt;br /&gt;
Should players survive Diamond Frost, Shiva will cast &#039;&#039;&#039;Double Slap&#039;&#039;&#039;, requiring a tank swap, &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, requiring players to look away, and either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1.1 - Light Rampant ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will cast one of her most notorious and complex attack series of the fight: &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
A tank, a healer, and two DPS will each receive two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;, tethering the four to each other in a square. Two of these players will have 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have none.&lt;br /&gt;
&lt;br /&gt;
The other four players will each be tethered to a random &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two receive 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of &#039;&#039;&#039;Path of Light&#039;&#039;&#039; and tethers become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.&lt;br /&gt;
&lt;br /&gt;
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.&lt;br /&gt;
&lt;br /&gt;
Finally a single four-player Bright Hunger tower remains in the arena&#039;s center.&lt;br /&gt;
----The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: &#039;&#039;&#039;The First Towers and Path of Light&#039;&#039;&#039;, &#039;&#039;&#039;The Second Towers&#039;&#039;&#039;, and &#039;&#039;&#039;Path of Light and The Third Tower&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|The First Towers + Path of Light=&lt;br /&gt;
[[File:E8S Tether Shaping.jpg|alt=An image showing which two players can swap positions to create the desired shape.|thumb|Depending on the initial shape, the desired shape can be created by having two players swap positions.]]&lt;br /&gt;
&lt;br /&gt;
====== The First Towers + Path of Light: ======&lt;br /&gt;
The first four towers are most often taken players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.&lt;br /&gt;
&lt;br /&gt;
* To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.&lt;br /&gt;
* The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.&lt;br /&gt;
&lt;br /&gt;
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a [[Clock spots|clock spot]] spread.&lt;br /&gt;
&lt;br /&gt;
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:&lt;br /&gt;
&lt;br /&gt;
# The four players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039; inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player&#039;s orb and stand on the far edge of the arena.&lt;br /&gt;
# Path of Light is taken by the two Refulgent Chain players with 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and the two Holy Light players with 1 stack. The Refulgent Chain players shift &#039;&#039;slightly&#039;&#039; closer to Shiva inside their towers while the Holy Light players stand inside Shiva&#039;s hitbox on the cardinal opposite to their orb.&lt;br /&gt;
# The four Holy Light orb players take the four Path of Light cones by standing inside Shiva&#039;s hitbox in each cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.&lt;br /&gt;
&lt;br /&gt;
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.&lt;br /&gt;
&lt;br /&gt;
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.&lt;br /&gt;
&lt;br /&gt;
Once towers and Path of Light resolve, the Refulgent Chains will become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;, and will explode and wipe the party should any one of the four players be positioned incorrectly.&lt;br /&gt;
&lt;br /&gt;
|-|The Second Towers=&lt;br /&gt;
====== The Second Towers: ======&lt;br /&gt;
The most difficult part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players in the center.&lt;br /&gt;
&lt;br /&gt;
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.&lt;br /&gt;
&lt;br /&gt;
# The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.&lt;br /&gt;
# The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.&lt;br /&gt;
&lt;br /&gt;
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.&lt;br /&gt;
&lt;br /&gt;
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.&lt;br /&gt;
&lt;br /&gt;
* The eastern and western Holy Light players will want to avoid reaching their towers &#039;&#039;too soon&#039;&#039; to prevent their orb from catching up to them inside the tower. For this reason, {{Action icon|Sprint}} is &#039;&#039;not&#039;&#039; recommended.&lt;br /&gt;
* Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. This shape allows them to shift closer to the east and west to avoid orbs if necessary.&lt;br /&gt;
&lt;br /&gt;
Method #2 allows for more freedom for the Holy Light players, but &#039;&#039;requires&#039;&#039; a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.&lt;br /&gt;
&lt;br /&gt;
|-|Path of Light and The Third Tower=&lt;br /&gt;
====== Path of Light and The Third Tower: ======&lt;br /&gt;
[[File:E8S Light Rampant.gif|alt=A strategy board showcasing one of many methods to surviving Light Rampant.|thumb|A [https://raidplan.io/plan/2eq2q8v9jr468rdv strategy board] showcasing one of many methods to surviving Light Rampant.]]&lt;br /&gt;
Once the second set of towers resolve, &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; will vanish and all Holy Orbs will shrink to a safe size.&lt;br /&gt;
&lt;br /&gt;
* If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.&lt;br /&gt;
&lt;br /&gt;
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.&lt;br /&gt;
&lt;br /&gt;
* It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.&lt;br /&gt;
&lt;br /&gt;
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Light Rampant, Shiva will follow up with another &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; into either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;—whichever wasn&#039;t used prior.&lt;br /&gt;
&lt;br /&gt;
* Mirror, Mirror&#039;s Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
As the mirrors reflect Shiva&#039;s attack, she will begin casting &#039;&#039;&#039;Banish III&#039;&#039;&#039;. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva&#039;s visual and/or audio cues.&lt;br /&gt;
&lt;br /&gt;
* As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermission - Shattered World ===&lt;br /&gt;
----&#039;&#039;If running an [[Unsynched|unrestricted]] party, Shiva will skip to this phase at 50%.&#039;&#039;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will become untargetable and jump to the north edge of the arena, preparing &#039;&#039;&#039;Shattered World&#039;&#039;&#039; and splitting the arena into two circles. The party will need to divide themselves into two [[Party|light parties]], one in each circle, in preparation for what follows.&lt;br /&gt;
&lt;br /&gt;
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.&lt;br /&gt;
&lt;br /&gt;
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter by 25.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Wave&lt;br /&gt;
!Western Platform&lt;br /&gt;
!Eastern Platform&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|}&lt;br /&gt;
The start of each wave is always accompanied by &#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Electric Aethers&#039;&#039;&#039; should primarily be handled by tanks due to their &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039; and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039; should always be [[Interrupt|interrupted]] shortly after they spawn. The barrier provided by &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039; can be broken, but significantly increases the risk that the enemy successfully reaches the center.&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Aethers&#039;&#039;&#039; simply have a large amount of HP and are the DPS player&#039;s top priority. These enemies can be &#039;&#039;&#039;{{Game icon|Stun|Stunned}}&#039;&#039;&#039;, granting players more time to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;Luminous Aethers&#039;&#039;&#039; appear with each phase. Instead of moving, they aim a [[Tether (mechanic)#Transferable Tether|transferable tether]] at the crystal that must be blocked by a player. Due to the &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039;, each player can only block a single tether.&lt;br /&gt;
** The tether results in a small 2.5y radius [[Area of Effect#Static Circle AoE|circle AoE]]. Other players should avoid standing near the one taking the tether.&lt;br /&gt;
** In an emergency, a tank can use an invulnerability to survive a second tether.&lt;br /&gt;
&lt;br /&gt;
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.&lt;br /&gt;
&lt;br /&gt;
* If the party only has one [[Physical Ranged DPS|physical ranged DPS]], it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform&#039;s interrupts can be handled by a single tank, but the western platform cannot.&lt;br /&gt;
* Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use &#039;&#039;&#039;{{Game icon|interject}}&#039;&#039;&#039; on the Earthen Aether before moving to take the tether afterwards.&lt;br /&gt;
* Melee DPS should only take a tether in a wave without an Aqueous Aether.&lt;br /&gt;
* Healers and Ranged DPS can safely be assigned to any wave&#039;s tether.&lt;br /&gt;
&lt;br /&gt;
Should players fail and a total of four Aethers succeed in charging the crystal, the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter will fill and the party will be defeated.&lt;br /&gt;
&lt;br /&gt;
However, should players succeed in &amp;lt;u&amp;gt;perfectly&amp;lt;/u&amp;gt; clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second &#039;&#039;&#039;{{Game icon|Grace of Light}}&#039;&#039;&#039; buff at the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2.0 - Opening===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
After a lengthy 60 second cutscene, Shiva merges with Hraesvelgr to begin a new savage-exclusive phase.&lt;br /&gt;
&lt;br /&gt;
Phase 2 begins with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; followed by &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to split into two light parties on opposite sides of Shiva to separate the two Akh Morn stacks aimed at the tanks. Once the first strike of Akh Morn lands, players must remain with their stack, as damage from the opposite stack becomes lethal due to the status effects inflicted by Akh Morn.&lt;br /&gt;
&lt;br /&gt;
* As the status effects are tied to enmity number, tanks must ensure &amp;lt;u&amp;gt;no enmity swaps&amp;lt;/u&amp;gt; occur once the cast of Akh Morn begins—otherwise the stacks may swap targets mid-attack and instantly kill both light parties.&lt;br /&gt;
&lt;br /&gt;
Once Akh Morn ends and the cast to Morn Afah begins, all players should stack together underneath Shiva to share the damage.&lt;br /&gt;
&lt;br /&gt;
* In an emergency, Morn Afah can be negated with a tank invulnerability, or split entirely between both tanks using heavy mitigations.&lt;br /&gt;
&lt;br /&gt;
This is then followed by two larger attack segments: &#039;&#039;&#039;Reflected Wings #1&#039;&#039;&#039; and &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; &#039;&#039;&#039;#1&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-| Reflected Wings #1=&lt;br /&gt;
====== Reflected Wings #1: ======&lt;br /&gt;
&lt;br /&gt;
Shiva prepares &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;. One green mirror will appear in the north, an uncolored mirror appearing in the east or west, with the red mirror appearing on the opposite side.&lt;br /&gt;
&lt;br /&gt;
Shiva then teleports to the arena&#039;s center, faces either north or south, and prepares &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; to either her left or right. This attack will be instantly reflected by the uncolored mirror, followed by the green mirror after 5 seconds, and lastly reflected by the red mirror at the same time she casts a second Hallowed Wings (One Wing).&lt;br /&gt;
&lt;br /&gt;
This attack series creates three total AoEs to dodge. The first and third will cover 3/4ths of the arena while the second only covers one half.&lt;br /&gt;
&lt;br /&gt;
Players will need memorize half of the arena the first Hallowed Wings (One Wing) is covering, apply that to each mirror in sequence, and then simultaneously dodge the second Hallowed Wings occurring during the red mirror&#039;s reflection.&lt;br /&gt;
&lt;br /&gt;
* The Mirrors copy the attack as if each were Shiva facing towards the arena&#039;s center.&lt;br /&gt;
* Shiva&#039;s second Hallowed Wings (One Wing) cast will always be the opposite wing to the first cast.&lt;br /&gt;
&lt;br /&gt;
Though this attack series has a lot of information for players to process within a short span of time, there is a method to simplify the dodging process.&lt;br /&gt;
&lt;br /&gt;
* If Shiva&#039;s first Hallowed Wings (One Wing) cast is aimed at the uncolored mirror, the first safe-zone will be &amp;lt;u&amp;gt;behind&amp;lt;/u&amp;gt; Shiva (and opposite to her glowing wing). If not, it will be in front of Shiva.&lt;br /&gt;
* Mirror firing order always rotates in either a clockwise or counter-clockwise direction, which players will want to match—shifting to the next inter-cardinal quadrant after each AoE.&lt;br /&gt;
** If the uncolored mirror is on the west, players will rotate clockwise with each AoE. If the uncolored mirror with east, players will rotate counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
|-| Wyrm&#039;s Lament #1=&lt;br /&gt;
====== Wyrm&#039;s Lament #1: ======&lt;br /&gt;
All four support players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039;, each with a different expiration timer—14 seconds, 22 seconds, 30 seconds, and 38 seconds.&lt;br /&gt;
&lt;br /&gt;
All four DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;, each with a different expiration timer—20 seconds, 28 seconds, 36 seconds, and 44 seconds.&lt;br /&gt;
&lt;br /&gt;
If this status effect is allowed to expire, the afflicted player will perish.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; appears at the north and will either rotate clockwise or counter-clockwise. As it rotates, Shiva will cast &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; a total of four times, always aimed in the direction of the Drachen Wanderer.&lt;br /&gt;
&lt;br /&gt;
Inbetween casts of Hallowed Wings (One Wing), support players must take turns running into the Drachen Wanderer to cleanse their Wyrmclaw status effect. A DPS player can then collect the puddle on the floor after the next Hallowed Wings cast.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be collided with four times, else it will detonate and deal extreme damage to the party. For this reason, only one player should cleanse Wyrmclaw at a time.&lt;br /&gt;
* All players not currently attempting to cleanse a status effect should stay near the arena&#039;s center to remain out of range of the Drachen Wanderer&#039;s explosion AoE.&lt;br /&gt;
* Due to server [[Snapshot|snapshotting]], players attempting to collide with the Drachen Wanderer should aim to run in front of it. Chasing it from behind may result in the player being unable to catch it in time.&lt;br /&gt;
&lt;br /&gt;
The timers of the status effects will neatly line up with Shiva&#039;s attacks, creating a simple flow to cleansing them all:&lt;br /&gt;
&lt;br /&gt;
# Wyrm&#039;s Lament is cast + 14 second Wyrmclaw stands north to cleanse their status effect.&lt;br /&gt;
# Hallowed Wings #1&lt;br /&gt;
# 22 second Wyrmclaw + 20 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #2&lt;br /&gt;
# 30 second Wyrmclaw + 28 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #3&lt;br /&gt;
# 38 second Wyrmclaw + 36 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #4&lt;br /&gt;
# 44 second Wyrmfang cleanses their status effect.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the fourth Hallowed Wings (One Wing) from Wyrm&#039;s Lament finishes its cast, Shiva will begin her &#039;&#039;&#039;Frost Armor&#039;&#039;&#039; cast followed by either &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; or &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should pre-position on the edge of cardinal quadrant behind Shiva (indicated by the dark lines on the floor) in preparation to dodge the two AoEs in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players must hold still to avoid slipping off the arena&#039;s edge while the floor is [[Other Mechanics#Ice Floor|frozen solid]]. The floor will unfreeze about 1.5 seconds before Shiva&#039;s cast finishes, allowing players a short amount of time to shift into the first safe zone, then shift back out.&lt;br /&gt;
&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, players will want to run to Shiva&#039;s back, then rotate to the side after.&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, players must stand next to the quadrant to Shiva&#039;s back, moving into it after the first AoE resolves.&lt;br /&gt;
&lt;br /&gt;
Tanks can then perform a tank-swap after &#039;&#039;&#039;Double Slap&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.1 - Mirrors ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front with a ~20y [[knockback]]. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will re-equip her &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will create a pulsing &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar where each player was standing. Players should group together during the start of the ability, then move elsewhere once Shiva&#039;s wings appear.&lt;br /&gt;
&lt;br /&gt;
There are two common methods to handling Drachen Armor:&lt;br /&gt;
&lt;br /&gt;
# Tanks group to Shiva&#039;s front and all other players to the back, then rotate clockwise or counter-clockwise once her wings appear.&lt;br /&gt;
# All players group together at Shiva&#039;s back and move anywhere else once her wings appear.&lt;br /&gt;
&lt;br /&gt;
While Shiva has Drachen armor equipped, she will damage the highest two enmity players with her auto-attacks. Tanks should remember to quickly re-establish enmity after being resurrected.&lt;br /&gt;
&lt;br /&gt;
====== Reflected Wings #2: ======&lt;br /&gt;
Shiva creates a green mirror on either the east or west, with a red mirror to its opposite. She will then teleport and begin casting &#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039; near the north or south edge of the arena, which the mirrors will reflect after a delay.&lt;br /&gt;
&lt;br /&gt;
The party will need to split into two light parties again, with one being assigned to take the front of the green portal and the other taking the front of the red portal.&lt;br /&gt;
&lt;br /&gt;
* Unlike the mirrors, Shiva does not cast Hallowed Wings from the complete edge of the arena, leaving a space behind her players can use to avoid her cast. This first cast &#039;&#039;must&#039;&#039; be dodged to avoid the extra stacks of &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
* As the damage decreases linearly based on line order, the tanks will want to be the 1st and 5th players in the line to ensure their light party members behind them take the least amount of damage. This line order is crucial during the red mirror&#039;s reflection, where one light party will have Magic Vulnerability Up and thus take increased damage.&lt;br /&gt;
* Healers will need to quickly heal the party after the green mirror&#039;s reflection to ensure players can survive the red mirror&#039;s reflection 5 seconds later.&lt;br /&gt;
&lt;br /&gt;
There are two common methods used to handle this attack series:&lt;br /&gt;
&lt;br /&gt;
# After dodging Shiva&#039;s cast by standing behind her, all players run towards the green portal. Light Party 1 will have its tank stand on the outer ring with the others inbetween the rings. Light Party 2&#039;s tank stands on the inner ring with the others behind it near the arena&#039;s center. After the knockback, Light parties reverse their positions by the red portal—with Light Party 2 in the front and Light Party 1 near the center.&lt;br /&gt;
# While avoiding Shiva&#039;s first cast, players split into two light parties on Shiva&#039;s left and right. Watching the cast bar in the enmity list, all players will use {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} right before the green mirror&#039;s cast completes, blocking the knockback from both mirrors. While DPS and Healers stay stacked and unmoving next to Shiva&#039;s sides, tanks will shift to their light party&#039;s east and west, protecting them from each mirror.&lt;br /&gt;
&lt;br /&gt;
====== Shining Mirrors: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; again to create eight mirrors surrounding the entire arena. All inter-cardinals will have green mirrors. The east and west will either have uncolored or red mirrors with the north and south having the other type.&lt;br /&gt;
&lt;br /&gt;
She will then use &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, which will be reflected instantly from the uncolored mirrors and the green and red mirrors after a delay.&lt;br /&gt;
&lt;br /&gt;
As the green mirrors reflect, she will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, which will either cover the arena&#039;s center in a proximity AoE (if theres one orb above her head) or the arena&#039;s edges (if four orbs are above her head). Holy resolves shortly after the red mirrors reflect.&lt;br /&gt;
&lt;br /&gt;
* A recommended strategy is to immediately pull Shiva towards an uncolored mirror before avoiding the Shining Armor cast and its reflection by looking to the side. The party can then continue to attack Shiva&#039;s back while already being faced away from the other mirrors.&lt;br /&gt;
* While dodging the green reflection, players should look at the orbs above Shiva&#039;s head. If there is one orb, players can run to the edge away from the red mirrors. If there are four orbs, players must run to the center and then face away from the red mirrors.&lt;br /&gt;
&lt;br /&gt;
Once the proximity AoEs resolve, Shiva will follow up with either &#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; or &#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;, forcing players to react quickly to the two AoE attacks based on the cast&#039;s name.&lt;br /&gt;
&lt;br /&gt;
====== Drachen Mirror: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and creates a single red mirror, then casts &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will be reflected after 10 seconds. The mirror will flash as it snapshots the player&#039;s positions for the Akh Rhai pillars.&lt;br /&gt;
&lt;br /&gt;
It is recommended to split into two light parties on opposite sides of the boss and rotate with each of the two casts of Drachen Armor.&lt;br /&gt;
&lt;br /&gt;
Shiva will once again cast &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; before requiring the party to stack in the center again for &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Two Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.2 - Icelit Dragonsong ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva begins casting &#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;, a combination of &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1.1 - Light Rampant|Light Rampant]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1.0 - Diamond Frost|Diamond Frost]]&#039;&#039;&#039;.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
&lt;br /&gt;
* All support players will be attached to each other via &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;. These will &#039;&#039;always&#039;&#039; attach tanks to both healers—tanks will not be tethered to the other tank, and the healers will not be tethered to the other healer.&lt;br /&gt;
* Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; [[Tower#Multi-Player Tower|towers]] appear, one in each cardinal direction on the inner ring of the arena.&lt;br /&gt;
* All DPS players are targeted by &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]], which function exactly the same as they did during Diamond Frost.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
* One tank and healer will have 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have 1 stack. Two DPS will have 2 stacks of Lightsteeped while the others have 3 stacks.&lt;br /&gt;
&lt;br /&gt;
The Frigid Stone spread circles will resolve first and inflict all DPS with &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds. The Bright Hunger towers resolve at the 10 second mark.&lt;br /&gt;
&lt;br /&gt;
Shiva will then complete a cast of &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, pushing all unfrozen players 10y away. A one-player Bright Hunger tower is created in the east and west on the outer ring, and a two-player tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
The [[Area of Effect#Radial Line AoE|radial line AoEs]] from the Frigid Stones detonate, and all DPS players have three [[Area of Effect#Static Circle AoE|circle AoEs]] placed underneath them consecutively.&lt;br /&gt;
&lt;br /&gt;
As the second set of Bright Hunger towers resolve Shiva begins a cast of &#039;&#039;&#039;Banish&#039;&#039;&#039; targeting the tanks. Additionally, a four-player Bright Hunger tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
After the final tower resolves, Shiva ends the attack series with a cast of &#039;&#039;&#039;The House of Light&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Strategy: ======&lt;br /&gt;
[[File:E8S Dragonlit Icesong.gif|alt=A strategy board showing how to survive Dragonlit Icesong.|thumb|A [https://raidplan.io/plan/g27ju936yasugs27 strategy board] showing how to survive Dragonlit Icesong. In this example, &#039;&#039;&#039;Banish&#039;&#039;&#039; is a [[Tankbuster#Shared Tankbuster|shared tankbuster]].]]&lt;br /&gt;
Prior to the cast of Icelit Dragonsong, players should pre-position in [[clock spots]], with tanks in the north and south and healers in the east and west.&lt;br /&gt;
&lt;br /&gt;
* All supports must occupy the first four Bright Hunger towers. Healers additionally must cleanse &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; off the two DPS players. &amp;lt;u&amp;gt;Tanks must keep this status effect&amp;lt;/u&amp;gt; to resist &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;.&lt;br /&gt;
** To help speed up cleansing, one healer should be assigned to cleanse whichever DPS player is afflicted at the top of the party list with the other healer cleansing the one at the bottom.&lt;br /&gt;
* DPS players must run to their assigned inter-cardinal and drop their &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; AoE on the outer ring.&lt;br /&gt;
&lt;br /&gt;
Once the Frigid Stone spread circles resolve, DPS must run to Shiva&#039;s north and south in preparation for Draconic Strike. Tanks will be afflicted with &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; as the first set of towers resolve.&lt;br /&gt;
&lt;br /&gt;
With Draconic Strike, Shiva will push all players except the frozen tanks away. All players should then stand directly on the outer ring, which will be safe if all Frigid Stones were placed correctly.&lt;br /&gt;
&lt;br /&gt;
* Tanks will unfreeze at this time, and must immediately run into the center to occupy the two-player Bright Hunger tower before it resolves.&lt;br /&gt;
* DPS players will need to rotate around the edges of the arena once the radial line AoEs resolve to dodge the circle AoEs repeatedly placed underneath them. {{Action icon|Sprint}} can be used to aid in escaping the AoEs in time.&lt;br /&gt;
&lt;br /&gt;
Shiva will be casting &#039;&#039;&#039;Banish&#039;&#039;&#039; during this time, which tanks should use mitigations in preparation for. If Shiva has one orb above her head, tanks should stack together in the center—otherwise they should split apart after their tower resolves.&lt;br /&gt;
&lt;br /&gt;
Once Banish resolves, all players with 2 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; must occupy the four-player tower in the center. This will be the supports that began with 0 stacks and the DPS that began with 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Finally, all players must return to their initial clock spot positions to spread out the &#039;&#039;&#039;House of Light&#039;&#039;&#039; cones.&lt;br /&gt;
----After Icelit Dragonsong ends, Shiva will prepare &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and use &#039;&#039;&#039;Frost Armor&#039;&#039;&#039;, copying it into a red mirror. Shiva then uses &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039; at the same time the mirror casts, freezing the floor at the same time players must move away.&lt;br /&gt;
&lt;br /&gt;
In preparation, the party should stack together at the far edge of the arena, holding still until Drachen Armor is cast. Once Shiva&#039;s wings appear, players can slide to the exact opposite side of the arena to easily avoid the attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.3 - Enrage ===&lt;br /&gt;
-----Shiva&#039;s final attack series, she will cast &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;, once again inflicting players with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Unlike before, there will be two &#039;&#039;&#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039;&#039;&#039;—one in the north and one in the south—and each must be detonated twice.&lt;br /&gt;
&lt;br /&gt;
Instead of Hallowed Wings, Shiva will alternate between &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; and &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, requiring players to move quickly between the Drachen Wanderers and their party stacks, and healers to stay constantly active to keep everyone alive.&lt;br /&gt;
&lt;br /&gt;
* Both tanks will be afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; with a 22 second timer. Two random DPS players will also be afflicted with a 38 second timer.&lt;br /&gt;
* Both healers will be afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039; with a 28 second timer. Two random DPS players will also be afflicted with a 44 second timer.&lt;br /&gt;
&lt;br /&gt;
Players with &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; must cleanse their debuffs after Akh Morn while players with &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanse their debuffs after Morn Afah.&lt;br /&gt;
&lt;br /&gt;
As with prior Akh Morns, the party will want to split into light parties to Shiva&#039;s east and west.&lt;br /&gt;
&lt;br /&gt;
* One DPS player in each light party should be assigned to swap groups in the case that both DPS players in their party receive the same debuff type.&lt;br /&gt;
&lt;br /&gt;
Once the first Akh Morn ends, all players should stack in the center while the tanks run backwards to the Drachen Wanderers that are now at the east and west edges of the arena—then quickly running back to the center for Morn Afah.&lt;br /&gt;
&lt;br /&gt;
After Morn Afah ends, the healers can quickly grab the puddles to the east and west before regrouping for Akh Morn. The process will then repeat a second time with the DPS players cleansing their debuffs, and a final third repeat that simply must be survived.&lt;br /&gt;
&lt;br /&gt;
* Between Akh Morn, the Drachen Wanderer, and Morn Afah, players are taking extreme amounts of constant damage through this attack series. Healers will need to heal and mitigate constantly. Players may need to assign mitigations to each Morn Afah.&lt;br /&gt;
* A common strategy is to have the tanks use their invulnerability to negate the second and third Morn Afah while standing safely away from the group. This requires a tank-swap to occur &amp;lt;u&amp;gt;during&amp;lt;/u&amp;gt; the second cast of Morn Afah, and for the tanks to ensure enmity &#039;&#039;does not swap back&#039;&#039; afterwards. If either the tank swap happens too late or enmity flips from a low enmity lead, the Akh Morn targets will swap mid-attack and defeat the entire party.&lt;br /&gt;
&lt;br /&gt;
Should players survive the third and final &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, Shiva will cover the entire arena in red mirrors and cast &#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039; from the center. While players can dodge this initial attack by standing behind her, the reflection that happens 10 seconds later is unsurvivable. Players must defeat Shiva before the mirrors can finish their cast.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.3 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Two Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates two green mirrors and one red mirror.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting / Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|Will randomly be one of the two. Stand behind Shiva for &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or to her sides/front for &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reflected Frost x2&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; was cast, run far away from the green mirrors, then the red mirror. If &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; was cast, stand between the green mirrors, then rotate next to the red mirror.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Cleanse the &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; off both players. Place [[Area of Effect#Spread Circle|spread circles]] on the inter-cardinals of the inner ring.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|Aim to be knocked back into where the first two [[Area of Effect#Static Circle AoE|circle AoEs]] appeared. The tank [[Other Mechanics#Flare Marker|flare]] and the healer [[Other Mechanics#Flare Marker|flare]] must be pushed to opposite sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting / Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|Will be the opposite of what was cast earlier.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|Look away from Shiva.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe / Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|Run away if &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;, or stand under Shiva if &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Players with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; must split to each inter-cardinal on the inner ring.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger x4 +&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Holy Light x4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; players occupy the 4 towers while players tethered to &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orbs run to the side opposite of their orb.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunter x2&#039;&#039;&#039;&lt;br /&gt;
|Either have the &#039;&#039;&#039;Holy Light&#039;&#039;&#039; players occupy the north and south towers, or the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Spread out to ensure only one player is hit by each cone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|The players with 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; must take the center tower.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates four green mirrors on either the cardinal or inter-cardinals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe / Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|Will be the opposite of what was cast earlier.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reflected Kick&#039;&#039;&#039;&lt;br /&gt;
|Stand under the mirrors if &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; was cast, or directly in the center if &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|If one orb is above Shiva&#039;s head, split into four pairs. If four orbs are above Shiva&#039;s head, all players must spread out.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Split into two light parties, one occupying each circle.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder + Wave 1&#039;&#039;&#039;&lt;br /&gt;
|DPS must attack the &#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039; while tanks handle the &#039;&#039;&#039;Electric&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039;. Assign one player to take the [[Tether (mechanic)#Transferable Tether|transferable tether]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder + Wave 2&#039;&#039;&#039;&lt;br /&gt;
|Continue handling as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder + Wave 3&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder + Wave 4&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Split into two light parties on Shiva&#039;s east and west side. Ensure enmity remains stable.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|Stack together underneath Shiva.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates a green mirror in the north, an uncolored mirror in the east or west, and a red mirror opposite to the uncolored one.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing) +&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Reflected Wing&#039;&#039;&#039;&lt;br /&gt;
|Avoid Shiva&#039;s glowing wing. If the glowing wing is pointed towards the uncolored mirror, move behind Shiva—else move in front of her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reflected Wing&#039;&#039;&#039;&lt;br /&gt;
|Rotate in the same direction as the mirror&#039;s firing order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing) +&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Reflected Wing&#039;&#039;&#039;&lt;br /&gt;
|Rotate once again in the same direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|All players should stand under Shiva while the Support player with the 14 second &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; runs to the north, hitting the &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing) x4&#039;&#039;&#039;&lt;br /&gt;
|Each time &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; finishes casting, a Wyrmclaw player with the lowest timer runs into the &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; while a Wyrmfang player grabs a puddle.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Move to Shiva&#039;s side and then stand still to avoid slipping.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness / Silence&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, move to Shivas back, then to her side. If &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, move to her side, then her back.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#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;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Group together until Shiva&#039;s wings appear, then rotate around Shiva.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates a green mirror and a red mirror to the east and west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Stand behind Shiva.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reflected Two Wings x2&#039;&#039;&#039;&lt;br /&gt;
|Split into two light parties with a tank in front of each light party. One Light Party takes the front of the green mirror. Afterwards, the other light party takes the front of the red mirror.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates eight mirrors. Pull Shiva to the uncolored Mirror.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor + Reflected Shine&#039;&#039;&#039;&lt;br /&gt;
|Look away from Shiva and the uncolored mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reflected Shine&#039;&#039;&#039;&lt;br /&gt;
|Avoid looking at the green mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reflected Shine + Holy&#039;&#039;&#039;&lt;br /&gt;
|While looking away from the red mirrors, run to the edge if there is one orb above Shiva, or to the center if four orbs are above her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered / Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|Run under Shiva, then away if &#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;, or away, then under Shiva if &#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates a single red mirror.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Group together, then rotate around Shiva when her wings appear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reflected Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Stay grouped together, then when the mirror flashes, move and split into two light parties.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Stay split into light parties and ensure enmity stays stable.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|Stack together underneath Shiva.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Pre-position into [[Clock spots|clock spot]] positions, with tanks in the north and south and healers in the east and west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunter x4 + Frigid Stone x4&#039;&#039;&#039;&lt;br /&gt;
|While healers cleanse the &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; off the DPS, DPS must place their spread circles on the inter-cardinals of the outer ring.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|DPS should run back to Shiva&#039;s north and south in preparation for the knockback. All non-tanks should be knocked back onto the outer ring.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bight Hunter x3 + Banish&#039;&#039;&#039;&lt;br /&gt;
|Tanks must quickly run to the center to occupy the tower. Mitigate and stack together if &#039;&#039;&#039;Banish&#039;&#039;&#039; has one orb, or split apart if there are four orbs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|All players with 2 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; must take the center tower.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Return to clock spot positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates a single red mirror. Pull Shiva to the edge of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Stack together at the edge and don&#039;t move.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reflected Frost Armor + Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Once Shiva&#039;s wings appear, slide to the opposite edge of the arena.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Split into two light parties in the east and west. DPS players must ensure they are not in the same light party as the other DPS player with the same debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Once Akh Morn ends, Tanks must run into the &#039;&#039;&#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039;&#039;&#039;, then run back to Shiva.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|Stack together and mitigate. Once this attack ends, healers must grab the puddles, then run back to their light parties.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Once Akh Morn ends, DPS must run into the &#039;&#039;&#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039;&#039;&#039;, then run back to Shiva.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|Either mitigate and stack together or use a tank invulnerability and tank-swap. DPS must grab the puddles after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Continue to mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|Either mitigate and stack together or use a tank invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Stand behind Shiva. This is the party&#039;s last chance to defeat her.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Reflected Two Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&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;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Snapshot&amp;diff=1574110</id>
		<title>Snapshot</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Snapshot&amp;diff=1574110"/>
		<updated>2026-10-05T06:30:31Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Player Position */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the netcode of Final Fantasy XIV, a [[snapshot]] is the point in time at which the calculation of a player&#039;s state is locked in by the game&#039;s servers. The term &amp;quot;snapshot&amp;quot; is community-assigned. Square Enix refers to the concept in a roundabout way in its patch notes. &amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;See the terms &amp;quot;processing&amp;quot; and &amp;quot;discrepancies [...] between the server-side and client-side positional data.&amp;quot; used in a hotfix for {{i|Dancing Mad (Ultimate)}} [https://na.finalfantasyxiv.com/lodestone/news/detail/d2687b10311ae5fd4eebd5b35c030e13374170f5]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, consider the common situation of a player standing in an enemy [[AoE]] circle, and the player begins to move out of it. The circle disappears upon cast completion. At that instance, a snapshot has taken place to determine if the player successfully avoided the attack by moving out of the AoE circle or not. The attack animation itself does not take any part in determining avoidance. Generally, the higher the player&#039;s Internet latency, the earlier the player will need to move to avoid the AoE snapshot. &lt;br /&gt;
&lt;br /&gt;
Knowing this concept is one of the fundamentals to success when engaging in high-end raiding, PvP, PvE, or even some {{i|The Gold Saucer|Gold Saucer}} activities. There are numerous examples of when snapshots may occur, whether it is performed by the player or enemies. &lt;br /&gt;
&lt;br /&gt;
==Player Damage==&lt;br /&gt;
The most common example of snapshotting, a snapshot occurs when an ability locks in (snapshots) the player&#039;s stats and buffs at the moment of execution. Actions in [[PvE]] will almost always immediately snapshot by the moment of execution, meaning that if an action&#039;s damage pop-up appears delayed, its damage has still been snapshotted. An example of this is with {{aicon|Ouroboros}}, a {{VPR}} [[viper]] action where the damage appears to apply late at the apex of the animation, but its damage has still been snapshotted immediately upon execution.&amp;lt;br&amp;gt;&lt;br /&gt;
All damage over-time effects are also snapshotted immediately when applied, and instances of damage dealt over-time also deal damage based on the player&#039;s stats at the time of execution, even after the expiration of buffs or stat changes. See [[#Examples|examples here]]. Jobs with access to actions that apply damage over-time effects are encouraged to refresh their duration just before [[raid buffs]] expire, even if it may refresh the timer early. This is especially important for {{Healer}} [[healer|healers]] and {{BRD}} [[bard|bards]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage Taken==&lt;br /&gt;
Another common instance of snapshotting is when taking damage. Any status effect effects that may increase or decrease the damage a player is snapshotted upon mechanics actively resolving, typically after a cast bar finishes.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A snapshot occurs by bosses when the cast bar for an action they are casting is completed. Players must use any mitigation actions before the cast bar completes, or else they will have no effect on the damage dealt when the boss&#039;s respective attack animation completes. Because enemies cannot perform auto-attacks while casting, players will often use their mitigation tools near the end of the cast bar. If timed correctly, the mitigation effects may resolve further instances of damage. An example is a {{Tank}} [[tank]] applying {{aicon|Rampart}} to themselves just before a [[tankbuster]]&#039;s cast bar is complete, allowing the damage-mitigation effect of Rampart to mitigate damage from not only the tankbuster itself, but subsequent auto-attacks thereafter.&amp;lt;br&amp;gt;&lt;br /&gt;
Another example is a {{SAM}} [[samurai]] taking damage while under the effect {{aicon|Third Eye}} or {{aicon|Tengentsu}}. These actions are unique in that extra [[Kenki Gauge|Kenki]] and any additional effects will only be applied when taking damage. Because of its short duration, these actions should be executed before the end of a boss&#039;s cast bar. If the duration of either action expires after the cast bar finishes, the Kenki and any additional effects &#039;&#039;will still be granted&#039;&#039; to the samurai upon the damage pop-up appearing.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, damage from mechanics are snapshotted when the cast bar or [[Area of Effect|when area of effect indicators (often orange circles) disappear]], and not when the animation finishes.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player Position ==&lt;br /&gt;
Closely tied to AoE snapshotting, when a player is moving, the position they see their character in at that moment in time will be different to what the server and other players see. As it takes time to send and confirm positional data from the player&#039;s own computer to the server and back again, a character in motion will often be registered as &#039;&#039;slightly behind&#039;&#039; what they see on their own screen.&lt;br /&gt;
&lt;br /&gt;
For example: if a player saw themselves running with another player on their screen, matching the other player&#039;s same position, speed, and direction, in actuality they would be running &#039;&#039;behind&#039;&#039; that other player due to the positional latency. To truly match another player&#039;s position while running, players must look like they are &#039;&#039;ahead&#039;&#039; of the others on their own screen.&amp;lt;p&amp;gt;Understanding how latency affects the player&#039;s position can be critical in [[High-end Duty|High-end Duties]], especially with [[Acronyms, abbreviations, and common terms#M|Mario-Kart]] strategies or when needing to run into moving objects, and is even relevant in events such as {{Game icon|Blunderville}}.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{{gallery box&lt;br /&gt;
|name=Below are two video examples of damage snapshots being applied.&amp;lt;br&amp;gt;{{aicon|Biolysis (PvP)}} deals 3,000 potency over-time, and {{aicon|Guard (PvP)}} grants damage mitigation of 99%.&amp;lt;br&amp;gt;[[PvP]] actions are chosen as examples due to the flat amounts of potency, with no damage variation.&lt;br /&gt;
|gallery=&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px&amp;gt;&lt;br /&gt;
File:Snapshot No Mit.mp4|An example of the full amount of damage being dealt, even when the target is mitigated.&lt;br /&gt;
File:Snapshot Mit.mp4|An example of damage is snapshotted when mitigated, dealing little damage even after the target is no longer under any mitigation effects.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references group = &amp;quot;fn&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1574063</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1574063"/>
		<updated>2026-10-04T23:23:52Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Various fixes. Added a Tabber to Light Rampant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30095&lt;br /&gt;
| id-edb = 46c4d21a738&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]] - Timeline and Abilities ==&lt;br /&gt;
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.&lt;br /&gt;
&lt;br /&gt;
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.&lt;br /&gt;
&lt;br /&gt;
The battle takes place over a maximum of 14 minutes before Shiva&#039;s enrage cast completes and forcefully defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shiva&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly. Green mirrors cast after 5 seconds, red mirrors after 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Intermission Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front with a ~20y [[knockback]]. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Intermission&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Shattered World&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 1&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 2&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 3&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 4&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.3 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1.0 - Diamond Frost===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly. Green mirrors cast after 5 seconds, red mirrors after 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;It is recommended to place four [[waymarks]] on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva&#039;s attacks throughout the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack to take note of is &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; combined with either &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.&lt;br /&gt;
&lt;br /&gt;
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.&lt;br /&gt;
&lt;br /&gt;
* If Biting Frost was cast, the mirrors will each create a massive [[Area of Effect#Static Circle AoE|circle AoE]] covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.&lt;br /&gt;
* If Driving Frost was cast, the mirrors will fire 90-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.&lt;br /&gt;
&lt;br /&gt;
Shiva then begins her first attack series: &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Frost: ======&lt;br /&gt;
One tank and one healer will be afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039;. The other tank, healer, and two DPS receive &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]]. Two opposite cardinals will be covered in a [[Area of Effect#Static Circle AoE|static circle AoE]] that will spread clockwise and counter-clockwise over time.&lt;br /&gt;
&lt;br /&gt;
[[Area of Effect#Radial Line AoE|Radial line AoEs]] are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive [[Other Mechanics#Flare Marker|flare markers]]. Both radial line AoEs and flare markers resolve shortly after the [[knockback]] from &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Diamond Frost.gif|alt=A strategy board showcasing a method to safely survive Diamond Frost|thumb|A [https://raidplan.io/plan/pxzzhjf2454p52pe strategy board] showcasing a method to safely survive Diamond Frost.]]&lt;br /&gt;
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three [[Area of Effect#Static Circle AoE|static circle AoEs]] placed underneath them consecutively. Shiva additionally casts &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;—whichever wasn&#039;t used earlier.&lt;br /&gt;
&lt;br /&gt;
* Healers will want to use {{Action icon|Esuna}} to cleanse the Freezing debuff off the party.&lt;br /&gt;
* Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.&lt;br /&gt;
** As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.&lt;br /&gt;
* The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.&lt;br /&gt;
** To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.&lt;br /&gt;
* Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.&lt;br /&gt;
** It is recommended to place the &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.&lt;br /&gt;
*** Daring parties may choose to group all DPS and tanks together and use {{Action icon|Sprint}} to escape the homing AoEs while maintaining DPS uptime.&lt;br /&gt;
* The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.&lt;br /&gt;
&lt;br /&gt;
Should players survive Diamond Frost, Shiva will cast &#039;&#039;&#039;Double Slap&#039;&#039;&#039;, requiring a tank swap, &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, requiring players to look away, and either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1.1 - Light Rampant ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will cast one of her most notorious and complex attack series of the fight: &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
A tank, a healer, and two DPS will each receive two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;, tethering the four to each other in a square. Two of these players will have 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have none.&lt;br /&gt;
&lt;br /&gt;
The other four players will each be tethered to a random &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two receive 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of &#039;&#039;&#039;Path of Light&#039;&#039;&#039; and tethers become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.&lt;br /&gt;
&lt;br /&gt;
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.&lt;br /&gt;
&lt;br /&gt;
Finally a single four-player Bright Hunger tower remains in the arena&#039;s center.&lt;br /&gt;
----The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: &#039;&#039;&#039;The First Towers and Path of Light&#039;&#039;&#039;, &#039;&#039;&#039;The Second Towers&#039;&#039;&#039;, and &#039;&#039;&#039;Path of Light and The Third Tower&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|The First Towers + Path of Light=&lt;br /&gt;
[[File:E8S Tether Shaping.jpg|alt=An image showing which two players can swap positions to create the desired shape.|thumb|Depending on the initial shape, the desired shape can be created by having two players swap positions.]]&lt;br /&gt;
&lt;br /&gt;
====== The First Towers + Path of Light: ======&lt;br /&gt;
The first four towers are most often taken players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.&lt;br /&gt;
&lt;br /&gt;
* To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.&lt;br /&gt;
* The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.&lt;br /&gt;
&lt;br /&gt;
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a [[Clock spots|clock spot]] spread.&lt;br /&gt;
&lt;br /&gt;
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:&lt;br /&gt;
&lt;br /&gt;
# The four players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039; inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player&#039;s orb and stand on the far edge of the arena.&lt;br /&gt;
# Path of Light is taken by the two Refulgent Chain players with 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and the two Holy Light players with 1 stack. The Refulgent Chain players shift &#039;&#039;slightly&#039;&#039; closer to Shiva inside their towers while the Holy Light players stand inside Shiva&#039;s hitbox on the cardinal opposite to their orb.&lt;br /&gt;
# The four Holy Light orb players take the four Path of Light cones by standing inside Shiva&#039;s hitbox in each cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.&lt;br /&gt;
&lt;br /&gt;
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.&lt;br /&gt;
&lt;br /&gt;
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.&lt;br /&gt;
&lt;br /&gt;
Once towers and Path of Light resolve, the Refulgent Chains will become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;, and will explode and wipe the party should any one of the four players be positioned incorrectly.&lt;br /&gt;
&lt;br /&gt;
|-|The Second Towers=&lt;br /&gt;
====== The Second Towers: ======&lt;br /&gt;
The most difficult part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players in the center.&lt;br /&gt;
&lt;br /&gt;
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.&lt;br /&gt;
&lt;br /&gt;
# The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.&lt;br /&gt;
# The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.&lt;br /&gt;
&lt;br /&gt;
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.&lt;br /&gt;
&lt;br /&gt;
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.&lt;br /&gt;
&lt;br /&gt;
* The eastern and western Holy Light players will want to avoid reaching their towers &#039;&#039;too soon&#039;&#039; to prevent their orb from catching up to them inside the tower. For this reason, {{Action icon|Sprint}} is &#039;&#039;not&#039;&#039; recommended.&lt;br /&gt;
* Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. This shape allows them to shift closer to the east and west to avoid orbs if necessary.&lt;br /&gt;
&lt;br /&gt;
Method #2 allows for more freedom for the Holy Light players, but &#039;&#039;requires&#039;&#039; a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.&lt;br /&gt;
&lt;br /&gt;
|-|Path of Light and The Third Tower=&lt;br /&gt;
====== Path of Light and The Third Tower: ======&lt;br /&gt;
[[File:E8S Light Rampant.gif|alt=A strategy board showcasing one of many methods to surviving Light Rampant.|thumb|A [https://raidplan.io/plan/2eq2q8v9jr468rdv strategy board] showcasing one of many methods to surviving Light Rampant.]]&lt;br /&gt;
Once the second set of towers resolve, &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; will vanish and all Holy Orbs will shrink to a safe size.&lt;br /&gt;
&lt;br /&gt;
* If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.&lt;br /&gt;
&lt;br /&gt;
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.&lt;br /&gt;
&lt;br /&gt;
* It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.&lt;br /&gt;
&lt;br /&gt;
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Light Rampant, Shiva will follow up with another &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; into either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;—whichever wasn&#039;t used prior.&lt;br /&gt;
&lt;br /&gt;
* Mirror, Mirror&#039;s Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
As the mirrors reflect Shiva&#039;s attack, she will begin casting &#039;&#039;&#039;Banish III&#039;&#039;&#039;. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva&#039;s visual and/or audio cues.&lt;br /&gt;
&lt;br /&gt;
* As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermission - Shattered World ===&lt;br /&gt;
----&#039;&#039;If running an [[Unsynched|unrestricted]] party, Shiva will skip to this phase at 50%.&#039;&#039;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will become untargetable and jump to the north edge of the arena, preparing &#039;&#039;&#039;Shattered World&#039;&#039;&#039; and splitting the arena into two circles. The party will need to divide themselves into two [[Party|light parties]], one in each circle, in preparation for what follows.&lt;br /&gt;
&lt;br /&gt;
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.&lt;br /&gt;
&lt;br /&gt;
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter by 25.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Wave&lt;br /&gt;
!Western Platform&lt;br /&gt;
!Eastern Platform&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|}&lt;br /&gt;
The start of each wave is always accompanied by &#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Electric Aethers&#039;&#039;&#039; should primarily be handled by tanks due to their &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039; and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039; should always be [[Interrupt|interrupted]] shortly after they spawn. The barrier provided by &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039; can be broken, but significantly increases the risk that the enemy successfully reaches the center.&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Aethers&#039;&#039;&#039; simply have a large amount of HP and are the DPS player&#039;s top priority. These enemies can be &#039;&#039;&#039;{{Game icon|Stun|Stunned}}&#039;&#039;&#039;, granting players more time to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;Luminous Aethers&#039;&#039;&#039; appear with each phase. Instead of moving, they aim a [[Tether (mechanic)#Transferable Tether|transferable tether]] at the crystal that must be blocked by a player. Due to the &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039;, each player can only block a single tether.&lt;br /&gt;
** The tether results in a small 2.5y radius [[Area of Effect#Static Circle AoE|circle AoE]]. Other players should avoid standing near the one taking the tether.&lt;br /&gt;
** In an emergency, a tank can use an invulnerability to survive a second tether.&lt;br /&gt;
&lt;br /&gt;
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.&lt;br /&gt;
&lt;br /&gt;
* If the party only has one [[Physical Ranged DPS|physical ranged DPS]], it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform&#039;s interrupts can be handled by a single tank, but the western platform cannot.&lt;br /&gt;
* Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use &#039;&#039;&#039;{{Game icon|interject}}&#039;&#039;&#039; on the Earthen Aether before moving to take the tether afterwards.&lt;br /&gt;
* Melee DPS should only take a tether in a wave without an Aqueous Aether.&lt;br /&gt;
* Healers and Ranged DPS can safely be assigned to any wave&#039;s tether.&lt;br /&gt;
&lt;br /&gt;
Should players fail and a total of four Aethers succeed in charging the crystal, the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter will fill and the party will be defeated.&lt;br /&gt;
&lt;br /&gt;
However, should players succeed in &amp;lt;u&amp;gt;perfectly&amp;lt;/u&amp;gt; clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second &#039;&#039;&#039;{{Game icon|Grace of Light}}&#039;&#039;&#039; buff at the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2.0 - Opening===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
After a lengthy 60 second cutscene, Shiva merges with Hraesvelgr to begin a new savage-exclusive phase.&lt;br /&gt;
&lt;br /&gt;
Phase 2 begins with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; followed by &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to split into two light parties on opposite sides of Shiva to separate the two Akh Morn stacks aimed at the tanks. Once the first strike of Akh Morn lands, players must remain with their stack, as damage from the opposite stack becomes lethal due to the status effects inflicted by Akh Morn.&lt;br /&gt;
&lt;br /&gt;
* As the status effects are tied to enmity number, tanks must ensure &amp;lt;u&amp;gt;no enmity swaps&amp;lt;/u&amp;gt; occur once the cast of Akh Morn begins—otherwise the stacks may swap targets mid-attack and instantly kill both light parties.&lt;br /&gt;
&lt;br /&gt;
Once Akh Morn ends and the cast to Morn Afah begins, all players should stack together underneath Shiva to share the damage.&lt;br /&gt;
&lt;br /&gt;
* In an emergency, Morn Afah can be negated with a tank invulnerability, or split entirely between both tanks using heavy mitigations.&lt;br /&gt;
&lt;br /&gt;
This is then followed by two larger attack segments: &#039;&#039;&#039;Reflected Wings #1&#039;&#039;&#039; and &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; &#039;&#039;&#039;#1&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-| Reflected Wings #1=&lt;br /&gt;
====== Reflected Wings #1: ======&lt;br /&gt;
&lt;br /&gt;
Shiva prepares &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;. One green mirror will appear in the north, an uncolored mirror appearing in the east or west, with the red mirror appearing on the opposite side.&lt;br /&gt;
&lt;br /&gt;
Shiva then teleports to the arena&#039;s center, faces either north or south, and prepares &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; to either her left or right. This attack will be instantly reflected by the uncolored mirror, followed by the green mirror after 5 seconds, and lastly reflected by the red mirror at the same time she casts a second Hallowed Wings (One Wing).&lt;br /&gt;
&lt;br /&gt;
This attack series creates three total AoEs to dodge. The first and third will cover 3/4ths of the arena while the second only covers one half.&lt;br /&gt;
&lt;br /&gt;
Players will need memorize half of the arena the first Hallowed Wings (One Wing) is covering, apply that to each mirror in sequence, and then simultaneously dodge the second Hallowed Wings occurring during the red mirror&#039;s reflection.&lt;br /&gt;
&lt;br /&gt;
* The Mirrors copy the attack as if each were Shiva facing towards the arena&#039;s center.&lt;br /&gt;
* Shiva&#039;s second Hallowed Wings (One Wing) cast will always be the opposite wing to the first cast.&lt;br /&gt;
&lt;br /&gt;
Though this attack series has a lot of information for players to process within a short span of time, there is a method to simplify the dodging process.&lt;br /&gt;
&lt;br /&gt;
* If Shiva&#039;s first Hallowed Wings (One Wing) cast is aimed at the uncolored mirror, the first safe-zone will be &amp;lt;u&amp;gt;behind&amp;lt;/u&amp;gt; Shiva (and opposite to her glowing wing). If not, it will be in front of Shiva.&lt;br /&gt;
* Mirror firing order always rotates in either a clockwise or counter-clockwise direction, which players will want to match—shifting to the next inter-cardinal quadrant after each AoE.&lt;br /&gt;
** If the uncolored mirror is on the west, players will rotate clockwise with each AoE. If the uncolored mirror with east, players will rotate counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
|-| Wyrm&#039;s Lament #1=&lt;br /&gt;
====== Wyrm&#039;s Lament #1: ======&lt;br /&gt;
All four support players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039;, each with a different expiration timer—14 seconds, 22 seconds, 30 seconds, and 38 seconds.&lt;br /&gt;
&lt;br /&gt;
All four DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;, each with a different expiration timer—20 seconds, 28 seconds, 36 seconds, and 44 seconds.&lt;br /&gt;
&lt;br /&gt;
If this status effect is allowed to expire, the afflicted player will perish.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; appears at the north and will either rotate clockwise or counter-clockwise. As it rotates, Shiva will cast &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; a total of four times, always aimed in the direction of the Drachen Wanderer.&lt;br /&gt;
&lt;br /&gt;
Inbetween casts of Hallowed Wings (One Wing), support players must take turns running into the Drachen Wanderer to cleanse their Wyrmclaw status effect. A DPS player can then collect the puddle on the floor after the next Hallowed Wings cast.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be collided with four times, else it will detonate and deal extreme damage to the party. For this reason, only one player should cleanse Wyrmclaw at a time.&lt;br /&gt;
* All players not currently attempting to cleanse a status effect should stay near the arena&#039;s center to remain out of range of the Drachen Wanderer&#039;s explosion AoE.&lt;br /&gt;
* Due to server [[Snapshot|snapshotting]], players attempting to collide with the Drachen Wanderer should aim to run in front of it. Chasing it from behind may result in the player being unable to catch it in time.&lt;br /&gt;
&lt;br /&gt;
The timers of the status effects will neatly line up with Shiva&#039;s attacks, creating a simple flow to cleansing them all:&lt;br /&gt;
&lt;br /&gt;
# Wyrm&#039;s Lament is cast + 14 second Wyrmclaw stands north to cleanse their status effect.&lt;br /&gt;
# Hallowed Wings #1&lt;br /&gt;
# 22 second Wyrmclaw + 20 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #2&lt;br /&gt;
# 30 second Wyrmclaw + 28 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #3&lt;br /&gt;
# 38 second Wyrmclaw + 36 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #4&lt;br /&gt;
# 44 second Wyrmfang cleanses their status effect.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the fourth Hallowed Wings (One Wing) from Wyrm&#039;s Lament finishes its cast, Shiva will begin her &#039;&#039;&#039;Frost Armor&#039;&#039;&#039; cast followed by either &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; or &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should pre-position on the edge of cardinal quadrant behind Shiva (indicated by the dark lines on the floor) in preparation to dodge the two AoEs in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players must hold still to avoid slipping off the arena&#039;s edge while the floor is [[Other Mechanics#Ice Floor|frozen solid]]. The floor will unfreeze about 1.5 seconds before Shiva&#039;s cast finishes, allowing players a short amount of time to shift into the first safe zone, then shift back out.&lt;br /&gt;
&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, players will want to run to Shiva&#039;s back, then rotate to the side after.&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, players must stand next to the quadrant to Shiva&#039;s back, moving into it after the first AoE resolves.&lt;br /&gt;
&lt;br /&gt;
Tanks can then perform a tank-swap after &#039;&#039;&#039;Double Slap&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.1 - Mirrors ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front with a ~20y [[knockback]]. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will re-equip her &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will create a pulsing &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar where each player was standing. Players should group together during the start of the ability, then move elsewhere once Shiva&#039;s wings appear.&lt;br /&gt;
&lt;br /&gt;
There are two common methods to handling Drachen Armor:&lt;br /&gt;
&lt;br /&gt;
# Tanks group to Shiva&#039;s front and all other players to the back, then rotate clockwise or counter-clockwise once her wings appear.&lt;br /&gt;
# All players group together at Shiva&#039;s back and move anywhere else once her wings appear.&lt;br /&gt;
&lt;br /&gt;
While Shiva has Drachen armor equipped, she will damage the highest two enmity players with her auto-attacks. Tanks should remember to quickly re-establish enmity after being resurrected.&lt;br /&gt;
&lt;br /&gt;
====== Reflected Wings #2: ======&lt;br /&gt;
Shiva creates a green mirror on either the east or west, with a red mirror to its opposite. She will then teleport and begin casting &#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039; near the north or south edge of the arena, which the mirrors will reflect after a delay.&lt;br /&gt;
&lt;br /&gt;
The party will need to split into two light parties again, with one being assigned to take the front of the green portal and the other taking the front of the red portal.&lt;br /&gt;
&lt;br /&gt;
* Unlike the mirrors, Shiva does not cast Hallowed Wings from the complete edge of the arena, leaving a space behind her players can use to avoid her cast. This first cast &#039;&#039;must&#039;&#039; be dodged to avoid the extra stacks of &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
* As the damage decreases linearly based on line order, the tanks will want to be the 1st and 5th players in the line to ensure their light party members behind them take the least amount of damage. This line order is crucial during the red mirror&#039;s reflection, where one light party will have Magic Vulnerability Up and thus take increased damage.&lt;br /&gt;
* Healers will need to quickly heal the party after the green mirror&#039;s reflection to ensure players can survive the red mirror&#039;s reflection 5 seconds later.&lt;br /&gt;
&lt;br /&gt;
There are two common methods used to handle this attack series:&lt;br /&gt;
&lt;br /&gt;
# After dodging Shiva&#039;s cast by standing behind her, all players run towards the green portal. Light Party 1 will have its tank stand on the outer ring with the others inbetween the rings. Light Party 2&#039;s tank stands on the inner ring with the others behind it near the arena&#039;s center. After the knockback, Light parties reverse their positions by the red portal—with Light Party 2 in the front and Light Party 1 near the center.&lt;br /&gt;
# While avoiding Shiva&#039;s first cast, players split into two light parties on Shiva&#039;s left and right. Watching the cast bar in the enmity list, all players will use {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} right before the green mirror&#039;s cast completes, blocking the knockback from both mirrors. While DPS and Healers stay stacked and unmoving next to Shiva&#039;s sides, tanks will shift to their light party&#039;s east and west, protecting them from each mirror.&lt;br /&gt;
&lt;br /&gt;
====== Shining Mirrors: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; again to create eight mirrors surrounding the entire arena. All inter-cardinals will have green mirrors. The east and west will either have uncolored or red mirrors with the north and south having the other type.&lt;br /&gt;
&lt;br /&gt;
She will then use &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, which will be reflected instantly from the uncolored mirrors and the green and red mirrors after a delay.&lt;br /&gt;
&lt;br /&gt;
As the green mirrors reflect, she will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, which will either cover the arena&#039;s center in a proximity AoE (if theres one orb above her head) or the arena&#039;s edges (if four orbs are above her head). Holy resolves shortly after the red mirrors reflect.&lt;br /&gt;
&lt;br /&gt;
* A recommended strategy is to immediately pull Shiva towards an uncolored mirror before avoiding the Shining Armor cast and its reflection by looking to the side. The party can then continue to attack Shiva&#039;s back while already being faced away from the other mirrors.&lt;br /&gt;
* While dodging the green reflection, players should look at the orbs above Shiva&#039;s head. If there is one orb, players can run to the edge away from the red mirrors. If there are four orbs, players must run to the center and then face away from the red mirrors.&lt;br /&gt;
&lt;br /&gt;
Once the proximity AoEs resolve, Shiva will follow up with either &#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; or &#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;, forcing players to react quickly to the two AoE attacks based on the cast&#039;s name.&lt;br /&gt;
&lt;br /&gt;
====== Drachen Mirror: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and creates a single red mirror, then casts &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will be reflected after 10 seconds. The mirror will flash as it snapshots the player&#039;s positions for the Akh Rhai pillars.&lt;br /&gt;
&lt;br /&gt;
It is recommended to split into two light parties on opposite sides of the boss and rotate with each of the two casts of Drachen Armor.&lt;br /&gt;
&lt;br /&gt;
Shiva will once again cast &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; before requiring the party to stack in the center again for &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.2 - Icelit Dragonsong ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva begins casting &#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;, a combination of &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1.1 - Light Rampant|Light Rampant]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1.0 - Diamond Frost|Diamond Frost]]&#039;&#039;&#039;.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
&lt;br /&gt;
* All support players will be attached to each other via &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;. These will &#039;&#039;always&#039;&#039; attach tanks to both healers—tanks will not be tethered to the other tank, and the healers will not be tethered to the other healer.&lt;br /&gt;
* Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; [[Tower#Multi-Player Tower|towers]] appear, one in each cardinal direction on the inner ring of the arena.&lt;br /&gt;
* All DPS players are targeted by &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]], which function exactly the same as they did during Diamond Frost.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
* One tank and healer will have 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have 1 stack. Two DPS will have 2 stacks of Lightsteeped while the others have 3 stacks.&lt;br /&gt;
&lt;br /&gt;
The Frigid Stone spread circles will resolve first and inflict all DPS with &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds. The Bright Hunger towers resolve at the 10 second mark.&lt;br /&gt;
&lt;br /&gt;
Shiva will then complete a cast of &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, pushing all unfrozen players 10y away. A one-player Bright Hunger tower is created in the east and west on the outer ring, and a two-player tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
The [[Area of Effect#Radial Line AoE|radial line AoEs]] from the Frigid Stones detonate, and all DPS players have three [[Area of Effect#Static Circle AoE|circle AoEs]] placed underneath them consecutively.&lt;br /&gt;
&lt;br /&gt;
As the second set of Bright Hunger towers resolve Shiva begins a cast of &#039;&#039;&#039;Banish&#039;&#039;&#039; targeting the tanks. Additionally, a four-player Bright Hunger tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
After the final tower resolves, Shiva ends the attack series with a cast of &#039;&#039;&#039;The House of Light&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Strategy: ======&lt;br /&gt;
[[File:E8S Dragonlit Icesong.gif|alt=A strategy board showing how to survive Dragonlit Icesong.|thumb|A [https://raidplan.io/plan/g27ju936yasugs27 strategy board] showing how to survive Dragonlit Icesong. In this example, &#039;&#039;&#039;Banish&#039;&#039;&#039; is a [[Tankbuster#Shared Tankbuster|shared tankbuster]].]]&lt;br /&gt;
Prior to the cast of Icelit Dragonsong, players should pre-position in [[clock spots]], with tanks in the north and south and healers in the east and west.&lt;br /&gt;
&lt;br /&gt;
* All supports must occupy the first four Bright Hunger towers. Healers additionally must cleanse &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; off the two DPS players. &amp;lt;u&amp;gt;Tanks must keep this status effect&amp;lt;/u&amp;gt; to resist &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;.&lt;br /&gt;
** To help speed up cleansing, one healer should be assigned to cleanse whichever DPS player is afflicted at the top of the party list with the other healer cleansing the one at the bottom.&lt;br /&gt;
* DPS players must run to their assigned inter-cardinal and drop their &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; AoE on the outer ring.&lt;br /&gt;
&lt;br /&gt;
Once the Frigid Stone spread circles resolve, DPS must run to Shiva&#039;s north and south in preparation for Draconic Strike. Tanks will be afflicted with &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; as the first set of towers resolve.&lt;br /&gt;
&lt;br /&gt;
With Draconic Strike, Shiva will push all players except the frozen tanks away. All players should then stand directly on the outer ring, which will be safe if all Frigid Stones were placed correctly.&lt;br /&gt;
&lt;br /&gt;
* Tanks will unfreeze at this time, and must immediately run into the center to occupy the two-player Bright Hunger tower before it resolves.&lt;br /&gt;
* DPS players will need to rotate around the edges of the arena once the radial line AoEs resolve to dodge the circle AoEs repeatedly placed underneath them. {{Action icon|Sprint}} can be used to aid in escaping the AoEs in time.&lt;br /&gt;
&lt;br /&gt;
Shiva will be casting &#039;&#039;&#039;Banish&#039;&#039;&#039; during this time, which tanks should use mitigations in preparation for. If Shiva has one orb above her head, tanks should stack together in the center—otherwise they should split apart after their tower resolves.&lt;br /&gt;
&lt;br /&gt;
Once Banish resolves, all players with 2 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; must occupy the four-player tower in the center. This will be the supports that began with 0 stacks and the DPS that began with 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Finally, all players must return to their initial clock spot positions to spread out the &#039;&#039;&#039;House of Light&#039;&#039;&#039; cones.&lt;br /&gt;
----After Icelit Dragonsong ends, Shiva will prepare &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and use &#039;&#039;&#039;Frost Armor&#039;&#039;&#039;, copying it into a red mirror. Shiva then uses &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039; at the same time the mirror casts, freezing the floor at the same time players must move away.&lt;br /&gt;
&lt;br /&gt;
In preparation, the party should stack together at the far edge of the arena, holding still until Drachen Armor is cast. Once Shiva&#039;s wings appear, players can slide to the exact opposite side of the arena to easily avoid the attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.3 - Enrage ===&lt;br /&gt;
-----Shiva&#039;s final attack series, she will cast &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;, once again inflicting players with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Unlike before, there will be two &#039;&#039;&#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039;&#039;&#039;—one in the north and one in the south—and each must be detonated twice.&lt;br /&gt;
&lt;br /&gt;
Instead of Hallowed Wings, Shiva will alternate between &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; and &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, requiring players to move quickly between the Drachen Wanderers and their party stacks, and healers to stay constantly active to keep everyone alive.&lt;br /&gt;
&lt;br /&gt;
* Both tanks will be afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; with a 22 second timer. Two random DPS players will also be afflicted with a 38 second timer.&lt;br /&gt;
* Both healers will be afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039; with a 28 second timer. Two random DPS players will also be afflicted with a 44 second timer.&lt;br /&gt;
&lt;br /&gt;
Players with &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; must cleanse their debuffs after Akh Morn while players with &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanse their debuffs after Morn Afah.&lt;br /&gt;
&lt;br /&gt;
As with prior Akh Morns, the party will want to split into light parties to Shiva&#039;s east and west.&lt;br /&gt;
&lt;br /&gt;
* One DPS player in each light party should be assigned to swap groups in the case that both DPS players in their party receive the same debuff type.&lt;br /&gt;
&lt;br /&gt;
Once the first Akh Morn ends, all players should stack in the center while the tanks run backwards to the Drachen Wanderers that are now at the east and west edges of the arena—then quickly running back to the center for Morn Afah.&lt;br /&gt;
&lt;br /&gt;
After Morn Afah ends, the healers can quickly grab the puddles to the east and west before regrouping for Akh Morn. The process will then repeat a second time with the DPS players cleansing their debuffs, and a final third repeat that simply must be survived.&lt;br /&gt;
&lt;br /&gt;
* Between Akh Morn, the Drachen Wanderer, and Morn Afah, players are taking extreme amounts of constant damage through this attack series. Healers will need to heal and mitigate constantly. Players may need to assign mitigations to each Morn Afah.&lt;br /&gt;
* A common strategy is to have the tanks use their invulnerability to negate the second and third Morn Afah while standing safely away from the group. This requires a tank-swap to occur &amp;lt;u&amp;gt;during&amp;lt;/u&amp;gt; the second cast of Morn Afah, and for the tanks to ensure enmity &#039;&#039;does not swap back&#039;&#039; afterwards. If either the tank swap happens too late or enmity flips from a low enmity lead, the Akh Morn targets will swap mid-attack and defeat the entire party.&lt;br /&gt;
&lt;br /&gt;
Should players survive the third and final &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, Shiva will cover the entire arena in red mirrors and cast &#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039; from the center. While players can dodge this initial attack by standing behind her, the reflection that happens 10 seconds later is unsurvivable. Players must defeat Shiva before the mirrors can finish their cast.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.3 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&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;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Snapshot&amp;diff=1574043</id>
		<title>Snapshot</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Snapshot&amp;diff=1574043"/>
		<updated>2026-10-04T21:59:48Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Player Position */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the netcode of Final Fantasy XIV, a [[snapshot]] is the point in time at which the calculation of a player&#039;s state is locked in by the game&#039;s servers. The term &amp;quot;snapshot&amp;quot; is community-assigned. Square Enix refers to the concept in a roundabout way in its patch notes. &amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;See the terms &amp;quot;processing&amp;quot; and &amp;quot;discrepancies [...] between the server-side and client-side positional data.&amp;quot; used in a hotfix for {{i|Dancing Mad (Ultimate)}} [https://na.finalfantasyxiv.com/lodestone/news/detail/d2687b10311ae5fd4eebd5b35c030e13374170f5]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, consider the common situation of a player standing in an enemy [[AoE]] circle, and the player begins to move out of it. The circle disappears upon cast completion. At that instance, a snapshot has taken place to determine if the player successfully avoided the attack by moving out of the AoE circle or not. The attack animation itself does not take any part in determining avoidance. Generally, the higher the player&#039;s Internet latency, the earlier the player will need to move to avoid the AoE snapshot. &lt;br /&gt;
&lt;br /&gt;
Knowing this concept is one of the fundamentals to success when engaging in high-end raiding, PvP, PvE, or even some {{i|The Gold Saucer|Gold Saucer}} activities. There are numerous examples of when snapshots may occur, whether it is performed by the player or enemies. &lt;br /&gt;
&lt;br /&gt;
==Player Damage==&lt;br /&gt;
The most common example of snapshotting, a snapshot occurs when an ability locks in (snapshots) the player&#039;s stats and buffs at the moment of execution. Actions in [[PvE]] will almost always immediately snapshot by the moment of execution, meaning that if an action&#039;s damage pop-up appears delayed, its damage has still been snapshotted. An example of this is with {{aicon|Ouroboros}}, a {{VPR}} [[viper]] action where the damage appears to apply late at the apex of the animation, but its damage has still been snapshotted immediately upon execution.&amp;lt;br&amp;gt;&lt;br /&gt;
All damage over-time effects are also snapshotted immediately when applied, and instances of damage dealt over-time also deal damage based on the player&#039;s stats at the time of execution, even after the expiration of buffs or stat changes. See [[#Examples|examples here]]. Jobs with access to actions that apply damage over-time effects are encouraged to refresh their duration just before [[raid buffs]] expire, even if it may refresh the timer early. This is especially important for {{Healer}} [[healer|healers]] and {{BRD}} [[bard|bards]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage Taken==&lt;br /&gt;
Another common instance of snapshotting is when taking damage. Any status effect effects that may increase or decrease the damage a player is snapshotted upon mechanics actively resolving, typically after a cast bar finishes.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A snapshot occurs by bosses when the cast bar for an action they are casting is completed. Players must use any mitigation actions before the cast bar completes, or else they will have no effect on the damage dealt when the boss&#039;s respective attack animation completes. Because enemies cannot perform auto-attacks while casting, players will often use their mitigation tools near the end of the cast bar. If timed correctly, the mitigation effects may resolve further instances of damage. An example is a {{Tank}} [[tank]] applying {{aicon|Rampart}} to themselves just before a [[tankbuster]]&#039;s cast bar is complete, allowing the damage-mitigation effect of Rampart to mitigate damage from not only the tankbuster itself, but subsequent auto-attacks thereafter.&amp;lt;br&amp;gt;&lt;br /&gt;
Another example is a {{SAM}} [[samurai]] taking damage while under the effect {{aicon|Third Eye}} or {{aicon|Tengentsu}}. These actions are unique in that extra [[Kenki Gauge|Kenki]] and any additional effects will only be applied when taking damage. Because of its short duration, these actions should be executed before the end of a boss&#039;s cast bar. If the duration of either action expires after the cast bar finishes, the Kenki and any additional effects &#039;&#039;will still be granted&#039;&#039; to the samurai upon the damage pop-up appearing.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, damage from mechanics are snapshotted when the cast bar or [[Area of Effect|when area of effect indicators (often orange circles) disappear]], and not when the animation finishes.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player Position ==&lt;br /&gt;
Closely tied to AoE snapshotting, when a player is moving, the position they see their character in at that moment in time will be different to what the server and other players see. As it takes time to send and confirm positional data from the player&#039;s own computer to the server and back again, a character in motion will often be registered as &#039;&#039;slightly behind&#039;&#039; what they see on their own screen.&lt;br /&gt;
&lt;br /&gt;
For example: if a player saw themselves running with another player on their screen, matching the other player&#039;s same position, speed, and direction, in actuality they would be running &#039;&#039;behind&#039;&#039; that other player due to the positional latency. To truly match another player&#039;s position while running, players must look like they are &#039;&#039;ahead&#039;&#039; of the others on their own screen.&amp;lt;p&amp;gt;Understanding how latency affects the players position can be critical in [[High-end Duty|High-end Duties]], especially with [[Acronyms, abbreviations, and common terms#M|Mario-Kart]] strategies or when needing to run into moving objects, and is even relevant in events such as {{Game icon|Blunderville}}.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{{gallery box&lt;br /&gt;
|name=Below are two video examples of damage snapshots being applied.&amp;lt;br&amp;gt;{{aicon|Biolysis (PvP)}} deals 3,000 potency over-time, and {{aicon|Guard (PvP)}} grants damage mitigation of 99%.&amp;lt;br&amp;gt;[[PvP]] actions are chosen as examples due to the flat amounts of potency, with no damage variation.&lt;br /&gt;
|gallery=&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px&amp;gt;&lt;br /&gt;
File:Snapshot No Mit.mp4|An example of the full amount of damage being dealt, even when the target is mitigated.&lt;br /&gt;
File:Snapshot Mit.mp4|An example of damage is snapshotted when mitigated, dealing little damage even after the target is no longer under any mitigation effects.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references group = &amp;quot;fn&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Snapshot&amp;diff=1574042</id>
		<title>Snapshot</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Snapshot&amp;diff=1574042"/>
		<updated>2026-10-04T21:58:25Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added a Player Position section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the netcode of Final Fantasy XIV, a [[snapshot]] is the point in time at which the calculation of a player&#039;s state is locked in by the game&#039;s servers. The term &amp;quot;snapshot&amp;quot; is community-assigned. Square Enix refers to the concept in a roundabout way in its patch notes. &amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;See the terms &amp;quot;processing&amp;quot; and &amp;quot;discrepancies [...] between the server-side and client-side positional data.&amp;quot; used in a hotfix for {{i|Dancing Mad (Ultimate)}} [https://na.finalfantasyxiv.com/lodestone/news/detail/d2687b10311ae5fd4eebd5b35c030e13374170f5]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, consider the common situation of a player standing in an enemy [[AoE]] circle, and the player begins to move out of it. The circle disappears upon cast completion. At that instance, a snapshot has taken place to determine if the player successfully avoided the attack by moving out of the AoE circle or not. The attack animation itself does not take any part in determining avoidance. Generally, the higher the player&#039;s Internet latency, the earlier the player will need to move to avoid the AoE snapshot. &lt;br /&gt;
&lt;br /&gt;
Knowing this concept is one of the fundamentals to success when engaging in high-end raiding, PvP, PvE, or even some {{i|The Gold Saucer|Gold Saucer}} activities. There are numerous examples of when snapshots may occur, whether it is performed by the player or enemies. &lt;br /&gt;
&lt;br /&gt;
==Player Damage==&lt;br /&gt;
The most common example of snapshotting, a snapshot occurs when an ability locks in (snapshots) the player&#039;s stats and buffs at the moment of execution. Actions in [[PvE]] will almost always immediately snapshot by the moment of execution, meaning that if an action&#039;s damage pop-up appears delayed, its damage has still been snapshotted. An example of this is with {{aicon|Ouroboros}}, a {{VPR}} [[viper]] action where the damage appears to apply late at the apex of the animation, but its damage has still been snapshotted immediately upon execution.&amp;lt;br&amp;gt;&lt;br /&gt;
All damage over-time effects are also snapshotted immediately when applied, and instances of damage dealt over-time also deal damage based on the player&#039;s stats at the time of execution, even after the expiration of buffs or stat changes. See [[#Examples|examples here]]. Jobs with access to actions that apply damage over-time effects are encouraged to refresh their duration just before [[raid buffs]] expire, even if it may refresh the timer early. This is especially important for {{Healer}} [[healer|healers]] and {{BRD}} [[bard|bards]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage Taken==&lt;br /&gt;
Another common instance of snapshotting is when taking damage. Any status effect effects that may increase or decrease the damage a player is snapshotted upon mechanics actively resolving, typically after a cast bar finishes.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A snapshot occurs by bosses when the cast bar for an action they are casting is completed. Players must use any mitigation actions before the cast bar completes, or else they will have no effect on the damage dealt when the boss&#039;s respective attack animation completes. Because enemies cannot perform auto-attacks while casting, players will often use their mitigation tools near the end of the cast bar. If timed correctly, the mitigation effects may resolve further instances of damage. An example is a {{Tank}} [[tank]] applying {{aicon|Rampart}} to themselves just before a [[tankbuster]]&#039;s cast bar is complete, allowing the damage-mitigation effect of Rampart to mitigate damage from not only the tankbuster itself, but subsequent auto-attacks thereafter.&amp;lt;br&amp;gt;&lt;br /&gt;
Another example is a {{SAM}} [[samurai]] taking damage while under the effect {{aicon|Third Eye}} or {{aicon|Tengentsu}}. These actions are unique in that extra [[Kenki Gauge|Kenki]] and any additional effects will only be applied when taking damage. Because of its short duration, these actions should be executed before the end of a boss&#039;s cast bar. If the duration of either action expires after the cast bar finishes, the Kenki and any additional effects &#039;&#039;will still be granted&#039;&#039; to the samurai upon the damage pop-up appearing.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, damage from mechanics are snapshotted when the cast bar or [[Area of Effect|when area of effect indicators (often orange circles) disappear]], and not when the animation finishes.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player Position ==&lt;br /&gt;
Closely tied to AoE snapshotting, when a player is moving, the position they see their character in at that moment in time will be different to what the server and other players see. As it takes time to send and confirm positional data from the player&#039;s own computer to the server and back again, a character in motion will often be registered as &#039;&#039;slightly behind&#039;&#039; what they see on their own screen.&lt;br /&gt;
&lt;br /&gt;
For example: if a player saw themselves running with another player on their screen, matching the other player&#039;s same position, speed, and direction, in actuality they would be running &#039;&#039;behind&#039;&#039; that other player due to the positional latency. To truly match another player&#039;s position while running, players must look like they are &#039;&#039;ahead&#039;&#039; of the others on their own screen.&amp;lt;p&amp;gt;Understanding how latency affects the players position can be critical in [[High-end Duty|High-end Duties]], especially with [[Acronyms, abbreviations, and common terms#M|Mario-Kart]] strategies or when needing to run into moving objects, and is especially relevant in events such as {{Game icon|Blunderville}}.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{{gallery box&lt;br /&gt;
|name=Below are two video examples of damage snapshots being applied.&amp;lt;br&amp;gt;{{aicon|Biolysis (PvP)}} deals 3,000 potency over-time, and {{aicon|Guard (PvP)}} grants damage mitigation of 99%.&amp;lt;br&amp;gt;[[PvP]] actions are chosen as examples due to the flat amounts of potency, with no damage variation.&lt;br /&gt;
|gallery=&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px&amp;gt;&lt;br /&gt;
File:Snapshot No Mit.mp4|An example of the full amount of damage being dealt, even when the target is mitigated.&lt;br /&gt;
File:Snapshot Mit.mp4|An example of damage is snapshotted when mitigated, dealing little damage even after the target is no longer under any mitigation effects.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references group = &amp;quot;fn&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1574040</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1574040"/>
		<updated>2026-10-04T21:39:30Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2.3 - Enrage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30095&lt;br /&gt;
| id-edb = 46c4d21a738&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]] - Timeline and Abilities ==&lt;br /&gt;
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.&lt;br /&gt;
&lt;br /&gt;
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.&lt;br /&gt;
&lt;br /&gt;
The battle takes place over a maximum of 14 minutes before Shiva&#039;s enrage cast completes and forcefully defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shiva&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Intermission Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Intermission&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Shattered World&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 1&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 2&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 3&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 4&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.3 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1.0 - Diamond Frost===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;It is recommended to place four [[waymarks]] on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva&#039;s attacks throughout the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack to take note of is &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; combined with either &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.&lt;br /&gt;
&lt;br /&gt;
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.&lt;br /&gt;
&lt;br /&gt;
* If Biting Frost was cast, the mirrors will each create a massive [[Area of Effect#Static Circle AoE|circle AoE]] covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.&lt;br /&gt;
* If Driving Frost was cast, the mirrors will fire 90-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.&lt;br /&gt;
&lt;br /&gt;
Shiva then begins her first attack series: &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Frost: ======&lt;br /&gt;
One tank and one healer will be afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039;. The other tank, healer, and two DPS receive &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]]. Two opposite cardinals will be covered in a [[Area of Effect#Static Circle AoE|static circle AoE]] that will spread clockwise and counter-clockwise over time.&lt;br /&gt;
&lt;br /&gt;
[[Area of Effect#Radial Line AoE|Radial line AoEs]] are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive [[Other Mechanics#Flare Marker|flare markers]]. Both radial line AoEs and flare markers resolve shortly after the [[knockback]] from &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Diamond Frost.gif|alt=A strategy board showcasing a method to safely survive Diamond Frost|thumb|A [https://raidplan.io/plan/pxzzhjf2454p52pe strategy board] showcasing a method to safely survive Diamond Frost.]]&lt;br /&gt;
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three [[Area of Effect#Static Circle AoE|static circle AoEs]] placed underneath them consecutively. Shiva additionally casts &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;—whichever wasn&#039;t used earlier.&lt;br /&gt;
&lt;br /&gt;
* Healers will want to use {{Action icon|Esuna}} to cleanse the Freezing debuff off the party.&lt;br /&gt;
* Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.&lt;br /&gt;
** As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.&lt;br /&gt;
* The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.&lt;br /&gt;
** To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.&lt;br /&gt;
* Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.&lt;br /&gt;
** It is recommended to place the &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.&lt;br /&gt;
*** Daring parties may choose to group all DPS and tanks together and use {{Action icon|Sprint}} to escape the homing AoEs while maintaining DPS uptime.&lt;br /&gt;
* The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.&lt;br /&gt;
&lt;br /&gt;
Should players survive Diamond Frost, Shiva will cast &#039;&#039;&#039;Double Slap&#039;&#039;&#039;, requiring a tank swap, &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, requiring players to look away, and either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1.1 - Light Rampant ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will cast one of her most notorious and complex attack series of the fight: &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
A tank, a healer, and two DPS will each receive two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;, tethering the four to each other in a square. Two of these players will have 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have none.&lt;br /&gt;
&lt;br /&gt;
The other four players will each be tethered to a random &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two receive 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of &#039;&#039;&#039;Path of Light&#039;&#039;&#039; and tethers become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.&lt;br /&gt;
&lt;br /&gt;
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.&lt;br /&gt;
&lt;br /&gt;
Finally a single four-player Bright Hunger tower remains in the arena&#039;s center.&lt;br /&gt;
----The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: &#039;&#039;&#039;The First Towers and Path of Light&#039;&#039;&#039;, &#039;&#039;&#039;The Second Towers&#039;&#039;&#039;, and &#039;&#039;&#039;Path of Light and The Third Tower&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Tether Shaping.jpg|alt=An image showing which two players can swap positions to create the desired shape.|thumb|Depending on the initial shape, the desired shape can be created by having two players swap positions.]]&lt;br /&gt;
&lt;br /&gt;
====== The First Towers + Path of Light: ======&lt;br /&gt;
The first four towers are most often taken players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.&lt;br /&gt;
&lt;br /&gt;
* To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.&lt;br /&gt;
* The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.&lt;br /&gt;
&lt;br /&gt;
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a [[Clock spots|clock spot]] spread.&lt;br /&gt;
&lt;br /&gt;
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:&lt;br /&gt;
&lt;br /&gt;
# The four players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039; inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player&#039;s orb and stand on the far edge of the arena.&lt;br /&gt;
# Path of Light is taken by the two Refulgent Chain players with 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and the two Holy Light players with 1 stack. The Refulgent Chain players shift &#039;&#039;slightly&#039;&#039; closer to Shiva inside their towers while the Holy Light players stand inside Shiva&#039;s hitbox on the cardinal opposite to their orb.&lt;br /&gt;
# The four Holy Light orb players take the four Path of Light cones by standing inside Shiva&#039;s hitbox in each cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.&lt;br /&gt;
&lt;br /&gt;
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.&lt;br /&gt;
&lt;br /&gt;
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.&lt;br /&gt;
&lt;br /&gt;
Once towers and Path of Light resolve, the Refulgent Chains will become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;, and will explode and wipe the party should any one of the four players be positioned incorrectly.&lt;br /&gt;
&lt;br /&gt;
====== The Second Towers: ======&lt;br /&gt;
The trickiest part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players in the center.&lt;br /&gt;
&lt;br /&gt;
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.&lt;br /&gt;
&lt;br /&gt;
# The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.&lt;br /&gt;
# The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.&lt;br /&gt;
&lt;br /&gt;
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.&lt;br /&gt;
&lt;br /&gt;
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.&lt;br /&gt;
&lt;br /&gt;
* The eastern and western Holy Light players will want to avoid reaching their towers &#039;&#039;too soon&#039;&#039; to prevent their orb from catching up to them inside the tower. For this reason, {{Action icon|Sprint}} is &#039;&#039;not&#039;&#039; recommended.&lt;br /&gt;
* Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. This shape allows them to shift closer to the east and west to avoid orbs if necessary.&lt;br /&gt;
&lt;br /&gt;
Method #2 allows for more freedom for the Holy Light players, but &#039;&#039;requires&#039;&#039; a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.&lt;br /&gt;
&lt;br /&gt;
====== Path of Light and The Third Tower: ======&lt;br /&gt;
[[File:E8S Light Rampant.gif|alt=A strategy board showcasing one of many methods to surviving Light Rampant.|thumb|A [https://raidplan.io/plan/2eq2q8v9jr468rdv strategy board] showcasing one of many methods to surviving Light Rampant.]]&lt;br /&gt;
Once the second set of towers resolve, &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; will vanish and all Holy Orbs will shrink to a safe size.&lt;br /&gt;
&lt;br /&gt;
* If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.&lt;br /&gt;
&lt;br /&gt;
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.&lt;br /&gt;
&lt;br /&gt;
* It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.&lt;br /&gt;
&lt;br /&gt;
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.&lt;br /&gt;
&lt;br /&gt;
----Should players survive Light Rampant, Shiva will follow up with another &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; into either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;—whichever wasn&#039;t used prior.&lt;br /&gt;
&lt;br /&gt;
* Mirror, Mirror&#039;s Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
As the mirrors reflect Shiva&#039;s attack, she will begin casting &#039;&#039;&#039;Banish III&#039;&#039;&#039;. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva&#039;s visual and/or audio cues.&lt;br /&gt;
&lt;br /&gt;
* As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermission - Shattered World ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will become untargetable and jump to the north edge of the arena, preparing &#039;&#039;&#039;Shattered World&#039;&#039;&#039; and splitting the arena into two circles. The party will need to divide themselves into two [[Party|light parties]], one in each circle, in preparation for what follows.&lt;br /&gt;
&lt;br /&gt;
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.&lt;br /&gt;
&lt;br /&gt;
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter by 25.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Wave&lt;br /&gt;
!Western Platform&lt;br /&gt;
!Eastern Platform&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|}&lt;br /&gt;
The start of each wave is always accompanied by &#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Electric Aethers&#039;&#039;&#039; should primarily be handled by tanks due to their &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039; and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039; should always be [[Interrupt|interrupted]] shortly after they spawn. The barrier provided by &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039; can be broken, but significantly increases the risk that the enemy successfully reaches the center.&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Aethers&#039;&#039;&#039; simply have a large amount of HP and are the DPS player&#039;s top priority. These enemies can be &#039;&#039;&#039;{{Game icon|Stun|Stunned}}&#039;&#039;&#039;, granting players more time to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;Luminous Aethers&#039;&#039;&#039; appear with each phase. Instead of moving, they aim a [[Tether (mechanic)#Transferable Tether|transferable tether]] at the crystal that must be blocked by a player. Due to the &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039;, each player can only block a single tether.&lt;br /&gt;
** The tether results in a small 2.5y radius [[Area of Effect#Static Circle AoE|circle AoE]]. Other players should avoid standing near the one taking the tether.&lt;br /&gt;
** In an emergency, a tank can use an invulnerability to survive a second tether.&lt;br /&gt;
&lt;br /&gt;
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.&lt;br /&gt;
&lt;br /&gt;
* If the party only has one [[Physical Ranged DPS|physical ranged DPS]], it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform&#039;s interrupts can be handled by a single tank, but the western platform cannot.&lt;br /&gt;
* Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use &#039;&#039;&#039;{{Game icon|interject}}&#039;&#039;&#039; on the Earthen Aether before moving to take the tether afterwards.&lt;br /&gt;
* Melee DPS should only take a tether in a wave without an Aqueous Aether.&lt;br /&gt;
* Healers and Ranged DPS can safely be assigned to any wave&#039;s tether.&lt;br /&gt;
&lt;br /&gt;
Should players fail and a total of four Aethers succeed in charging the crystal, the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter will fill and the party will be defeated.&lt;br /&gt;
&lt;br /&gt;
However, should players succeed in perfectly clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second &#039;&#039;&#039;{{Game icon|Grace of Light}}&#039;&#039;&#039; buff at the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2.0 - Opening===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
After a lengthy 60 second cutscene, Shiva merges with Hraesvelgr to begin a new savage-exclusive phase.&lt;br /&gt;
&lt;br /&gt;
Phase 2 begins with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; followed by &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to split into two light parties on opposite sides of Shiva to separate the two Akh Morn stacks aimed at the tanks. Once the first strike of Akh Morn lands, players must remain with their stack, as damage from the opposite stack becomes lethal due to the status effects inflicted by Akh Morn.&lt;br /&gt;
&lt;br /&gt;
* As the status effects are tied to enmity number, tanks must ensure &amp;lt;u&amp;gt;no enmity swaps&amp;lt;/u&amp;gt; occur once the cast of Akh Morn begins—otherwise the stacks may swap targets mid-attack and instantly kill both light parties.&lt;br /&gt;
&lt;br /&gt;
Once Akh Morn ends and the cast to Morn Afah begins, all players should stack together underneath Shiva to share the damage.&lt;br /&gt;
&lt;br /&gt;
This is then followed by two larger attack segments: &#039;&#039;&#039;Reflected Wings #1&#039;&#039;&#039; and &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; &#039;&#039;&#039;#1&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Reflected Wings #1=&lt;br /&gt;
====== Reflected Wings #1: ======&lt;br /&gt;
&lt;br /&gt;
Shiva prepares &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;. One green mirror will appear in the north, an uncolored mirror appearing in the east or west, with the red mirror appearing on the opposite side.&lt;br /&gt;
&lt;br /&gt;
Shiva then teleports to the arena&#039;s center, faces either north or south, and prepares &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; to either her left or right. This attack will be instantly reflected by the uncolored mirror, followed by the green mirror after 5 seconds, and lastly reflected by the red mirror at the same time she casts a second Hallowed Wings (One Wing).&lt;br /&gt;
&lt;br /&gt;
This attack series creates three total AoEs to dodge. The first and third will cover 3/4ths of the arena while the second only covers one half.&lt;br /&gt;
&lt;br /&gt;
Players will need memorize half of the arena the first Hallowed Wings (One Wing) is covering, apply that to each mirror in sequence, and then simultaneously dodge the second Hallowed Wings occurring during the red mirror&#039;s reflection.&lt;br /&gt;
&lt;br /&gt;
* The Mirrors copy the attack as if each were Shiva facing towards the arena&#039;s center.&lt;br /&gt;
* Shiva&#039;s second Hallowed Wings (One Wing) cast will always be the opposite wing to the first cast.&lt;br /&gt;
&lt;br /&gt;
Though this attack series has a lot of information for players to process within a short span of time, there is a method to simplify the dodging process.&lt;br /&gt;
&lt;br /&gt;
* If Shiva&#039;s first Hallowed Wings (One Wing) cast is aimed at the uncolored mirror, the first safe-zone will be &amp;lt;u&amp;gt;behind&amp;lt;/u&amp;gt; Shiva (and opposite to her glowing wing). If not, it will be in front of Shiva.&lt;br /&gt;
* Mirror firing order always rotates in either a clockwise or counter-clockwise direction, which players will want to match—shifting to the next inter-cardinal quadrant after each AoE.&lt;br /&gt;
** If the uncolored mirror is on the west, players will rotate clockwise with each AoE. If the uncolored mirror with east, players will rotate counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
|-| Wyrm&#039;s Lament #1=&lt;br /&gt;
====== Wyrm&#039;s Lament #1: ======&lt;br /&gt;
All four support players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039;, each with a different expiration timer—14 seconds, 22 seconds, 30 seconds, and 38 seconds.&lt;br /&gt;
&lt;br /&gt;
All four DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;, each with a different expiration timer—20 seconds, 28 seconds, 36 seconds, and 44 seconds.&lt;br /&gt;
&lt;br /&gt;
If this status effect is allowed to expire, the afflicted player will perish.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; appears at the north and will either rotate clockwise or counter-clockwise. As it rotates, Shiva will cast &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; a total of four times, always aimed in the direction of the Drachen Wanderer.&lt;br /&gt;
&lt;br /&gt;
Inbetween casts of Hallowed Wings (One Wing), support players must take turns running into the Drachen Wanderer to cleanse their Wyrmclaw status effect. A DPS player can then collect the puddle on the floor after the next Hallowed Wings cast.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be collided with four times, else it will detonate and deal extreme damage to the party. For this reason, only one player should cleanse Wyrmclaw at a time.&lt;br /&gt;
* All players not currently attempting to cleanse a status effect should stay near the arena&#039;s center to remain out of range of the Drachen Wanderer&#039;s explosion AoE.&lt;br /&gt;
* Due to server [[Snapshot|snapshotting]], players attempting to collide with the Drachen Wanderer should aim to run in front of it. Chasing it from behind may result in the player being unable to catch it in time.&lt;br /&gt;
&lt;br /&gt;
The timers of the status effects will neatly line up with Shiva&#039;s attacks, creating a simple flow to cleansing them all:&lt;br /&gt;
&lt;br /&gt;
# Wyrm&#039;s Lament is cast + 14 second Wyrmclaw stands north to cleanse their status effect.&lt;br /&gt;
# Hallowed Wings #1&lt;br /&gt;
# 22 second Wyrmclaw + 20 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #2&lt;br /&gt;
# 30 second Wyrmclaw + 28 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #3&lt;br /&gt;
# 38 second Wyrmclaw + 36 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #4&lt;br /&gt;
# 44 second Wyrmfang cleanses their status effect.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the fourth Hallowed Wings (One Wing) from Wyrm&#039;s Lament finishes its cast, Shiva will begin her &#039;&#039;&#039;Frost Armor&#039;&#039;&#039; cast followed by either &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; or &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should pre-position on the edge of cardinal quadrant behind Shiva (indicated by the dark lines on the floor) in preparation to dodge the two AoEs in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players must hold still to avoid slipping off the arena&#039;s edge while the floor is [[Other Mechanics#Ice Floor|frozen solid]]. The floor will unfreeze about 1.5 seconds before Shiva&#039;s cast finishes, allowing players a short amount of time to shift into the first safe zone, then shift back out.&lt;br /&gt;
&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, players will want to run to Shiva&#039;s back, then rotate to the side after.&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, players must stand next to the quadrant to Shiva&#039;s back, moving into it after the first AoE resolves.&lt;br /&gt;
&lt;br /&gt;
Tanks can then perform a tank-swap after &#039;&#039;&#039;Double Slap&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.1 - Mirrors ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will re-equip her &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will create a pulsing &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar where each player was standing. Players should group together during the start of the ability, then move elsewhere once Shiva&#039;s wings appear.&lt;br /&gt;
&lt;br /&gt;
There are two common methods to handling Drachen Armor:&lt;br /&gt;
&lt;br /&gt;
# Tanks group to Shiva&#039;s front and all other players to the back, then rotate clockwise or counter-clockwise once her wings appear.&lt;br /&gt;
# All players group together at Shiva&#039;s back and move anywhere else once her wings appear.&lt;br /&gt;
&lt;br /&gt;
While Shiva has Drachen armor equipped, she will damage the highest two enmity players with her auto-attacks. Tanks should remember to quickly re-establish enmity after being resurrected.&lt;br /&gt;
&lt;br /&gt;
====== Reflected Wings #2: ======&lt;br /&gt;
Shiva create a green mirror on either the east or west, with a red mirror to its opposite. She will then begin casting &#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039; near the north or south edge of the arena, which the mirrors will reflect after a delay.&lt;br /&gt;
&lt;br /&gt;
The party will need to split into light parties again, with one being assigned to take the front of the green portal and the other taking the front of the red portal.&lt;br /&gt;
&lt;br /&gt;
* Unlike the mirrors, Shiva does not cast Hallowed Wings from the complete edge of the arena, leaving a space behind her players can use to avoid her cast. This first cast &#039;&#039;must&#039;&#039; be dodged to avoid the extra stacks of &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
* As the damage decreases linearly based on line order, the tanks will want to be the 1st and 5th players in the line to ensure their light party members behind them take the least amount of damage. This is line order is crucial during the red mirror&#039;s reflection, where one light party will have Magic Vulnerability Up and thus take increased damage.&lt;br /&gt;
* Healers will need to quickly heal the party after each mirror&#039;s reflection to ensure players can survive the next one.&lt;br /&gt;
&lt;br /&gt;
There are two common methods used to handle this attack series:&lt;br /&gt;
&lt;br /&gt;
# After dodging Shiva&#039;s cast by standing behind her, all players run towards the green portal. Light Party 1 will have its tank stand on the outer ring with the others inbetween the rings. Light Party 2&#039;s tank stands on the inner ring with the others behind it near the arena&#039;s center. After the knockback, Light parties reverse their positions by the red portal—with Light Party 2 in the front and Light Party 1 near the center.&lt;br /&gt;
# While avoiding Shiva&#039;s first cast, players split into two light parties on Shiva&#039;s left and right. Watching the cast bar in the enmity list, all players will use {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} right before the green mirror&#039;s cast completes, blocking the knockback from both mirrors. While DPS and Healers stay stacked and unmoving next to Shiva&#039;s sides, tanks will shift to their light party&#039;s east and west, protecting them from each mirror.&lt;br /&gt;
&lt;br /&gt;
====== Shining Mirrors: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; again to create eight mirrors surrounding the entire arena. All inter-cardinals will have green mirrors. The east and west will either have uncolored or red mirrors with the north and south having the other type.&lt;br /&gt;
&lt;br /&gt;
She will then use &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, which will be reflected instantly from the uncolored mirrors and the green and red mirrors after a delay.&lt;br /&gt;
&lt;br /&gt;
As the green mirrors reflect, she will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, which will either cover the arena&#039;s center in a proximity AoE (if theres one orb above her head) or the arena&#039;s edges (if four orbs are above her head). Holy resolves shortly after the red mirrors reflect.&lt;br /&gt;
&lt;br /&gt;
* A recommended strategy is to immediately pull Shiva towards an uncolored mirror before avoiding the Shining Armor cast and its reflection by looking to the side. The party can then continue to attack Shiva&#039;s back while already being faced away from the other mirrors.&lt;br /&gt;
* While dodging the green reflection, players should look at the orbs above Shiva&#039;s head. If there is one orb, players can run to the edge away from the red mirrors. If there are four orbs, players must run to the center and then face away from the red mirrors.&lt;br /&gt;
&lt;br /&gt;
Once the proximity AoEs resolve, Shiva will follow up with either &#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; or &#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;, forcing players to react quickly to the two AoE attacks based on the cast&#039;s name.&lt;br /&gt;
&lt;br /&gt;
====== Drachen Mirror: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and creates a single red mirror, then casts &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will be reflected after 10 seconds. The mirror will flash as it snapshots the player&#039;s positions for the Akh Rhai pillars.&lt;br /&gt;
&lt;br /&gt;
It is recommended to split into two light parties on opposite sides of the boss and rotate with each of the two casts of Drachen Armor.&lt;br /&gt;
&lt;br /&gt;
Shiva will once again cast &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; before requiring the party to stack in the center again for &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.2 - Icelit Dragonsong ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva begins casting &#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;, a combination of &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1.1 - Light Rampant|Light Rampant]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1.0 - Diamond Frost|Diamond Frost]]&#039;&#039;&#039;.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
&lt;br /&gt;
* All support players will be attached to each other via &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;. These will &#039;&#039;always&#039;&#039; attach tanks to both healers—tanks will not be tethered to the other tank, and the healers will not be tethered to the other healer.&lt;br /&gt;
* Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; [[Tower#Multi-Player Tower|towers]] appear, one in each cardinal direction on the inner ring of the arena.&lt;br /&gt;
* All DPS players are targeted by &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]], which function exactly the same as they did during Diamond Frost.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
* One tank and healer will have 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have 1 stack. Two DPS will have 2 stacks of Lightsteeped while the others have 3 stacks.&lt;br /&gt;
&lt;br /&gt;
The Frigid Stone spread circles will resolve first and inflict all DPS with &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds. The Bright Hunger towers resolve at the 10 second mark.&lt;br /&gt;
&lt;br /&gt;
Shiva will then complete a cast of &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, pushing all unfrozen players 10y away. A one-player Bright Hunger tower is created in the east and west on the outer ring, and a two-player tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
The [[Area of Effect#Radial Line AoE|radial line AoEs]] from the Frigid Stones detonate, and all DPS players have three [[Area of Effect#Static Circle AoE|circle AoEs]] placed underneath them consecutively.&lt;br /&gt;
&lt;br /&gt;
As the second set of Bright Hunger towers resolve Shiva begins a cast of &#039;&#039;&#039;Banish&#039;&#039;&#039; targeting the tanks. Additionally, a four-player Bright Hunger tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
After the final tower resolves, Shiva ends the attack series with a cast of &#039;&#039;&#039;The House of Light&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Strategy: ======&lt;br /&gt;
[[File:E8S Dragonlit Icesong.gif|alt=A strategy board showing how to survive Dragonlit Icesong.|thumb|A [https://raidplan.io/plan/g27ju936yasugs27 strategy board] showing how to survive Dragonlit Icesong. In this example, &#039;&#039;&#039;Banish&#039;&#039;&#039; is a [[Tankbuster#Shared Tankbuster|shared tankbuster]].]]&lt;br /&gt;
Prior to the cast of Icelit Dragonsong, players should pre-position in [[clock spots]], with tanks in the north and south and healers in the east and west.&lt;br /&gt;
&lt;br /&gt;
* All supports must occupy the first four Bright Hunger towers. Healers additionally must cleanse &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; off the two DPS players. &amp;lt;u&amp;gt;Tanks must keep this status effect&amp;lt;/u&amp;gt; to resist &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;.&lt;br /&gt;
** To help speed up cleansing, one healer should be assigned to cleanse whichever DPS player is afflicted at the top of the party list with the other healer cleansing the one at the bottom.&lt;br /&gt;
* DPS players must run to their assigned inter-cardinal and drop their &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; AoE on the outer ring.&lt;br /&gt;
&lt;br /&gt;
Once the Frigid Stone spread circles resolve, DPS must run to Shiva&#039;s north and south in preparation for Draconic Strike. Tanks will be afflicted with &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; as the first set of towers resolve.&lt;br /&gt;
&lt;br /&gt;
With Draconic Strike, Shiva will push all players except the frozen tanks away. All players should then stand directly on the outer ring, which will be safe if all Frigid Stones were placed correctly.&lt;br /&gt;
&lt;br /&gt;
* Tanks will unfreeze at this time, and must immediately run into the center to occupy the two-player Bright Hunger tower before it resolves.&lt;br /&gt;
* DPS players will need to rotate around the edges of the arena once the radial line AoEs resolve to dodge the circle AoEs repeatedly placed underneath them. {{Action icon|Sprint}} can be used to aid in escaping the AoEs in time.&lt;br /&gt;
&lt;br /&gt;
Shiva will be casting &#039;&#039;&#039;Banish&#039;&#039;&#039; during this time, which tanks should use mitigations in preparation for. If Shiva has one orb above her head, tanks should stack together in the center—otherwise they should split apart after their tower resolves.&lt;br /&gt;
&lt;br /&gt;
Once Banish resolves, all players with 2 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; must occupy the four-player tower in the center. This will be the supports that began with 0 stacks and the DPS that began with 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Finally, all players must return to their initial clock spot positions to spread out the &#039;&#039;&#039;House of Light&#039;&#039;&#039; cones.&lt;br /&gt;
----After Icelit Dragonsong ends, Shiva will prepare &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and use &#039;&#039;&#039;Frost Armor&#039;&#039;&#039;, copying it into a red mirror. Shiva then uses &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039; at the same time the mirror casts, freezing the floor at the same time players must move away.&lt;br /&gt;
&lt;br /&gt;
In preparation, the party should stack together at the far edge of the arena, holding still until Drachen Armor is cast. Once Shiva&#039;s wings appear, players can slide to the exact opposite side of the arena to easily avoid the attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.3 - Enrage ===&lt;br /&gt;
-----Shiva&#039;s final attack series, she will cast &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;, once again inflicting players with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Unlike before, there will be two &#039;&#039;&#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039;&#039;&#039;—one in the north and one in the south—and each must be detonated twice.&lt;br /&gt;
&lt;br /&gt;
Instead of Hallowed Wings, Shiva will alternate between &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; and &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, requiring players to move quickly between the Drachen Wanderers and their party stacks, and healers to stay constantly active to keep everyone alive.&lt;br /&gt;
&lt;br /&gt;
* Both tanks will be afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; with a 22 second timer. Two random DPS players will also be afflicted with a 38 second timer.&lt;br /&gt;
* Both healers will be afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039; with a 28 second timer. Two random DPS players will also be afflicted with a 44 second timer.&lt;br /&gt;
&lt;br /&gt;
Players with &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; must cleanse their debuffs after Akh Morn while players with &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanse their debuffs after Morn Afah.&lt;br /&gt;
&lt;br /&gt;
As with prior Akh Morns, the party will want to split into light parties to Shiva&#039;s east and west.&lt;br /&gt;
&lt;br /&gt;
* One DPS player in each light party should be assigned to swap groups in the case that both DPS players in their party receive the same debuff type.&lt;br /&gt;
&lt;br /&gt;
Once the first Akh Morn ends, all players should stack in the center while the tanks run backwards to the Drachen Wanderers that are now at the east and west edges of the arena—then quickly running back to the center for Morn Afah.&lt;br /&gt;
&lt;br /&gt;
After Morn Afah ends, the healers can quickly grab the puddles to the east and west before regrouping for Akh Morn. The process will then repeat a second time with the DPS players cleansing their debuffs, and a final third repeat that simply must be survived.&lt;br /&gt;
&lt;br /&gt;
* Between Akh Morn, the Drachen Wanderer, and Morn Afah, players are taking extreme amounts of constant damage through this attack series. Healers will need to heal and mitigate constantly. Players may need to assign mitigations to each Morn Afah.&lt;br /&gt;
* A common strategy is to have the tanks use their invulnerability to negate the second and third Morn Afah while standing safely away from the group. This requires a tank-swap to occur &amp;lt;u&amp;gt;during&amp;lt;/u&amp;gt; the second cast of Morn Afah, and for the tanks to ensure enmity &#039;&#039;does not swap back&#039;&#039; afterwards. If either the tank swap happens too late or enmity flips from a low enmity lead, the Akh Morn targets will swap mid-attack and defeat the entire party.&lt;br /&gt;
&lt;br /&gt;
Should players survive the third and final &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, Shiva will cover the entire arena in red mirrors and cast &#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039; from the center. While players can dodge this initial attack by standing behind her, the reflection that happens 10 seconds later is unsurvivable. Players must defeat Shiva before the mirrors can finish their cast.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.3 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&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;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573928</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573928"/>
		<updated>2026-10-04T10:30:36Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote final section of Detailed Explanations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30095&lt;br /&gt;
| id-edb = 46c4d21a738&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]] - Timeline and Abilities ==&lt;br /&gt;
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.&lt;br /&gt;
&lt;br /&gt;
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.&lt;br /&gt;
&lt;br /&gt;
The battle takes place over a maximum of 14 minutes before Shiva&#039;s enrage cast completes and forcefully defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shiva&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Intermission Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Intermission&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Shattered World&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 1&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 2&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 3&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 4&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.3 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1.0 - Diamond Frost===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;It is recommended to place four [[waymarks]] on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva&#039;s attacks throughout the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack to take note of is &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; combined with either &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.&lt;br /&gt;
&lt;br /&gt;
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.&lt;br /&gt;
&lt;br /&gt;
* If Biting Frost was cast, the mirrors will each create a massive [[Area of Effect#Static Circle AoE|circle AoE]] covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.&lt;br /&gt;
* If Driving Frost was cast, the mirrors will fire 90-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.&lt;br /&gt;
&lt;br /&gt;
Shiva then begins her first attack series: &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Frost: ======&lt;br /&gt;
One tank and one healer will be afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039;. The other tank, healer, and two DPS receive &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]]. Two opposite cardinals will be covered in a [[Area of Effect#Static Circle AoE|static circle AoE]] that will spread clockwise and counter-clockwise over time.&lt;br /&gt;
&lt;br /&gt;
[[Area of Effect#Radial Line AoE|Radial line AoEs]] are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive [[Other Mechanics#Flare Marker|flare markers]]. Both radial line AoEs and flare markers resolve shortly after the [[knockback]] from &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Diamond Frost.gif|alt=A strategy board showcasing a method to safely survive Diamond Frost|thumb|A [https://raidplan.io/plan/pxzzhjf2454p52pe strategy board] showcasing a method to safely survive Diamond Frost.]]&lt;br /&gt;
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three [[Area of Effect#Static Circle AoE|static circle AoEs]] placed underneath them consecutively. Shiva additionally casts &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;—whichever wasn&#039;t used earlier.&lt;br /&gt;
&lt;br /&gt;
* Healers will want to use {{Action icon|Esuna}} to cleanse the Freezing debuff off the party.&lt;br /&gt;
* Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.&lt;br /&gt;
** As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.&lt;br /&gt;
* The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.&lt;br /&gt;
** To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.&lt;br /&gt;
* Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.&lt;br /&gt;
** It is recommended to place the &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.&lt;br /&gt;
*** Daring parties may choose to group all DPS and tanks together and use {{Action icon|Sprint}} to escape the homing AoEs while maintaining DPS uptime.&lt;br /&gt;
* The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.&lt;br /&gt;
&lt;br /&gt;
Should players survive Diamond Frost, Shiva will cast &#039;&#039;&#039;Double Slap&#039;&#039;&#039;, requiring a tank swap, &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, requiring players to look away, and either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1.1 - Light Rampant ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will cast one of her most notorious and complex attack series of the fight: &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
A tank, a healer, and two DPS will each receive two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;, tethering the four to each other in a square. Two of these players will have 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have none.&lt;br /&gt;
&lt;br /&gt;
The other four players will each be tethered to a random &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two receive 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of &#039;&#039;&#039;Path of Light&#039;&#039;&#039; and tethers become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.&lt;br /&gt;
&lt;br /&gt;
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.&lt;br /&gt;
&lt;br /&gt;
Finally a single four-player Bright Hunger tower remains in the arena&#039;s center.&lt;br /&gt;
----The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: &#039;&#039;&#039;The First Towers and Path of Light&#039;&#039;&#039;, &#039;&#039;&#039;The Second Towers&#039;&#039;&#039;, and &#039;&#039;&#039;Path of Light and The Third Tower&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Tether Shaping.jpg|alt=An image showing which two players can swap positions to create the desired shape.|thumb|Depending on the initial shape, the desired shape can be created by having two players swap positions.]]&lt;br /&gt;
&lt;br /&gt;
====== The First Towers + Path of Light: ======&lt;br /&gt;
The first four towers are most often taken players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.&lt;br /&gt;
&lt;br /&gt;
* To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.&lt;br /&gt;
* The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.&lt;br /&gt;
&lt;br /&gt;
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a [[Clock spots|clock spot]] spread.&lt;br /&gt;
&lt;br /&gt;
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:&lt;br /&gt;
&lt;br /&gt;
# The four players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039; inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player&#039;s orb and stand on the far edge of the arena.&lt;br /&gt;
# Path of Light is taken by the two Refulgent Chain players with 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and the two Holy Light players with 1 stack. The Refulgent Chain players shift &#039;&#039;slightly&#039;&#039; closer to Shiva inside their towers while the Holy Light players stand inside Shiva&#039;s hitbox on the cardinal opposite to their orb.&lt;br /&gt;
# The four Holy Light orb players take the four Path of Light cones by standing inside Shiva&#039;s hitbox in each cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.&lt;br /&gt;
&lt;br /&gt;
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.&lt;br /&gt;
&lt;br /&gt;
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.&lt;br /&gt;
&lt;br /&gt;
Once towers and Path of Light resolve, the Refulgent Chains will become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;, and will explode and wipe the party should any one of the four players be positioned incorrectly.&lt;br /&gt;
&lt;br /&gt;
====== The Second Towers: ======&lt;br /&gt;
The trickiest part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players in the center.&lt;br /&gt;
&lt;br /&gt;
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.&lt;br /&gt;
&lt;br /&gt;
# The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.&lt;br /&gt;
# The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.&lt;br /&gt;
&lt;br /&gt;
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.&lt;br /&gt;
&lt;br /&gt;
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.&lt;br /&gt;
&lt;br /&gt;
* The eastern and western Holy Light players will want to avoid reaching their towers &#039;&#039;too soon&#039;&#039; to prevent their orb from catching up to them inside the tower. For this reason, {{Action icon|Sprint}} is &#039;&#039;not&#039;&#039; recommended.&lt;br /&gt;
* Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. This shape allows them to shift closer to the east and west to avoid orbs if necessary.&lt;br /&gt;
&lt;br /&gt;
Method #2 allows for more freedom for the Holy Light players, but &#039;&#039;requires&#039;&#039; a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.&lt;br /&gt;
&lt;br /&gt;
====== Path of Light and The Third Tower: ======&lt;br /&gt;
[[File:E8S Light Rampant.gif|alt=A strategy board showcasing one of many methods to surviving Light Rampant.|thumb|A [https://raidplan.io/plan/2eq2q8v9jr468rdv strategy board] showcasing one of many methods to surviving Light Rampant.]]&lt;br /&gt;
Once the second set of towers resolve, &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; will vanish and all Holy Orbs will shrink to a safe size.&lt;br /&gt;
&lt;br /&gt;
* If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.&lt;br /&gt;
&lt;br /&gt;
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.&lt;br /&gt;
&lt;br /&gt;
* It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.&lt;br /&gt;
&lt;br /&gt;
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.&lt;br /&gt;
&lt;br /&gt;
----Should players survive Light Rampant, Shiva will follow up with another &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; into either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;—whichever wasn&#039;t used prior.&lt;br /&gt;
&lt;br /&gt;
* Mirror, Mirror&#039;s Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
As the mirrors reflect Shiva&#039;s attack, she will begin casting &#039;&#039;&#039;Banish III&#039;&#039;&#039;. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva&#039;s visual and/or audio cues.&lt;br /&gt;
&lt;br /&gt;
* As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermission - Shattered World ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will become untargetable and jump to the north edge of the arena, preparing &#039;&#039;&#039;Shattered World&#039;&#039;&#039; and splitting the arena into two circles. The party will need to divide themselves into two [[Party|light parties]], one in each circle, in preparation for what follows.&lt;br /&gt;
&lt;br /&gt;
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.&lt;br /&gt;
&lt;br /&gt;
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter by 25.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Wave&lt;br /&gt;
!Western Platform&lt;br /&gt;
!Eastern Platform&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|}&lt;br /&gt;
The start of each wave is always accompanied by &#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Electric Aethers&#039;&#039;&#039; should primarily be handled by tanks due to their &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039; and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039; should always be [[Interrupt|interrupted]] shortly after they spawn. The barrier provided by &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039; can be broken, but significantly increases the risk that the enemy successfully reaches the center.&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Aethers&#039;&#039;&#039; simply have a large amount of HP and are the DPS player&#039;s top priority. These enemies can be &#039;&#039;&#039;{{Game icon|Stun|Stunned}}&#039;&#039;&#039;, granting players more time to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;Luminous Aethers&#039;&#039;&#039; appear with each phase. Instead of moving, they aim a [[Tether (mechanic)#Transferable Tether|transferable tether]] at the crystal that must be blocked by a player. Due to the &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039;, each player can only block a single tether.&lt;br /&gt;
** The tether results in a small 2.5y radius [[Area of Effect#Static Circle AoE|circle AoE]]. Other players should avoid standing near the one taking the tether.&lt;br /&gt;
** In an emergency, a tank can use an invulnerability to survive a second tether.&lt;br /&gt;
&lt;br /&gt;
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.&lt;br /&gt;
&lt;br /&gt;
* If the party only has one [[Physical Ranged DPS|physical ranged DPS]], it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform&#039;s interrupts can be handled by a single tank, but the western platform cannot.&lt;br /&gt;
* Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use &#039;&#039;&#039;{{Game icon|interject}}&#039;&#039;&#039; on the Earthen Aether before moving to take the tether afterwards.&lt;br /&gt;
* Melee DPS should only take a tether in a wave without an Aqueous Aether.&lt;br /&gt;
* Healers and Ranged DPS can safely be assigned to any wave&#039;s tether.&lt;br /&gt;
&lt;br /&gt;
Should players fail and a total of four Aethers succeed in charging the crystal, the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter will fill and the party will be defeated.&lt;br /&gt;
&lt;br /&gt;
However, should players succeed in perfectly clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second &#039;&#039;&#039;{{Game icon|Grace of Light}}&#039;&#039;&#039; buff at the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2.0 - Opening===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
After a lengthy 60 second cutscene, Shiva merges with Hraesvelgr to begin a new savage-exclusive phase.&lt;br /&gt;
&lt;br /&gt;
Phase 2 begins with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; followed by &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to split into two light parties on opposite sides of Shiva to separate the two Akh Morn stacks aimed at the tanks. Once the first strike of Akh Morn lands, players must remain with their stack, as damage from the opposite stack becomes lethal due to the status effects inflicted by Akh Morn.&lt;br /&gt;
&lt;br /&gt;
* As the status effects are tied to enmity number, tanks must ensure &amp;lt;u&amp;gt;no enmity swaps&amp;lt;/u&amp;gt; occur once the cast of Akh Morn begins—otherwise the stacks may swap targets mid-attack and instantly kill both light parties.&lt;br /&gt;
&lt;br /&gt;
Once Akh Morn ends and the cast to Morn Afah begins, all players should stack together underneath Shiva to share the damage.&lt;br /&gt;
&lt;br /&gt;
This is then followed by two larger attack segments: &#039;&#039;&#039;Reflected Wings #1&#039;&#039;&#039; and &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; &#039;&#039;&#039;#1&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Reflected Wings #1=&lt;br /&gt;
====== Reflected Wings #1: ======&lt;br /&gt;
&lt;br /&gt;
Shiva prepares &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;. One green mirror will appear in the north, an uncolored mirror appearing in the east or west, with the red mirror appearing on the opposite side.&lt;br /&gt;
&lt;br /&gt;
Shiva then teleports to the arena&#039;s center, faces either north or south, and prepares &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; to either her left or right. This attack will be instantly reflected by the uncolored mirror, followed by the green mirror after 5 seconds, and lastly reflected by the red mirror at the same time she casts a second Hallowed Wings (One Wing).&lt;br /&gt;
&lt;br /&gt;
This attack series creates three total AoEs to dodge. The first and third will cover 3/4ths of the arena while the second only covers one half.&lt;br /&gt;
&lt;br /&gt;
Players will need memorize half of the arena the first Hallowed Wings (One Wing) is covering, apply that to each mirror in sequence, and then simultaneously dodge the second Hallowed Wings occurring during the red mirror&#039;s reflection.&lt;br /&gt;
&lt;br /&gt;
* The Mirrors copy the attack as if each were Shiva facing towards the arena&#039;s center.&lt;br /&gt;
* Shiva&#039;s second Hallowed Wings (One Wing) cast will always be the opposite wing to the first cast.&lt;br /&gt;
&lt;br /&gt;
Though this attack series has a lot of information for players to process within a short span of time, there is a method to simplify the dodging process.&lt;br /&gt;
&lt;br /&gt;
* If Shiva&#039;s first Hallowed Wings (One Wing) cast is aimed at the uncolored mirror, the first safe-zone will be &amp;lt;u&amp;gt;behind&amp;lt;/u&amp;gt; Shiva (and opposite to her glowing wing). If not, it will be in front of Shiva.&lt;br /&gt;
* Mirror firing order always rotates in either a clockwise or counter-clockwise direction, which players will want to match—shifting to the next inter-cardinal quadrant after each AoE.&lt;br /&gt;
** If the uncolored mirror is on the west, players will rotate clockwise with each AoE. If the uncolored mirror with east, players will rotate counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
|-| Wyrm&#039;s Lament #1=&lt;br /&gt;
====== Wyrm&#039;s Lament #1: ======&lt;br /&gt;
All four support players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039;, each with a different expiration timer—14 seconds, 22 seconds, 30 seconds, and 38 seconds.&lt;br /&gt;
&lt;br /&gt;
All four DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;, each with a different expiration timer—20 seconds, 28 seconds, 36 seconds, and 44 seconds.&lt;br /&gt;
&lt;br /&gt;
If this status effect is allowed to expire, the afflicted player will perish.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; appears at the north and will either rotate clockwise or counter-clockwise. As it rotates, Shiva will cast &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; a total of four times, always aimed in the direction of the Drachen Wanderer.&lt;br /&gt;
&lt;br /&gt;
Inbetween casts of Hallowed Wings (One Wing), support players must take turns running into the Drachen Wanderer to cleanse their Wyrmclaw status effect. A DPS player can then collect the puddle on the floor after the next Hallowed Wings cast.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be collided with four times, else it will detonate and deal extreme damage to the party. For this reason, only one player should cleanse Wyrmclaw at a time.&lt;br /&gt;
* All players not currently attempting to cleanse a status effect should stay near the arena&#039;s center to remain out of range of the Drachen Wanderer&#039;s explosion AoE.&lt;br /&gt;
* Due to server [[Snapshot|snapshotting]], players attempting to collide with the Drachen Wanderer should aim to run in front of it. Chasing it from behind may result in the player being unable to catch it in time.&lt;br /&gt;
&lt;br /&gt;
The timers of the status effects will neatly line up with Shiva&#039;s attacks, creating a simple flow to cleansing them all:&lt;br /&gt;
&lt;br /&gt;
# Wyrm&#039;s Lament is cast + 14 second Wyrmclaw stands north to cleanse their status effect.&lt;br /&gt;
# Hallowed Wings #1&lt;br /&gt;
# 22 second Wyrmclaw + 20 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #2&lt;br /&gt;
# 30 second Wyrmclaw + 28 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #3&lt;br /&gt;
# 38 second Wyrmclaw + 36 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #4&lt;br /&gt;
# 44 second Wyrmfang cleanses their status effect.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the fourth Hallowed Wings (One Wing) from Wyrm&#039;s Lament finishes its cast, Shiva will begin her &#039;&#039;&#039;Frost Armor&#039;&#039;&#039; cast followed by either &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; or &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should pre-position on the edge of cardinal quadrant behind Shiva (indicated by the dark lines on the floor) in preparation to dodge the two AoEs in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players must hold still to avoid slipping off the arena&#039;s edge while the floor is [[Other Mechanics#Ice Floor|frozen solid]]. The floor will unfreeze about 1.5 seconds before Shiva&#039;s cast finishes, allowing players a short amount of time to shift into the first safe zone, then shift back out.&lt;br /&gt;
&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, players will want to run to Shiva&#039;s back, then rotate to the side after.&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, players must stand next to the quadrant to Shiva&#039;s back, moving into it after the first AoE resolves.&lt;br /&gt;
&lt;br /&gt;
Tanks can then perform a tank-swap after &#039;&#039;&#039;Double Slap&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.1 - Mirrors ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will re-equip her &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will create a pulsing &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar where each player was standing. Players should group together during the start of the ability, then move elsewhere once Shiva&#039;s wings appear.&lt;br /&gt;
&lt;br /&gt;
There are two common methods to handling Drachen Armor:&lt;br /&gt;
&lt;br /&gt;
# Tanks group to Shiva&#039;s front and all other players to the back, then rotate clockwise or counter-clockwise once her wings appear.&lt;br /&gt;
# All players group together at Shiva&#039;s back and move anywhere else once her wings appear.&lt;br /&gt;
&lt;br /&gt;
While Shiva has Drachen armor equipped, she will damage the highest two enmity players with her auto-attacks. Tanks should remember to quickly re-establish enmity after being resurrected.&lt;br /&gt;
&lt;br /&gt;
====== Reflected Wings #2: ======&lt;br /&gt;
Shiva create a green mirror on either the east or west, with a red mirror to its opposite. She will then begin casting &#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039; near the north or south edge of the arena, which the mirrors will reflect after a delay.&lt;br /&gt;
&lt;br /&gt;
The party will need to split into light parties again, with one being assigned to take the front of the green portal and the other taking the front of the red portal.&lt;br /&gt;
&lt;br /&gt;
* Unlike the mirrors, Shiva does not cast Hallowed Wings from the complete edge of the arena, leaving a space behind her players can use to avoid her cast. This first cast &#039;&#039;must&#039;&#039; be dodged to avoid the extra stacks of &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
* As the damage decreases linearly based on line order, the tanks will want to be the 1st and 5th players in the line to ensure their light party members behind them take the least amount of damage. This is line order is crucial during the red mirror&#039;s reflection, where one light party will have Magic Vulnerability Up and thus take increased damage.&lt;br /&gt;
* Healers will need to quickly heal the party after each mirror&#039;s reflection to ensure players can survive the next one.&lt;br /&gt;
&lt;br /&gt;
There are two common methods used to handle this attack series:&lt;br /&gt;
&lt;br /&gt;
# After dodging Shiva&#039;s cast by standing behind her, all players run towards the green portal. Light Party 1 will have its tank stand on the outer ring with the others inbetween the rings. Light Party 2&#039;s tank stands on the inner ring with the others behind it near the arena&#039;s center. After the knockback, Light parties reverse their positions by the red portal—with Light Party 2 in the front and Light Party 1 near the center.&lt;br /&gt;
# While avoiding Shiva&#039;s first cast, players split into two light parties on Shiva&#039;s left and right. Watching the cast bar in the enmity list, all players will use {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} right before the green mirror&#039;s cast completes, blocking the knockback from both mirrors. While DPS and Healers stay stacked and unmoving next to Shiva&#039;s sides, tanks will shift to their light party&#039;s east and west, protecting them from each mirror.&lt;br /&gt;
&lt;br /&gt;
====== Shining Mirrors: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; again to create eight mirrors surrounding the entire arena. All inter-cardinals will have green mirrors. The east and west will either have uncolored or red mirrors with the north and south having the other type.&lt;br /&gt;
&lt;br /&gt;
She will then use &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, which will be reflected instantly from the uncolored mirrors and the green and red mirrors after a delay.&lt;br /&gt;
&lt;br /&gt;
As the green mirrors reflect, she will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, which will either cover the arena&#039;s center in a proximity AoE (if theres one orb above her head) or the arena&#039;s edges (if four orbs are above her head). Holy resolves shortly after the red mirrors reflect.&lt;br /&gt;
&lt;br /&gt;
* A recommended strategy is to immediately pull Shiva towards an uncolored mirror before avoiding the Shining Armor cast and its reflection by looking to the side. The party can then continue to attack Shiva&#039;s back while already being faced away from the other mirrors.&lt;br /&gt;
* While dodging the green reflection, players should look at the orbs above Shiva&#039;s head. If there is one orb, players can run to the edge away from the red mirrors. If there are four orbs, players must run to the center and then face away from the red mirrors.&lt;br /&gt;
&lt;br /&gt;
Once the proximity AoEs resolve, Shiva will follow up with either &#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; or &#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;, forcing players to react quickly to the two AoE attacks based on the cast&#039;s name.&lt;br /&gt;
&lt;br /&gt;
====== Drachen Mirror: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and creates a single red mirror, then casts &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will be reflected after 10 seconds. The mirror will flash as it snapshots the player&#039;s positions for the Akh Rhai pillars.&lt;br /&gt;
&lt;br /&gt;
It is recommended to split into two light parties on opposite sides of the boss and rotate with each of the two casts of Drachen Armor.&lt;br /&gt;
&lt;br /&gt;
Shiva will once again cast &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; before requiring the party to stack in the center again for &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.2 - Icelit Dragonsong ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva begins casting &#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;, a combination of &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1.1 - Light Rampant|Light Rampant]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1.0 - Diamond Frost|Diamond Frost]]&#039;&#039;&#039;.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
&lt;br /&gt;
* All support players will be attached to each other via &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;. These will &#039;&#039;always&#039;&#039; attach tanks to both healers—tanks will not be tethered to the other tank, and the healers will not be tethered to the other healer.&lt;br /&gt;
* Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; [[Tower#Multi-Player Tower|towers]] appear, one in each cardinal direction on the inner ring of the arena.&lt;br /&gt;
* All DPS players are targeted by &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]], which function exactly the same as they did during Diamond Frost.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
* One tank and healer will have 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have 1 stack. Two DPS will have 2 stacks of Lightsteeped while the others have 3 stacks.&lt;br /&gt;
&lt;br /&gt;
The Frigid Stone spread circles will resolve first and inflict all DPS with &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds. The Bright Hunger towers resolve at the 10 second mark.&lt;br /&gt;
&lt;br /&gt;
Shiva will then complete a cast of &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, pushing all unfrozen players 10y away. A one-player Bright Hunger tower is created in the east and west on the outer ring, and a two-player tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
The [[Area of Effect#Radial Line AoE|radial line AoEs]] from the Frigid Stones detonate, and all DPS players have three [[Area of Effect#Static Circle AoE|circle AoEs]] placed underneath them consecutively.&lt;br /&gt;
&lt;br /&gt;
As the second set of Bright Hunger towers resolve Shiva begins a cast of &#039;&#039;&#039;Banish&#039;&#039;&#039; targeting the tanks. Additionally, a four-player Bright Hunger tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
After the final tower resolves, Shiva ends the attack series with a cast of &#039;&#039;&#039;The House of Light&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Strategy: ======&lt;br /&gt;
[[File:E8S Dragonlit Icesong.gif|alt=A strategy board showing how to survive Dragonlit Icesong.|thumb|A [https://raidplan.io/plan/g27ju936yasugs27 strategy board] showing how to survive Dragonlit Icesong. In this example, &#039;&#039;&#039;Banish&#039;&#039;&#039; is a [[Tankbuster#Shared Tankbuster|shared tankbuster]].]]&lt;br /&gt;
Prior to the cast of Icelit Dragonsong, players should pre-position in [[clock spots]], with tanks in the north and south and healers in the east and west.&lt;br /&gt;
&lt;br /&gt;
* All supports must occupy the first four Bright Hunger towers. Healers additionally must cleanse &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; off the two DPS players. &amp;lt;u&amp;gt;Tanks must keep this status effect&amp;lt;/u&amp;gt; to resist &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;.&lt;br /&gt;
** To help speed up cleansing, one healer should be assigned to cleanse whichever DPS player is afflicted at the top of the party list with the other healer cleansing the one at the bottom.&lt;br /&gt;
* DPS players must run to their assigned inter-cardinal and drop their &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; AoE on the outer ring.&lt;br /&gt;
&lt;br /&gt;
Once the Frigid Stone spread circles resolve, DPS must run to Shiva&#039;s north and south in preparation for Draconic Strike. Tanks will be afflicted with &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; as the first set of towers resolve.&lt;br /&gt;
&lt;br /&gt;
With Draconic Strike, Shiva will push all players except the frozen tanks away. All players should then stand directly on the outer ring, which will be safe if all Frigid Stones were placed correctly.&lt;br /&gt;
&lt;br /&gt;
* Tanks will unfreeze at this time, and must immediately run into the center to occupy the two-player Bright Hunger tower before it resolves.&lt;br /&gt;
* DPS players will need to rotate around the edges of the arena once the radial line AoEs resolve to dodge the circle AoEs repeatedly placed underneath them. {{Action icon|Sprint}} can be used to aid in escaping the AoEs in time.&lt;br /&gt;
&lt;br /&gt;
Shiva will be casting &#039;&#039;&#039;Banish&#039;&#039;&#039; during this time, which tanks should use mitigations in preparation for. If Shiva has one orb above her head, tanks should stack together in the center—otherwise they should split apart after their tower resolves.&lt;br /&gt;
&lt;br /&gt;
Once Banish resolves, all players with 2 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; must occupy the four-player tower in the center. This will be the supports that began with 0 stacks and the DPS that began with 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Finally, all players must return to their initial clock spot positions to spread out the &#039;&#039;&#039;House of Light&#039;&#039;&#039; cones.&lt;br /&gt;
----After Icelit Dragonsong ends, Shiva will prepare &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and use &#039;&#039;&#039;Frost Armor&#039;&#039;&#039;, copying it into a red mirror. Shiva then uses &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039; at the same time the mirror casts, freezing the floor at the same time players must move away.&lt;br /&gt;
&lt;br /&gt;
In preparation, the party should stack together at the far edge of the arena, holding still until Drachen Armor is cast. Once Shiva&#039;s wings appear, players can slide to the exact opposite side of the arena to easily avoid the attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.3 - Enrage ===&lt;br /&gt;
-----Shiva&#039;s final attack series, she will cast &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;, once again inflicting players with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Unlike before, there will be two &#039;&#039;&#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039;&#039;&#039;—one in the north and one in the south—and each must be detonated twice.&lt;br /&gt;
&lt;br /&gt;
Instead of Hallowed Wings, Shiva will alternate between &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; and &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, requiring players to move quickly and healers stay constantly active.&lt;br /&gt;
&lt;br /&gt;
* Both tanks will be afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; with a 22 second timer. Two random DPS players will also be afflicted with a 38 second timer.&lt;br /&gt;
* Both healers will be afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039; with a 28 second timer. Two random DPS players will also be afflicted with a 44 second timer.&lt;br /&gt;
&lt;br /&gt;
Players with &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; must cleanse their debuffs after Akh Morn while players with &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanse their debuffs after Morn Afah.&lt;br /&gt;
&lt;br /&gt;
As with prior Akh Morns, the party will want to split into light parties to Shiva&#039;s east and west.&lt;br /&gt;
&lt;br /&gt;
* One DPS player in each light party should be assigned to swap groups in the case that both DPS players in their party receive the same debuff type.&lt;br /&gt;
&lt;br /&gt;
Once the first Akh Morn ends, all players should stack in the center while the tanks run backwards to the Drachen Wanderers that are now at the east and west edges of the arena—then quickly running back to the center for Morn Afah.&lt;br /&gt;
&lt;br /&gt;
After Morn Afah ends, the healers can quickly grab the puddles to the east and west before regrouping for Akh Morn. The process will then repeat a second time with the DPS players cleansing their debuffs, and a final third repeat that simply must be survived.&lt;br /&gt;
&lt;br /&gt;
* Between Akh Morn, the Drachen Wanderer, and Morn Afah, players are taking extreme amounts of constant damage through this attack series. Healers will need to heal and mitigate constantly. Players may need to assign mitigations to each Morn Afah.&lt;br /&gt;
* A common strategy is to have the tanks use their invulnerability to negate the second and third Morn Afah while standing safely away from the group. This requires a tank-swap to occur &amp;lt;u&amp;gt;during&amp;lt;/u&amp;gt; the second cast of Morn Afah, and for the tanks to ensure enmity &#039;&#039;does not swap back&#039;&#039; afterwards. If either the tank swap happens too late or enmity flips from a low enmity lead, the Akh Morn targets will swap mid-attack and defeat the entire party.&lt;br /&gt;
&lt;br /&gt;
Should players survive the third and final &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, Shiva will cover the entire arena in red mirrors and cast &#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039; from the center. While players can dodge this initial attack by standing behind her, the reflection that happens 10 seconds later is unsurvivable. Players must defeat Shiva before the mirrors can finish their cast.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.3 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&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;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573905</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573905"/>
		<updated>2026-10-04T09:25:44Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2.2 - Icelit Dragonsong */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30095&lt;br /&gt;
| id-edb = 46c4d21a738&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]] - Timeline and Abilities ==&lt;br /&gt;
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.&lt;br /&gt;
&lt;br /&gt;
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.&lt;br /&gt;
&lt;br /&gt;
The battle takes place over a maximum of 14 minutes before Shiva&#039;s enrage cast completes and forcefully defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shiva&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Intermission Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Intermission&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Shattered World&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 1&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 2&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 3&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 4&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.3 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1.0 - Diamond Frost===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;It is recommended to place four [[waymarks]] on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva&#039;s attacks throughout the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack to take note of is &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; combined with either &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.&lt;br /&gt;
&lt;br /&gt;
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.&lt;br /&gt;
&lt;br /&gt;
* If Biting Frost was cast, the mirrors will each create a massive [[Area of Effect#Static Circle AoE|circle AoE]] covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.&lt;br /&gt;
* If Driving Frost was cast, the mirrors will fire 90-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.&lt;br /&gt;
&lt;br /&gt;
Shiva then begins her first attack series: &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Frost: ======&lt;br /&gt;
One tank and one healer will be afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039;. The other tank, healer, and two DPS receive &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]]. Two opposite cardinals will be covered in a [[Area of Effect#Static Circle AoE|static circle AoE]] that will spread clockwise and counter-clockwise over time.&lt;br /&gt;
&lt;br /&gt;
[[Area of Effect#Radial Line AoE|Radial line AoEs]] are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive [[Other Mechanics#Flare Marker|flare markers]]. Both radial line AoEs and flare markers resolve shortly after the [[knockback]] from &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Diamond Frost.gif|alt=A strategy board showcasing a method to safely survive Diamond Frost|thumb|A [https://raidplan.io/plan/pxzzhjf2454p52pe strategy board] showcasing a method to safely survive Diamond Frost.]]&lt;br /&gt;
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three [[Area of Effect#Static Circle AoE|static circle AoEs]] placed underneath them consecutively. Shiva additionally casts &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;—whichever wasn&#039;t used earlier.&lt;br /&gt;
&lt;br /&gt;
* Healers will want to use {{Action icon|Esuna}} to cleanse the Freezing debuff off the party.&lt;br /&gt;
* Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.&lt;br /&gt;
** As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.&lt;br /&gt;
* The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.&lt;br /&gt;
** To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.&lt;br /&gt;
* Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.&lt;br /&gt;
** It is recommended to place the &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.&lt;br /&gt;
*** Daring parties may choose to group all DPS and tanks together and use {{Action icon|Sprint}} to escape the homing AoEs while maintaining DPS uptime.&lt;br /&gt;
* The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.&lt;br /&gt;
&lt;br /&gt;
Should players survive Diamond Frost, Shiva will cast &#039;&#039;&#039;Double Slap&#039;&#039;&#039;, requiring a tank swap, &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, requiring players to look away, and either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1.1 - Light Rampant ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will cast one of her most notorious and complex attack series of the fight: &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
A tank, a healer, and two DPS will each receive two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;, tethering the four to each other in a square. Two of these players will have 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have none.&lt;br /&gt;
&lt;br /&gt;
The other four players will each be tethered to a random &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two receive 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of &#039;&#039;&#039;Path of Light&#039;&#039;&#039; and tethers become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.&lt;br /&gt;
&lt;br /&gt;
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.&lt;br /&gt;
&lt;br /&gt;
Finally a single four-player Bright Hunger tower remains in the arena&#039;s center.&lt;br /&gt;
----The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: &#039;&#039;&#039;The First Towers and Path of Light&#039;&#039;&#039;, &#039;&#039;&#039;The Second Towers&#039;&#039;&#039;, and &#039;&#039;&#039;Path of Light and The Third Tower&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Tether Shaping.jpg|alt=An image showing which two players can swap positions to create the desired shape.|thumb|Depending on the initial shape, the desired shape can be created by having two players swap positions.]]&lt;br /&gt;
&lt;br /&gt;
====== The First Towers + Path of Light: ======&lt;br /&gt;
The first four towers are most often taken players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.&lt;br /&gt;
&lt;br /&gt;
* To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.&lt;br /&gt;
* The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.&lt;br /&gt;
&lt;br /&gt;
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a [[Clock spots|clock spot]] spread.&lt;br /&gt;
&lt;br /&gt;
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:&lt;br /&gt;
&lt;br /&gt;
# The four players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039; inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player&#039;s orb and stand on the far edge of the arena.&lt;br /&gt;
# Path of Light is taken by the two Refulgent Chain players with 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and the two Holy Light players with 1 stack. The Refulgent Chain players shift &#039;&#039;slightly&#039;&#039; closer to Shiva inside their towers while the Holy Light players stand inside Shiva&#039;s hitbox on the cardinal opposite to their orb.&lt;br /&gt;
# The four Holy Light orb players take the four Path of Light cones by standing inside Shiva&#039;s hitbox in each cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.&lt;br /&gt;
&lt;br /&gt;
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.&lt;br /&gt;
&lt;br /&gt;
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.&lt;br /&gt;
&lt;br /&gt;
Once towers and Path of Light resolve, the Refulgent Chains will become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;, and will explode and wipe the party should any one of the four players be positioned incorrectly.&lt;br /&gt;
&lt;br /&gt;
====== The Second Towers: ======&lt;br /&gt;
The trickiest part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players in the center.&lt;br /&gt;
&lt;br /&gt;
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.&lt;br /&gt;
&lt;br /&gt;
# The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.&lt;br /&gt;
# The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.&lt;br /&gt;
&lt;br /&gt;
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.&lt;br /&gt;
&lt;br /&gt;
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.&lt;br /&gt;
&lt;br /&gt;
* The eastern and western Holy Light players will want to avoid reaching their towers &#039;&#039;too soon&#039;&#039; to prevent their orb from catching up to them inside the tower. For this reason, {{Action icon|Sprint}} is &#039;&#039;not&#039;&#039; recommended.&lt;br /&gt;
* Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. This shape allows them to shift closer to the east and west to avoid orbs if necessary.&lt;br /&gt;
&lt;br /&gt;
Method #2 allows for more freedom for the Holy Light players, but &#039;&#039;requires&#039;&#039; a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.&lt;br /&gt;
&lt;br /&gt;
====== Path of Light and The Third Tower: ======&lt;br /&gt;
[[File:E8S Light Rampant.gif|alt=A strategy board showcasing one of many methods to surviving Light Rampant.|thumb|A [https://raidplan.io/plan/2eq2q8v9jr468rdv strategy board] showcasing one of many methods to surviving Light Rampant.]]&lt;br /&gt;
Once the second set of towers resolve, &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; will vanish and all Holy Orbs will shrink to a safe size.&lt;br /&gt;
&lt;br /&gt;
* If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.&lt;br /&gt;
&lt;br /&gt;
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.&lt;br /&gt;
&lt;br /&gt;
* It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.&lt;br /&gt;
&lt;br /&gt;
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.&lt;br /&gt;
&lt;br /&gt;
----Should players survive Light Rampant, Shiva will follow up with another &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; into either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;—whichever wasn&#039;t used prior.&lt;br /&gt;
&lt;br /&gt;
* Mirror, Mirror&#039;s Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
As the mirrors reflect Shiva&#039;s attack, she will begin casting &#039;&#039;&#039;Banish III&#039;&#039;&#039;. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva&#039;s visual and/or audio cues.&lt;br /&gt;
&lt;br /&gt;
* As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermission - Shattered World ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will become untargetable and jump to the north edge of the arena, preparing &#039;&#039;&#039;Shattered World&#039;&#039;&#039; and splitting the arena into two circles. The party will need to divide themselves into two [[Party|light parties]], one in each circle, in preparation for what follows.&lt;br /&gt;
&lt;br /&gt;
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.&lt;br /&gt;
&lt;br /&gt;
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter by 25.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Wave&lt;br /&gt;
!Western Platform&lt;br /&gt;
!Eastern Platform&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|}&lt;br /&gt;
The start of each wave is always accompanied by &#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Electric Aethers&#039;&#039;&#039; should primarily be handled by tanks due to their &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039; and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039; should always be [[Interrupt|interrupted]] shortly after they spawn. The barrier provided by &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039; can be broken, but significantly increases the risk that the enemy successfully reaches the center.&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Aethers&#039;&#039;&#039; simply have a large amount of HP and are the DPS player&#039;s top priority. These enemies can be &#039;&#039;&#039;{{Game icon|Stun|Stunned}}&#039;&#039;&#039;, granting players more time to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;Luminous Aethers&#039;&#039;&#039; appear with each phase. Instead of moving, they aim a [[Tether (mechanic)#Transferable Tether|transferable tether]] at the crystal that must be blocked by a player. Due to the &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039;, each player can only block a single tether.&lt;br /&gt;
** The tether results in a small 2.5y radius [[Area of Effect#Static Circle AoE|circle AoE]]. Other players should avoid standing near the one taking the tether.&lt;br /&gt;
** In an emergency, a tank can use an invulnerability to survive a second tether.&lt;br /&gt;
&lt;br /&gt;
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.&lt;br /&gt;
&lt;br /&gt;
* If the party only has one [[Physical Ranged DPS|physical ranged DPS]], it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform&#039;s interrupts can be handled by a single tank, but the western platform cannot.&lt;br /&gt;
* Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use &#039;&#039;&#039;{{Game icon|interject}}&#039;&#039;&#039; on the Earthen Aether before moving to take the tether afterwards.&lt;br /&gt;
* Melee DPS should only take a tether in a wave without an Aqueous Aether.&lt;br /&gt;
* Healers and Ranged DPS can safely be assigned to any wave&#039;s tether.&lt;br /&gt;
&lt;br /&gt;
Should players fail and a total of four Aethers succeed in charging the crystal, the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter will fill and the party will be defeated.&lt;br /&gt;
&lt;br /&gt;
However, should players succeed in perfectly clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second &#039;&#039;&#039;{{Game icon|Grace of Light}}&#039;&#039;&#039; buff at the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2.0 - Opening===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
After a lengthy 60 second cutscene, Shiva merges with Hraesvelgr to begin a new savage-exclusive phase.&lt;br /&gt;
&lt;br /&gt;
Phase 2 begins with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; followed by &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to split into two light parties on opposite sides of Shiva to separate the two Akh Morn stacks aimed at the tanks. Once the first strike of Akh Morn lands, players must remain with their stack, as damage from the opposite stack becomes lethal due to the status effects inflicted by Akh Morn.&lt;br /&gt;
&lt;br /&gt;
* As the status effects are tied to enmity number, tanks must ensure &amp;lt;u&amp;gt;no enmity swaps&amp;lt;/u&amp;gt; occur once the cast of Akh Morn begins—otherwise the stacks may swap targets mid-attack and instantly kill both light parties.&lt;br /&gt;
&lt;br /&gt;
Once Akh Morn ends and the cast to Morn Afah begins, all players should stack together underneath Shiva to share the damage.&lt;br /&gt;
&lt;br /&gt;
This is then followed by two larger attack segments: &#039;&#039;&#039;Reflected Wings #1&#039;&#039;&#039; and &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; &#039;&#039;&#039;#1&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Reflected Wings #1=&lt;br /&gt;
====== Reflected Wings #1: ======&lt;br /&gt;
&lt;br /&gt;
Shiva prepares &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;. One green mirror will appear in the north, an uncolored mirror appearing in the east or west, with the red mirror appearing on the opposite side.&lt;br /&gt;
&lt;br /&gt;
Shiva then teleports to the arena&#039;s center, faces either north or south, and prepares &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; to either her left or right. This attack will be instantly reflected by the uncolored mirror, followed by the green mirror after 5 seconds, and lastly reflected by the red mirror at the same time she casts a second Hallowed Wings (One Wing).&lt;br /&gt;
&lt;br /&gt;
This attack series creates three total AoEs to dodge. The first and third will cover 3/4ths of the arena while the second only covers one half.&lt;br /&gt;
&lt;br /&gt;
Players will need memorize half of the arena the first Hallowed Wings (One Wing) is covering, apply that to each mirror in sequence, and then simultaneously dodge the second Hallowed Wings occurring during the red mirror&#039;s reflection.&lt;br /&gt;
&lt;br /&gt;
* The Mirrors copy the attack as if each were Shiva facing towards the arena&#039;s center.&lt;br /&gt;
* Shiva&#039;s second Hallowed Wings (One Wing) cast will always be the opposite wing to the first cast.&lt;br /&gt;
&lt;br /&gt;
Though this attack series has a lot of information for players to process within a short span of time, there is a method to simplify the dodging process.&lt;br /&gt;
&lt;br /&gt;
* If Shiva&#039;s first Hallowed Wings (One Wing) cast is aimed at the uncolored mirror, the first safe-zone will be &amp;lt;u&amp;gt;behind&amp;lt;/u&amp;gt; Shiva (and opposite to her glowing wing). If not, it will be in front of Shiva.&lt;br /&gt;
* Mirror firing order always rotates in either a clockwise or counter-clockwise direction, which players will want to match—shifting to the next inter-cardinal quadrant after each AoE.&lt;br /&gt;
** If the uncolored mirror is on the west, players will rotate clockwise with each AoE. If the uncolored mirror with east, players will rotate counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
|-| Wyrm&#039;s Lament #1=&lt;br /&gt;
====== Wyrm&#039;s Lament #1: ======&lt;br /&gt;
All four support players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039;, each with a different expiration timer—14 seconds, 22 seconds, 30 seconds, and 38 seconds.&lt;br /&gt;
&lt;br /&gt;
All four DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;, each with a different expiration timer—20 seconds, 28 seconds, 36 seconds, and 44 seconds.&lt;br /&gt;
&lt;br /&gt;
If this status effect is allowed to expire, the afflicted player will perish.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; appears at the north and will either rotate clockwise or counter-clockwise. As it rotates, Shiva will cast &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; a total of four times, always aimed in the direction of the Drachen Wanderer.&lt;br /&gt;
&lt;br /&gt;
Inbetween casts of Hallowed Wings (One Wing), support players must take turns running into the Drachen Wanderer to cleanse their Wyrmclaw status effect. A DPS player can then collect the puddle on the floor after the next Hallowed Wings cast.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be collided with four times, else it will detonate and deal extreme damage to the party. For this reason, only one player should cleanse Wyrmclaw at a time.&lt;br /&gt;
* All players not currently attempting to cleanse a status effect should stay near the arena&#039;s center to remain out of range of the Drachen Wanderer&#039;s explosion AoE.&lt;br /&gt;
* Due to server [[Snapshot|snapshotting]], players attempting to collide with the Drachen Wanderer should aim to run in front of it. Chasing it from behind may result in the player being unable to catch it in time.&lt;br /&gt;
&lt;br /&gt;
The timers of the status effects will neatly line up with Shiva&#039;s attacks, creating a simple flow to cleansing them all:&lt;br /&gt;
&lt;br /&gt;
# Wyrm&#039;s Lament is cast + 14 second Wyrmclaw stands north to cleanse their status effect.&lt;br /&gt;
# Hallowed Wings #1&lt;br /&gt;
# 22 second Wyrmclaw + 20 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #2&lt;br /&gt;
# 30 second Wyrmclaw + 28 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #3&lt;br /&gt;
# 38 second Wyrmclaw + 36 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #4&lt;br /&gt;
# 44 second Wyrmfang cleanses their status effect.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the fourth Hallowed Wings (One Wing) from Wyrm&#039;s Lament finishes its cast, Shiva will begin her &#039;&#039;&#039;Frost Armor&#039;&#039;&#039; cast followed by either &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; or &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should pre-position on the edge of cardinal quadrant behind Shiva (indicated by the dark lines on the floor) in preparation to dodge the two AoEs in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players must hold still to avoid slipping off the arena&#039;s edge while the floor is [[Other Mechanics#Ice Floor|frozen solid]]. The floor will unfreeze about 1.5 seconds before Shiva&#039;s cast finishes, allowing players a short amount of time to shift into the first safe zone, then shift back out.&lt;br /&gt;
&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, players will want to run to Shiva&#039;s back, then rotate to the side after.&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, players must stand next to the quadrant to Shiva&#039;s back, moving into it after the first AoE resolves.&lt;br /&gt;
&lt;br /&gt;
Tanks can then perform a tank-swap after &#039;&#039;&#039;Double Slap&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.1 - Mirrors ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will re-equip her &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will create a pulsing &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar where each player was standing. Players should group together during the start of the ability, then move elsewhere once Shiva&#039;s wings appear.&lt;br /&gt;
&lt;br /&gt;
There are two common methods to handling Drachen Armor:&lt;br /&gt;
&lt;br /&gt;
# Tanks group to Shiva&#039;s front and all other players to the back, then rotate clockwise or counter-clockwise once her wings appear.&lt;br /&gt;
# All players group together at Shiva&#039;s back and move anywhere else once her wings appear.&lt;br /&gt;
&lt;br /&gt;
While Shiva has Drachen armor equipped, she will damage the highest two enmity players with her auto-attacks. Tanks should remember to quickly re-establish enmity after being resurrected.&lt;br /&gt;
&lt;br /&gt;
====== Reflected Wings #2: ======&lt;br /&gt;
Shiva create a green mirror on either the east or west, with a red mirror to its opposite. She will then begin casting &#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039; near the north or south edge of the arena, which the mirrors will reflect after a delay.&lt;br /&gt;
&lt;br /&gt;
The party will need to split into light parties again, with one being assigned to take the front of the green portal and the other taking the front of the red portal.&lt;br /&gt;
&lt;br /&gt;
* Unlike the mirrors, Shiva does not cast Hallowed Wings from the complete edge of the arena, leaving a space behind her players can use to avoid her cast. This first cast &#039;&#039;must&#039;&#039; be dodged to avoid the extra stacks of &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
* As the damage decreases linearly based on line order, the tanks will want to be the 1st and 5th players in the line to ensure their light party members behind them take the least amount of damage. This is line order is crucial during the red mirror&#039;s reflection, where one light party will have Magic Vulnerability Up and thus take increased damage.&lt;br /&gt;
* Healers will need to quickly heal the party after each mirror&#039;s reflection to ensure players can survive the next one.&lt;br /&gt;
&lt;br /&gt;
There are two common methods used to handle this attack series:&lt;br /&gt;
&lt;br /&gt;
# After dodging Shiva&#039;s cast by standing behind her, all players run towards the green portal. Light Party 1 will have its tank stand on the outer ring with the others inbetween the rings. Light Party 2&#039;s tank stands on the inner ring with the others behind it near the arena&#039;s center. After the knockback, Light parties reverse their positions by the red portal—with Light Party 2 in the front and Light Party 1 near the center.&lt;br /&gt;
# While avoiding Shiva&#039;s first cast, players split into two light parties on Shiva&#039;s left and right. Watching the cast bar in the enmity list, all players will use {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} right before the green mirror&#039;s cast completes, blocking the knockback from both mirrors. While DPS and Healers stay stacked and unmoving next to Shiva&#039;s sides, tanks will shift to their light party&#039;s east and west, protecting them from each mirror.&lt;br /&gt;
&lt;br /&gt;
====== Shining Mirrors: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; again to create eight mirrors surrounding the entire arena. All inter-cardinals will have green mirrors. The east and west will either have uncolored or red mirrors with the north and south having the other type.&lt;br /&gt;
&lt;br /&gt;
She will then use &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, which will be reflected instantly from the uncolored mirrors and the green and red mirrors after a delay.&lt;br /&gt;
&lt;br /&gt;
As the green mirrors reflect, she will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, which will either cover the arena&#039;s center in a proximity AoE (if theres one orb above her head) or the arena&#039;s edges (if four orbs are above her head). Holy resolves shortly after the red mirrors reflect.&lt;br /&gt;
&lt;br /&gt;
* A recommended strategy is to immediately pull Shiva towards an uncolored mirror before avoiding the Shining Armor cast and its reflection by looking to the side. The party can then continue to attack Shiva&#039;s back while already being faced away from the other mirrors.&lt;br /&gt;
* While dodging the green reflection, players should look at the orbs above Shiva&#039;s head. If there is one orb, players can run to the edge away from the red mirrors. If there are four orbs, players must run to the center and then face away from the red mirrors.&lt;br /&gt;
&lt;br /&gt;
Once the proximity AoEs resolve, Shiva will follow up with either &#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; or &#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;, forcing players to react quickly to the two AoE attacks based on the cast&#039;s name.&lt;br /&gt;
&lt;br /&gt;
====== Drachen Mirror: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and creates a single red mirror, then casts &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will be reflected after 10 seconds. The mirror will flash as it snapshots the player&#039;s positions for the Akh Rhai pillars.&lt;br /&gt;
&lt;br /&gt;
It is recommended to split into two light parties on opposite sides of the boss and rotate with each of the two casts of Drachen Armor.&lt;br /&gt;
&lt;br /&gt;
Shiva will once again cast &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; before requiring the party to stack in the center again for &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.2 - Icelit Dragonsong ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva begins casting &#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;, a combination of &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1.1 - Light Rampant|Light Rampant]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1.0 - Diamond Frost|Diamond Frost]]&#039;&#039;&#039;.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
&lt;br /&gt;
* All support players will be attached to each other via &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;. These will &#039;&#039;always&#039;&#039; attach tanks to both healers—tanks will not be tethered to the other tank, and the healers will not be tethered to the other healer.&lt;br /&gt;
* Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; [[Tower#Multi-Player Tower|towers]] appear, one in each cardinal direction on the inner ring of the arena.&lt;br /&gt;
* All DPS players are targeted by &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]], which function exactly the same as they did during Diamond Frost.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
* One tank and healer will have 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have 1 stack. Two DPS will have 2 stacks of Lightsteeped while the others have 3 stacks.&lt;br /&gt;
&lt;br /&gt;
The Frigid Stone spread circles will resolve first and inflict all DPS with &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds. The Bright Hunger towers resolve at the 10 second mark.&lt;br /&gt;
&lt;br /&gt;
Shiva will then complete a cast of &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, pushing all unfrozen players 10y away. A one-player Bright Hunger tower is created in the east and west on the outer ring, and a two-player tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
The [[Area of Effect#Radial Line AoE|radial line AoEs]] from the Frigid Stones detonate, and all DPS players have three [[Area of Effect#Static Circle AoE|circle AoEs]] placed underneath them consecutively.&lt;br /&gt;
&lt;br /&gt;
As the second set of Bright Hunger towers resolve Shiva begins a cast of &#039;&#039;&#039;Banish&#039;&#039;&#039; targeting the tanks. Additionally, a four-player Bright Hunger tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
After the final tower resolves, Shiva ends the attack series with a cast of &#039;&#039;&#039;The House of Light&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Strategy: ======&lt;br /&gt;
[[File:E8S Dragonlit Icesong.gif|alt=A strategy board showing how to survive Dragonlit Icesong.|thumb|A [https://raidplan.io/plan/g27ju936yasugs27 strategy board] showing how to survive Dragonlit Icesong. In this example, &#039;&#039;&#039;Banish&#039;&#039;&#039; is a [[Tankbuster#Shared Tankbuster|shared tankbuster]].]]&lt;br /&gt;
Prior to the cast of Icelit Dragonsong, players should pre-position in [[clock spots]], with tanks in the north and south and healers in the east and west.&lt;br /&gt;
&lt;br /&gt;
* All supports must occupy the first four Bright Hunger towers. Healers additionally must cleanse &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; off the two DPS players. &amp;lt;u&amp;gt;Tanks must keep this status effect&amp;lt;/u&amp;gt; to resist &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;.&lt;br /&gt;
** To help speed up cleansing, one healer should be assigned to cleanse whichever DPS player is afflicted at the top of the party list with the other healer cleansing the one at the bottom.&lt;br /&gt;
* DPS players must run to their assigned inter-cardinal and drop their &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; AoE on the outer ring.&lt;br /&gt;
&lt;br /&gt;
Once the Frigid Stone spread circles resolve, DPS must run to Shiva&#039;s north and south in preparation for Draconic Strike. Tanks will be afflicted with &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; as the first set of towers resolve.&lt;br /&gt;
&lt;br /&gt;
With Draconic Strike, Shiva will push all players except the frozen tanks away. All players should then stand directly on the outer ring, which will be safe if all Frigid Stones were placed correctly.&lt;br /&gt;
&lt;br /&gt;
* Tanks will unfreeze at this time, and must immediately run into the center to occupy the two-player Bright Hunger tower before it resolves.&lt;br /&gt;
* DPS players will need to rotate around the edges of the arena once the radial line AoEs resolve to dodge the circle AoEs repeatedly placed underneath them. {{Action icon|Sprint}} can be used to aid in escaping the AoEs in time.&lt;br /&gt;
&lt;br /&gt;
Shiva will be casting &#039;&#039;&#039;Banish&#039;&#039;&#039; during this time, which tanks should use mitigations in preparation for. If Shiva has one orb above her head, tanks should stack together in the center—otherwise they should split apart after their tower resolves.&lt;br /&gt;
&lt;br /&gt;
Once Banish resolves, all players with 2 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; must occupy the four-player tower in the center. This will be the supports that began with 0 stacks and the DPS that began with 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Finally, all players must return to their initial clock spot positions to spread out the &#039;&#039;&#039;House of Light&#039;&#039;&#039; cones.&lt;br /&gt;
----After Icelit Dragonsong ends, Shiva will prepare &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and use &#039;&#039;&#039;Frost Armor&#039;&#039;&#039;, copying it into a red mirror. Shiva then uses &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039; at the same time the mirror casts, freezing the floor at the same time players must move away.&lt;br /&gt;
&lt;br /&gt;
In preparation, the party should stack together at the far edge of the arena, holding still until Drachen Armor is cast. Once Shiva&#039;s wings appear, players can slide to the exact opposite side of the arena to easily avoid the attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.3 - Enrage ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Ice Form)&#039;&#039;&#039;, blanketing the entire platform in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;. It is wise to pull Shiva to the north of the platform before &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; lands. Once done, Shiva will begin to &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;. As soon Shiva sprouts her wings, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will cover the arena in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; and players should immediately slide to the south to avoid &#039;&#039;&#039;Akh Rhai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and then brands two tanks and two damage dealers with the &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, whereas the two remaining damage-dealers and both healers will acquire the &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; debuff. This time however, two &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will spawn - one to the north and one to the south - which will both rotate in either a clockwise or counter-clockwise motion for the duration of the mechanic. Similar to before, &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will be used by players to cleanse their  debuffs, whilst the pools of light left behind by cleansed (Red) debuffs will be used to cleanse (Blue) debuffs. However, players will be able to cleanse themselves two at a time during this mini-phase.&lt;br /&gt;
&lt;br /&gt;
To complicate the cleansing process, Shiva will periodically bombard both tanks with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; which will require all players present for the increasing number of consecutive hits on both light parties.&lt;br /&gt;
&lt;br /&gt;
As soon as the first &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; has concluded, Shiva will begin casting &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, the shareable tank-buster that can either be soaked by the whole raid, or taken solo by a tank using an invulnerability skill, which can make it significantly easier for tanks to cleanse their debuffs. Once two &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuffs have been cleansed by touching the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;, two &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players can remove their debuffs using the puddles that were left behind. Shortly afterward, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once again, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;. If successfully soaked, two more players can cleanse their &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, allowing two more &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players to cleanse theirs via the puddles. &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once more, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; and another opportunity for 2x &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; and 2x &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - Shiva will summon &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; around the entire arena, then face north or south while casting &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; with both wings glowing. The entire raid must move behind Shiva to avoid this fatal attack. Next, all &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; will long-cast their reflection of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, which will result in an unavoidable raid-wipe if Shiva is not defeated beforehand.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&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;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573904</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573904"/>
		<updated>2026-10-04T09:24:41Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Drachen Mirror: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30095&lt;br /&gt;
| id-edb = 46c4d21a738&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]] - Timeline and Abilities ==&lt;br /&gt;
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.&lt;br /&gt;
&lt;br /&gt;
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.&lt;br /&gt;
&lt;br /&gt;
The battle takes place over a maximum of 14 minutes before Shiva&#039;s enrage cast completes and forcefully defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shiva&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Intermission Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Intermission&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Shattered World&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 1&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 2&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 3&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 4&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.3 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1.0 - Diamond Frost===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;It is recommended to place four [[waymarks]] on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva&#039;s attacks throughout the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack to take note of is &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; combined with either &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.&lt;br /&gt;
&lt;br /&gt;
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.&lt;br /&gt;
&lt;br /&gt;
* If Biting Frost was cast, the mirrors will each create a massive [[Area of Effect#Static Circle AoE|circle AoE]] covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.&lt;br /&gt;
* If Driving Frost was cast, the mirrors will fire 90-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.&lt;br /&gt;
&lt;br /&gt;
Shiva then begins her first attack series: &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Frost: ======&lt;br /&gt;
One tank and one healer will be afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039;. The other tank, healer, and two DPS receive &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]]. Two opposite cardinals will be covered in a [[Area of Effect#Static Circle AoE|static circle AoE]] that will spread clockwise and counter-clockwise over time.&lt;br /&gt;
&lt;br /&gt;
[[Area of Effect#Radial Line AoE|Radial line AoEs]] are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive [[Other Mechanics#Flare Marker|flare markers]]. Both radial line AoEs and flare markers resolve shortly after the [[knockback]] from &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Diamond Frost.gif|alt=A strategy board showcasing a method to safely survive Diamond Frost|thumb|A [https://raidplan.io/plan/pxzzhjf2454p52pe strategy board] showcasing a method to safely survive Diamond Frost.]]&lt;br /&gt;
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three [[Area of Effect#Static Circle AoE|static circle AoEs]] placed underneath them consecutively. Shiva additionally casts &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;—whichever wasn&#039;t used earlier.&lt;br /&gt;
&lt;br /&gt;
* Healers will want to use {{Action icon|Esuna}} to cleanse the Freezing debuff off the party.&lt;br /&gt;
* Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.&lt;br /&gt;
** As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.&lt;br /&gt;
* The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.&lt;br /&gt;
** To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.&lt;br /&gt;
* Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.&lt;br /&gt;
** It is recommended to place the &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.&lt;br /&gt;
*** Daring parties may choose to group all DPS and tanks together and use {{Action icon|Sprint}} to escape the homing AoEs while maintaining DPS uptime.&lt;br /&gt;
* The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.&lt;br /&gt;
&lt;br /&gt;
Should players survive Diamond Frost, Shiva will cast &#039;&#039;&#039;Double Slap&#039;&#039;&#039;, requiring a tank swap, &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, requiring players to look away, and either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1.1 - Light Rampant ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will cast one of her most notorious and complex attack series of the fight: &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
A tank, a healer, and two DPS will each receive two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;, tethering the four to each other in a square. Two of these players will have 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have none.&lt;br /&gt;
&lt;br /&gt;
The other four players will each be tethered to a random &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two receive 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of &#039;&#039;&#039;Path of Light&#039;&#039;&#039; and tethers become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.&lt;br /&gt;
&lt;br /&gt;
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.&lt;br /&gt;
&lt;br /&gt;
Finally a single four-player Bright Hunger tower remains in the arena&#039;s center.&lt;br /&gt;
----The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: &#039;&#039;&#039;The First Towers and Path of Light&#039;&#039;&#039;, &#039;&#039;&#039;The Second Towers&#039;&#039;&#039;, and &#039;&#039;&#039;Path of Light and The Third Tower&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Tether Shaping.jpg|alt=An image showing which two players can swap positions to create the desired shape.|thumb|Depending on the initial shape, the desired shape can be created by having two players swap positions.]]&lt;br /&gt;
&lt;br /&gt;
====== The First Towers + Path of Light: ======&lt;br /&gt;
The first four towers are most often taken players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.&lt;br /&gt;
&lt;br /&gt;
* To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.&lt;br /&gt;
* The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.&lt;br /&gt;
&lt;br /&gt;
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a [[Clock spots|clock spot]] spread.&lt;br /&gt;
&lt;br /&gt;
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:&lt;br /&gt;
&lt;br /&gt;
# The four players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039; inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player&#039;s orb and stand on the far edge of the arena.&lt;br /&gt;
# Path of Light is taken by the two Refulgent Chain players with 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and the two Holy Light players with 1 stack. The Refulgent Chain players shift &#039;&#039;slightly&#039;&#039; closer to Shiva inside their towers while the Holy Light players stand inside Shiva&#039;s hitbox on the cardinal opposite to their orb.&lt;br /&gt;
# The four Holy Light orb players take the four Path of Light cones by standing inside Shiva&#039;s hitbox in each cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.&lt;br /&gt;
&lt;br /&gt;
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.&lt;br /&gt;
&lt;br /&gt;
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.&lt;br /&gt;
&lt;br /&gt;
Once towers and Path of Light resolve, the Refulgent Chains will become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;, and will explode and wipe the party should any one of the four players be positioned incorrectly.&lt;br /&gt;
&lt;br /&gt;
====== The Second Towers: ======&lt;br /&gt;
The trickiest part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players in the center.&lt;br /&gt;
&lt;br /&gt;
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.&lt;br /&gt;
&lt;br /&gt;
# The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.&lt;br /&gt;
# The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.&lt;br /&gt;
&lt;br /&gt;
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.&lt;br /&gt;
&lt;br /&gt;
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.&lt;br /&gt;
&lt;br /&gt;
* The eastern and western Holy Light players will want to avoid reaching their towers &#039;&#039;too soon&#039;&#039; to prevent their orb from catching up to them inside the tower. For this reason, {{Action icon|Sprint}} is &#039;&#039;not&#039;&#039; recommended.&lt;br /&gt;
* Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. This shape allows them to shift closer to the east and west to avoid orbs if necessary.&lt;br /&gt;
&lt;br /&gt;
Method #2 allows for more freedom for the Holy Light players, but &#039;&#039;requires&#039;&#039; a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.&lt;br /&gt;
&lt;br /&gt;
====== Path of Light and The Third Tower: ======&lt;br /&gt;
[[File:E8S Light Rampant.gif|alt=A strategy board showcasing one of many methods to surviving Light Rampant.|thumb|A [https://raidplan.io/plan/2eq2q8v9jr468rdv strategy board] showcasing one of many methods to surviving Light Rampant.]]&lt;br /&gt;
Once the second set of towers resolve, &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; will vanish and all Holy Orbs will shrink to a safe size.&lt;br /&gt;
&lt;br /&gt;
* If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.&lt;br /&gt;
&lt;br /&gt;
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.&lt;br /&gt;
&lt;br /&gt;
* It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.&lt;br /&gt;
&lt;br /&gt;
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.&lt;br /&gt;
&lt;br /&gt;
----Should players survive Light Rampant, Shiva will follow up with another &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; into either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;—whichever wasn&#039;t used prior.&lt;br /&gt;
&lt;br /&gt;
* Mirror, Mirror&#039;s Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
As the mirrors reflect Shiva&#039;s attack, she will begin casting &#039;&#039;&#039;Banish III&#039;&#039;&#039;. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva&#039;s visual and/or audio cues.&lt;br /&gt;
&lt;br /&gt;
* As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermission - Shattered World ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will become untargetable and jump to the north edge of the arena, preparing &#039;&#039;&#039;Shattered World&#039;&#039;&#039; and splitting the arena into two circles. The party will need to divide themselves into two [[Party|light parties]], one in each circle, in preparation for what follows.&lt;br /&gt;
&lt;br /&gt;
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.&lt;br /&gt;
&lt;br /&gt;
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter by 25.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Wave&lt;br /&gt;
!Western Platform&lt;br /&gt;
!Eastern Platform&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|}&lt;br /&gt;
The start of each wave is always accompanied by &#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Electric Aethers&#039;&#039;&#039; should primarily be handled by tanks due to their &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039; and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039; should always be [[Interrupt|interrupted]] shortly after they spawn. The barrier provided by &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039; can be broken, but significantly increases the risk that the enemy successfully reaches the center.&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Aethers&#039;&#039;&#039; simply have a large amount of HP and are the DPS player&#039;s top priority. These enemies can be &#039;&#039;&#039;{{Game icon|Stun|Stunned}}&#039;&#039;&#039;, granting players more time to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;Luminous Aethers&#039;&#039;&#039; appear with each phase. Instead of moving, they aim a [[Tether (mechanic)#Transferable Tether|transferable tether]] at the crystal that must be blocked by a player. Due to the &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039;, each player can only block a single tether.&lt;br /&gt;
** The tether results in a small 2.5y radius [[Area of Effect#Static Circle AoE|circle AoE]]. Other players should avoid standing near the one taking the tether.&lt;br /&gt;
** In an emergency, a tank can use an invulnerability to survive a second tether.&lt;br /&gt;
&lt;br /&gt;
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.&lt;br /&gt;
&lt;br /&gt;
* If the party only has one [[Physical Ranged DPS|physical ranged DPS]], it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform&#039;s interrupts can be handled by a single tank, but the western platform cannot.&lt;br /&gt;
* Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use &#039;&#039;&#039;{{Game icon|interject}}&#039;&#039;&#039; on the Earthen Aether before moving to take the tether afterwards.&lt;br /&gt;
* Melee DPS should only take a tether in a wave without an Aqueous Aether.&lt;br /&gt;
* Healers and Ranged DPS can safely be assigned to any wave&#039;s tether.&lt;br /&gt;
&lt;br /&gt;
Should players fail and a total of four Aethers succeed in charging the crystal, the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter will fill and the party will be defeated.&lt;br /&gt;
&lt;br /&gt;
However, should players succeed in perfectly clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second &#039;&#039;&#039;{{Game icon|Grace of Light}}&#039;&#039;&#039; buff at the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2.0 - Opening===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
After a lengthy 60 second cutscene, Shiva merges with Hraesvelgr to begin a new savage-exclusive phase.&lt;br /&gt;
&lt;br /&gt;
Phase 2 begins with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; followed by &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to split into two light parties on opposite sides of Shiva to separate the two Akh Morn stacks aimed at the tanks. Once the first strike of Akh Morn lands, players must remain with their stack, as damage from the opposite stack becomes lethal due to the status effects inflicted by Akh Morn.&lt;br /&gt;
&lt;br /&gt;
* As the status effects are tied to enmity number, tanks must ensure &amp;lt;u&amp;gt;no enmity swaps&amp;lt;/u&amp;gt; occur once the cast of Akh Morn begins—otherwise the stacks may swap targets mid-attack and instantly kill both light parties.&lt;br /&gt;
&lt;br /&gt;
Once Akh Morn ends and the cast to Morn Afah begins, all players should stack together underneath Shiva to share the damage.&lt;br /&gt;
&lt;br /&gt;
This is then followed by two larger attack segments: &#039;&#039;&#039;Reflected Wings #1&#039;&#039;&#039; and &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; &#039;&#039;&#039;#1&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Reflected Wings #1=&lt;br /&gt;
====== Reflected Wings #1: ======&lt;br /&gt;
&lt;br /&gt;
Shiva prepares &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;. One green mirror will appear in the north, an uncolored mirror appearing in the east or west, with the red mirror appearing on the opposite side.&lt;br /&gt;
&lt;br /&gt;
Shiva then teleports to the arena&#039;s center, faces either north or south, and prepares &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; to either her left or right. This attack will be instantly reflected by the uncolored mirror, followed by the green mirror after 5 seconds, and lastly reflected by the red mirror at the same time she casts a second Hallowed Wings (One Wing).&lt;br /&gt;
&lt;br /&gt;
This attack series creates three total AoEs to dodge. The first and third will cover 3/4ths of the arena while the second only covers one half.&lt;br /&gt;
&lt;br /&gt;
Players will need memorize half of the arena the first Hallowed Wings (One Wing) is covering, apply that to each mirror in sequence, and then simultaneously dodge the second Hallowed Wings occurring during the red mirror&#039;s reflection.&lt;br /&gt;
&lt;br /&gt;
* The Mirrors copy the attack as if each were Shiva facing towards the arena&#039;s center.&lt;br /&gt;
* Shiva&#039;s second Hallowed Wings (One Wing) cast will always be the opposite wing to the first cast.&lt;br /&gt;
&lt;br /&gt;
Though this attack series has a lot of information for players to process within a short span of time, there is a method to simplify the dodging process.&lt;br /&gt;
&lt;br /&gt;
* If Shiva&#039;s first Hallowed Wings (One Wing) cast is aimed at the uncolored mirror, the first safe-zone will be &amp;lt;u&amp;gt;behind&amp;lt;/u&amp;gt; Shiva (and opposite to her glowing wing). If not, it will be in front of Shiva.&lt;br /&gt;
* Mirror firing order always rotates in either a clockwise or counter-clockwise direction, which players will want to match—shifting to the next inter-cardinal quadrant after each AoE.&lt;br /&gt;
** If the uncolored mirror is on the west, players will rotate clockwise with each AoE. If the uncolored mirror with east, players will rotate counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
|-| Wyrm&#039;s Lament #1=&lt;br /&gt;
====== Wyrm&#039;s Lament #1: ======&lt;br /&gt;
All four support players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039;, each with a different expiration timer—14 seconds, 22 seconds, 30 seconds, and 38 seconds.&lt;br /&gt;
&lt;br /&gt;
All four DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;, each with a different expiration timer—20 seconds, 28 seconds, 36 seconds, and 44 seconds.&lt;br /&gt;
&lt;br /&gt;
If this status effect is allowed to expire, the afflicted player will perish.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; appears at the north and will either rotate clockwise or counter-clockwise. As it rotates, Shiva will cast &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; a total of four times, always aimed in the direction of the Drachen Wanderer.&lt;br /&gt;
&lt;br /&gt;
Inbetween casts of Hallowed Wings (One Wing), support players must take turns running into the Drachen Wanderer to cleanse their Wyrmclaw status effect. A DPS player can then collect the puddle on the floor after the next Hallowed Wings cast.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be collided with four times, else it will detonate and deal extreme damage to the party. For this reason, only one player should cleanse Wyrmclaw at a time.&lt;br /&gt;
* All players not currently attempting to cleanse a status effect should stay near the arena&#039;s center to remain out of range of the Drachen Wanderer&#039;s explosion AoE.&lt;br /&gt;
* Due to server [[Snapshot|snapshotting]], players attempting to collide with the Drachen Wanderer should aim to run in front of it. Chasing it from behind may result in the player being unable to catch it in time.&lt;br /&gt;
&lt;br /&gt;
The timers of the status effects will neatly line up with Shiva&#039;s attacks, creating a simple flow to cleansing them all:&lt;br /&gt;
&lt;br /&gt;
# Wyrm&#039;s Lament is cast + 14 second Wyrmclaw stands north to cleanse their status effect.&lt;br /&gt;
# Hallowed Wings #1&lt;br /&gt;
# 22 second Wyrmclaw + 20 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #2&lt;br /&gt;
# 30 second Wyrmclaw + 28 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #3&lt;br /&gt;
# 38 second Wyrmclaw + 36 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #4&lt;br /&gt;
# 44 second Wyrmfang cleanses their status effect.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the fourth Hallowed Wings (One Wing) from Wyrm&#039;s Lament finishes its cast, Shiva will begin her &#039;&#039;&#039;Frost Armor&#039;&#039;&#039; cast followed by either &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; or &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should pre-position on the edge of cardinal quadrant behind Shiva (indicated by the dark lines on the floor) in preparation to dodge the two AoEs in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players must hold still to avoid slipping off the arena&#039;s edge while the floor is [[Other Mechanics#Ice Floor|frozen solid]]. The floor will unfreeze about 1.5 seconds before Shiva&#039;s cast finishes, allowing players a short amount of time to shift into the first safe zone, then shift back out.&lt;br /&gt;
&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, players will want to run to Shiva&#039;s back, then rotate to the side after.&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, players must stand next to the quadrant to Shiva&#039;s back, moving into it after the first AoE resolves.&lt;br /&gt;
&lt;br /&gt;
Tanks can then perform a tank-swap after &#039;&#039;&#039;Double Slap&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.1 - Mirrors ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will re-equip her &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will create a pulsing &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar where each player was standing. Players should group together during the start of the ability, then move elsewhere once Shiva&#039;s wings appear.&lt;br /&gt;
&lt;br /&gt;
There are two common methods to handling Drachen Armor:&lt;br /&gt;
&lt;br /&gt;
# Tanks group to Shiva&#039;s front and all other players to the back, then rotate clockwise or counter-clockwise once her wings appear.&lt;br /&gt;
# All players group together at Shiva&#039;s back and move anywhere else once her wings appear.&lt;br /&gt;
&lt;br /&gt;
While Shiva has Drachen armor equipped, she will damage the highest two enmity players with her auto-attacks. Tanks should remember to quickly re-establish enmity after being resurrected.&lt;br /&gt;
&lt;br /&gt;
====== Reflected Wings #2: ======&lt;br /&gt;
Shiva create a green mirror on either the east or west, with a red mirror to its opposite. She will then begin casting &#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039; near the north or south edge of the arena, which the mirrors will reflect after a delay.&lt;br /&gt;
&lt;br /&gt;
The party will need to split into light parties again, with one being assigned to take the front of the green portal and the other taking the front of the red portal.&lt;br /&gt;
&lt;br /&gt;
* Unlike the mirrors, Shiva does not cast Hallowed Wings from the complete edge of the arena, leaving a space behind her players can use to avoid her cast. This first cast &#039;&#039;must&#039;&#039; be dodged to avoid the extra stacks of &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
* As the damage decreases linearly based on line order, the tanks will want to be the 1st and 5th players in the line to ensure their light party members behind them take the least amount of damage. This is line order is crucial during the red mirror&#039;s reflection, where one light party will have Magic Vulnerability Up and thus take increased damage.&lt;br /&gt;
* Healers will need to quickly heal the party after each mirror&#039;s reflection to ensure players can survive the next one.&lt;br /&gt;
&lt;br /&gt;
There are two common methods used to handle this attack series:&lt;br /&gt;
&lt;br /&gt;
# After dodging Shiva&#039;s cast by standing behind her, all players run towards the green portal. Light Party 1 will have its tank stand on the outer ring with the others inbetween the rings. Light Party 2&#039;s tank stands on the inner ring with the others behind it near the arena&#039;s center. After the knockback, Light parties reverse their positions by the red portal—with Light Party 2 in the front and Light Party 1 near the center.&lt;br /&gt;
# While avoiding Shiva&#039;s first cast, players split into two light parties on Shiva&#039;s left and right. Watching the cast bar in the enmity list, all players will use {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} right before the green mirror&#039;s cast completes, blocking the knockback from both mirrors. While DPS and Healers stay stacked and unmoving next to Shiva&#039;s sides, tanks will shift to their light party&#039;s east and west, protecting them from each mirror.&lt;br /&gt;
&lt;br /&gt;
====== Shining Mirrors: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; again to create eight mirrors surrounding the entire arena. All inter-cardinals will have green mirrors. The east and west will either have uncolored or red mirrors with the north and south having the other type.&lt;br /&gt;
&lt;br /&gt;
She will then use &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, which will be reflected instantly from the uncolored mirrors and the green and red mirrors after a delay.&lt;br /&gt;
&lt;br /&gt;
As the green mirrors reflect, she will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, which will either cover the arena&#039;s center in a proximity AoE (if theres one orb above her head) or the arena&#039;s edges (if four orbs are above her head). Holy resolves shortly after the red mirrors reflect.&lt;br /&gt;
&lt;br /&gt;
* A recommended strategy is to immediately pull Shiva towards an uncolored mirror before avoiding the Shining Armor cast and its reflection by looking to the side. The party can then continue to attack Shiva&#039;s back while already being faced away from the other mirrors.&lt;br /&gt;
* While dodging the green reflection, players should look at the orbs above Shiva&#039;s head. If there is one orb, players can run to the edge away from the red mirrors. If there are four orbs, players must run to the center and then face away from the red mirrors.&lt;br /&gt;
&lt;br /&gt;
Once the proximity AoEs resolve, Shiva will follow up with either &#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; or &#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;, forcing players to react quickly to the two AoE attacks based on the cast&#039;s name.&lt;br /&gt;
&lt;br /&gt;
====== Drachen Mirror: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and creates a single red mirror, then casts &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will be reflected after 10 seconds. The mirror will flash as it snapshots the player&#039;s positions for the Akh Rhai pillars.&lt;br /&gt;
&lt;br /&gt;
It is recommended to split into two light parties on opposite sides of the boss and rotate with each of the two casts of Drachen Armor.&lt;br /&gt;
&lt;br /&gt;
Shiva will once again cast &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; before requiring the party to stack in the center again for &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.2 - Icelit Dragonsong ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva begins casting &#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;, a combination of &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1 - Light Rampant|Light Rampant]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1 - Diamond Frost|Diamond Frost]]&#039;&#039;&#039;.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
&lt;br /&gt;
* All support players will be attached to each other via &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;. These will &#039;&#039;always&#039;&#039; attach tanks to both healers—tanks will not be tethered to the other tank, and the healers will not be tethered to the other healer.&lt;br /&gt;
* Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; [[Tower#Multi-Player Tower|towers]] appear, one in each cardinal direction on the inner ring of the arena.&lt;br /&gt;
* All DPS players are targeted by &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]], which function exactly the same as they did during Diamond Frost.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
* One tank and healer will have 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have 1 stack. Two DPS will have 2 stacks of Lightsteeped while the others have 3 stacks.&lt;br /&gt;
&lt;br /&gt;
The Frigid Stone spread circles will resolve first and inflict all DPS with &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds. The Bright Hunger towers resolve at the 10 second mark.&lt;br /&gt;
&lt;br /&gt;
Shiva will then complete a cast of &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, pushing all unfrozen players 10y away. A one-player Bright Hunger tower is created in the east and west on the outer ring, and a two-player tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
The [[Area of Effect#Radial Line AoE|radial line AoEs]] from the Frigid Stones detonate, and all DPS players have three [[Area of Effect#Static Circle AoE|circle AoEs]] placed underneath them consecutively.&lt;br /&gt;
&lt;br /&gt;
As the second set of Bright Hunger towers resolve Shiva begins a cast of &#039;&#039;&#039;Banish&#039;&#039;&#039; targeting the tanks. Additionally, a four-player Bright Hunger tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
After the final tower resolves, Shiva ends the attack series with a cast of &#039;&#039;&#039;The House of Light&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Strategy: ======&lt;br /&gt;
[[File:E8S Dragonlit Icesong.gif|alt=A strategy board showing how to survive Dragonlit Icesong.|thumb|A [https://raidplan.io/plan/g27ju936yasugs27 strategy board] showing how to survive Dragonlit Icesong. In this example, &#039;&#039;&#039;Banish&#039;&#039;&#039; is a [[Tankbuster#Shared Tankbuster|shared tankbuster]].]]&lt;br /&gt;
Prior to the cast of Icelit Dragonsong, players should pre-position in [[clock spots]], with tanks in the north and south and healers in the east and west.&lt;br /&gt;
&lt;br /&gt;
* All supports must occupy the first four Bright Hunger towers. Healers additionally must cleanse &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; off the two DPS players. &amp;lt;u&amp;gt;Tanks must keep this status effect&amp;lt;/u&amp;gt; to resist &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;.&lt;br /&gt;
** To help speed up cleansing, one healer should be assigned to cleanse whichever DPS player is afflicted at the top of the party list with the other healer cleansing the one at the bottom.&lt;br /&gt;
* DPS players must run to their assigned inter-cardinal and drop their &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; AoE on the outer ring.&lt;br /&gt;
&lt;br /&gt;
Once the Frigid Stone spread circles resolve, DPS must run to Shiva&#039;s north and south in preparation for Draconic Strike. Tanks will be afflicted with &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; as the first set of towers resolve.&lt;br /&gt;
&lt;br /&gt;
With Draconic Strike, Shiva will push all players except the frozen tanks away. All players should then stand directly on the outer ring, which will be safe if all Frigid Stones were placed correctly.&lt;br /&gt;
&lt;br /&gt;
* Tanks will unfreeze at this time, and must immediately run into the center to occupy the two-player Bright Hunger tower before it resolves.&lt;br /&gt;
* DPS players will need to rotate around the edges of the arena once the radial line AoEs resolve to dodge the circle AoEs repeatedly placed underneath them. {{Action icon|Sprint}} can be used to aid in escaping the AoEs in time.&lt;br /&gt;
&lt;br /&gt;
Shiva will be casting &#039;&#039;&#039;Banish&#039;&#039;&#039; during this time, which tanks should use mitigations in preparation for. If Shiva has one orb above her head, tanks should stack together in the center—otherwise they should split apart after their tower resolves.&lt;br /&gt;
&lt;br /&gt;
Once Banish resolves, all players with 2 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; must occupy the four-player tower in the center. This will be the supports that began with 0 stacks and the DPS that began with 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Finally, all players must return to their initial clock spot positions to spread out the &#039;&#039;&#039;House of Light&#039;&#039;&#039; cones.&lt;br /&gt;
----After Icelit Dragonsong ends, Shiva will prepare &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and use &#039;&#039;&#039;Frost Armor&#039;&#039;&#039;, copying it into a red mirror. Shiva then uses &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039; at the same time the mirror casts, freezing the floor at the same time players must move away.&lt;br /&gt;
&lt;br /&gt;
In preparation, the party should stack together at the far edge of the arena, holding still until Drachen Armor is cast. Once Shiva&#039;s wings appear, players can slide to the exact opposite side of the arena to easily avoid the attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.3 - Enrage ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Ice Form)&#039;&#039;&#039;, blanketing the entire platform in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;. It is wise to pull Shiva to the north of the platform before &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; lands. Once done, Shiva will begin to &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;. As soon Shiva sprouts her wings, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will cover the arena in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; and players should immediately slide to the south to avoid &#039;&#039;&#039;Akh Rhai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and then brands two tanks and two damage dealers with the &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, whereas the two remaining damage-dealers and both healers will acquire the &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; debuff. This time however, two &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will spawn - one to the north and one to the south - which will both rotate in either a clockwise or counter-clockwise motion for the duration of the mechanic. Similar to before, &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will be used by players to cleanse their  debuffs, whilst the pools of light left behind by cleansed (Red) debuffs will be used to cleanse (Blue) debuffs. However, players will be able to cleanse themselves two at a time during this mini-phase.&lt;br /&gt;
&lt;br /&gt;
To complicate the cleansing process, Shiva will periodically bombard both tanks with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; which will require all players present for the increasing number of consecutive hits on both light parties.&lt;br /&gt;
&lt;br /&gt;
As soon as the first &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; has concluded, Shiva will begin casting &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, the shareable tank-buster that can either be soaked by the whole raid, or taken solo by a tank using an invulnerability skill, which can make it significantly easier for tanks to cleanse their debuffs. Once two &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuffs have been cleansed by touching the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;, two &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players can remove their debuffs using the puddles that were left behind. Shortly afterward, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once again, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;. If successfully soaked, two more players can cleanse their &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, allowing two more &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players to cleanse theirs via the puddles. &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once more, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; and another opportunity for 2x &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; and 2x &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - Shiva will summon &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; around the entire arena, then face north or south while casting &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; with both wings glowing. The entire raid must move behind Shiva to avoid this fatal attack. Next, all &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; will long-cast their reflection of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, which will result in an unavoidable raid-wipe if Shiva is not defeated beforehand.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&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;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573903</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573903"/>
		<updated>2026-10-04T09:23:59Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Drachen Mirrors: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30095&lt;br /&gt;
| id-edb = 46c4d21a738&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]] - Timeline and Abilities ==&lt;br /&gt;
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.&lt;br /&gt;
&lt;br /&gt;
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.&lt;br /&gt;
&lt;br /&gt;
The battle takes place over a maximum of 14 minutes before Shiva&#039;s enrage cast completes and forcefully defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shiva&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Intermission Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Intermission&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Shattered World&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 1&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 2&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 3&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 4&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.3 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1.0 - Diamond Frost===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;It is recommended to place four [[waymarks]] on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva&#039;s attacks throughout the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack to take note of is &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; combined with either &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.&lt;br /&gt;
&lt;br /&gt;
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.&lt;br /&gt;
&lt;br /&gt;
* If Biting Frost was cast, the mirrors will each create a massive [[Area of Effect#Static Circle AoE|circle AoE]] covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.&lt;br /&gt;
* If Driving Frost was cast, the mirrors will fire 90-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.&lt;br /&gt;
&lt;br /&gt;
Shiva then begins her first attack series: &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Frost: ======&lt;br /&gt;
One tank and one healer will be afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039;. The other tank, healer, and two DPS receive &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]]. Two opposite cardinals will be covered in a [[Area of Effect#Static Circle AoE|static circle AoE]] that will spread clockwise and counter-clockwise over time.&lt;br /&gt;
&lt;br /&gt;
[[Area of Effect#Radial Line AoE|Radial line AoEs]] are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive [[Other Mechanics#Flare Marker|flare markers]]. Both radial line AoEs and flare markers resolve shortly after the [[knockback]] from &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Diamond Frost.gif|alt=A strategy board showcasing a method to safely survive Diamond Frost|thumb|A [https://raidplan.io/plan/pxzzhjf2454p52pe strategy board] showcasing a method to safely survive Diamond Frost.]]&lt;br /&gt;
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three [[Area of Effect#Static Circle AoE|static circle AoEs]] placed underneath them consecutively. Shiva additionally casts &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;—whichever wasn&#039;t used earlier.&lt;br /&gt;
&lt;br /&gt;
* Healers will want to use {{Action icon|Esuna}} to cleanse the Freezing debuff off the party.&lt;br /&gt;
* Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.&lt;br /&gt;
** As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.&lt;br /&gt;
* The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.&lt;br /&gt;
** To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.&lt;br /&gt;
* Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.&lt;br /&gt;
** It is recommended to place the &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.&lt;br /&gt;
*** Daring parties may choose to group all DPS and tanks together and use {{Action icon|Sprint}} to escape the homing AoEs while maintaining DPS uptime.&lt;br /&gt;
* The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.&lt;br /&gt;
&lt;br /&gt;
Should players survive Diamond Frost, Shiva will cast &#039;&#039;&#039;Double Slap&#039;&#039;&#039;, requiring a tank swap, &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, requiring players to look away, and either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1.1 - Light Rampant ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will cast one of her most notorious and complex attack series of the fight: &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
A tank, a healer, and two DPS will each receive two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;, tethering the four to each other in a square. Two of these players will have 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have none.&lt;br /&gt;
&lt;br /&gt;
The other four players will each be tethered to a random &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two receive 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of &#039;&#039;&#039;Path of Light&#039;&#039;&#039; and tethers become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.&lt;br /&gt;
&lt;br /&gt;
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.&lt;br /&gt;
&lt;br /&gt;
Finally a single four-player Bright Hunger tower remains in the arena&#039;s center.&lt;br /&gt;
----The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: &#039;&#039;&#039;The First Towers and Path of Light&#039;&#039;&#039;, &#039;&#039;&#039;The Second Towers&#039;&#039;&#039;, and &#039;&#039;&#039;Path of Light and The Third Tower&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Tether Shaping.jpg|alt=An image showing which two players can swap positions to create the desired shape.|thumb|Depending on the initial shape, the desired shape can be created by having two players swap positions.]]&lt;br /&gt;
&lt;br /&gt;
====== The First Towers + Path of Light: ======&lt;br /&gt;
The first four towers are most often taken players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.&lt;br /&gt;
&lt;br /&gt;
* To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.&lt;br /&gt;
* The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.&lt;br /&gt;
&lt;br /&gt;
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a [[Clock spots|clock spot]] spread.&lt;br /&gt;
&lt;br /&gt;
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:&lt;br /&gt;
&lt;br /&gt;
# The four players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039; inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player&#039;s orb and stand on the far edge of the arena.&lt;br /&gt;
# Path of Light is taken by the two Refulgent Chain players with 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and the two Holy Light players with 1 stack. The Refulgent Chain players shift &#039;&#039;slightly&#039;&#039; closer to Shiva inside their towers while the Holy Light players stand inside Shiva&#039;s hitbox on the cardinal opposite to their orb.&lt;br /&gt;
# The four Holy Light orb players take the four Path of Light cones by standing inside Shiva&#039;s hitbox in each cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.&lt;br /&gt;
&lt;br /&gt;
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.&lt;br /&gt;
&lt;br /&gt;
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.&lt;br /&gt;
&lt;br /&gt;
Once towers and Path of Light resolve, the Refulgent Chains will become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;, and will explode and wipe the party should any one of the four players be positioned incorrectly.&lt;br /&gt;
&lt;br /&gt;
====== The Second Towers: ======&lt;br /&gt;
The trickiest part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players in the center.&lt;br /&gt;
&lt;br /&gt;
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.&lt;br /&gt;
&lt;br /&gt;
# The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.&lt;br /&gt;
# The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.&lt;br /&gt;
&lt;br /&gt;
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.&lt;br /&gt;
&lt;br /&gt;
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.&lt;br /&gt;
&lt;br /&gt;
* The eastern and western Holy Light players will want to avoid reaching their towers &#039;&#039;too soon&#039;&#039; to prevent their orb from catching up to them inside the tower. For this reason, {{Action icon|Sprint}} is &#039;&#039;not&#039;&#039; recommended.&lt;br /&gt;
* Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. This shape allows them to shift closer to the east and west to avoid orbs if necessary.&lt;br /&gt;
&lt;br /&gt;
Method #2 allows for more freedom for the Holy Light players, but &#039;&#039;requires&#039;&#039; a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.&lt;br /&gt;
&lt;br /&gt;
====== Path of Light and The Third Tower: ======&lt;br /&gt;
[[File:E8S Light Rampant.gif|alt=A strategy board showcasing one of many methods to surviving Light Rampant.|thumb|A [https://raidplan.io/plan/2eq2q8v9jr468rdv strategy board] showcasing one of many methods to surviving Light Rampant.]]&lt;br /&gt;
Once the second set of towers resolve, &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; will vanish and all Holy Orbs will shrink to a safe size.&lt;br /&gt;
&lt;br /&gt;
* If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.&lt;br /&gt;
&lt;br /&gt;
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.&lt;br /&gt;
&lt;br /&gt;
* It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.&lt;br /&gt;
&lt;br /&gt;
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.&lt;br /&gt;
&lt;br /&gt;
----Should players survive Light Rampant, Shiva will follow up with another &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; into either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;—whichever wasn&#039;t used prior.&lt;br /&gt;
&lt;br /&gt;
* Mirror, Mirror&#039;s Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
As the mirrors reflect Shiva&#039;s attack, she will begin casting &#039;&#039;&#039;Banish III&#039;&#039;&#039;. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva&#039;s visual and/or audio cues.&lt;br /&gt;
&lt;br /&gt;
* As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermission - Shattered World ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will become untargetable and jump to the north edge of the arena, preparing &#039;&#039;&#039;Shattered World&#039;&#039;&#039; and splitting the arena into two circles. The party will need to divide themselves into two [[Party|light parties]], one in each circle, in preparation for what follows.&lt;br /&gt;
&lt;br /&gt;
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.&lt;br /&gt;
&lt;br /&gt;
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter by 25.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Wave&lt;br /&gt;
!Western Platform&lt;br /&gt;
!Eastern Platform&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|}&lt;br /&gt;
The start of each wave is always accompanied by &#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Electric Aethers&#039;&#039;&#039; should primarily be handled by tanks due to their &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039; and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039; should always be [[Interrupt|interrupted]] shortly after they spawn. The barrier provided by &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039; can be broken, but significantly increases the risk that the enemy successfully reaches the center.&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Aethers&#039;&#039;&#039; simply have a large amount of HP and are the DPS player&#039;s top priority. These enemies can be &#039;&#039;&#039;{{Game icon|Stun|Stunned}}&#039;&#039;&#039;, granting players more time to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;Luminous Aethers&#039;&#039;&#039; appear with each phase. Instead of moving, they aim a [[Tether (mechanic)#Transferable Tether|transferable tether]] at the crystal that must be blocked by a player. Due to the &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039;, each player can only block a single tether.&lt;br /&gt;
** The tether results in a small 2.5y radius [[Area of Effect#Static Circle AoE|circle AoE]]. Other players should avoid standing near the one taking the tether.&lt;br /&gt;
** In an emergency, a tank can use an invulnerability to survive a second tether.&lt;br /&gt;
&lt;br /&gt;
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.&lt;br /&gt;
&lt;br /&gt;
* If the party only has one [[Physical Ranged DPS|physical ranged DPS]], it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform&#039;s interrupts can be handled by a single tank, but the western platform cannot.&lt;br /&gt;
* Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use &#039;&#039;&#039;{{Game icon|interject}}&#039;&#039;&#039; on the Earthen Aether before moving to take the tether afterwards.&lt;br /&gt;
* Melee DPS should only take a tether in a wave without an Aqueous Aether.&lt;br /&gt;
* Healers and Ranged DPS can safely be assigned to any wave&#039;s tether.&lt;br /&gt;
&lt;br /&gt;
Should players fail and a total of four Aethers succeed in charging the crystal, the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter will fill and the party will be defeated.&lt;br /&gt;
&lt;br /&gt;
However, should players succeed in perfectly clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second &#039;&#039;&#039;{{Game icon|Grace of Light}}&#039;&#039;&#039; buff at the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2.0 - Opening===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
After a lengthy 60 second cutscene, Shiva merges with Hraesvelgr to begin a new savage-exclusive phase.&lt;br /&gt;
&lt;br /&gt;
Phase 2 begins with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; followed by &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to split into two light parties on opposite sides of Shiva to separate the two Akh Morn stacks aimed at the tanks. Once the first strike of Akh Morn lands, players must remain with their stack, as damage from the opposite stack becomes lethal due to the status effects inflicted by Akh Morn.&lt;br /&gt;
&lt;br /&gt;
* As the status effects are tied to enmity number, tanks must ensure &amp;lt;u&amp;gt;no enmity swaps&amp;lt;/u&amp;gt; occur once the cast of Akh Morn begins—otherwise the stacks may swap targets mid-attack and instantly kill both light parties.&lt;br /&gt;
&lt;br /&gt;
Once Akh Morn ends and the cast to Morn Afah begins, all players should stack together underneath Shiva to share the damage.&lt;br /&gt;
&lt;br /&gt;
This is then followed by two larger attack segments: &#039;&#039;&#039;Reflected Wings #1&#039;&#039;&#039; and &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; &#039;&#039;&#039;#1&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Reflected Wings #1=&lt;br /&gt;
====== Reflected Wings #1: ======&lt;br /&gt;
&lt;br /&gt;
Shiva prepares &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;. One green mirror will appear in the north, an uncolored mirror appearing in the east or west, with the red mirror appearing on the opposite side.&lt;br /&gt;
&lt;br /&gt;
Shiva then teleports to the arena&#039;s center, faces either north or south, and prepares &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; to either her left or right. This attack will be instantly reflected by the uncolored mirror, followed by the green mirror after 5 seconds, and lastly reflected by the red mirror at the same time she casts a second Hallowed Wings (One Wing).&lt;br /&gt;
&lt;br /&gt;
This attack series creates three total AoEs to dodge. The first and third will cover 3/4ths of the arena while the second only covers one half.&lt;br /&gt;
&lt;br /&gt;
Players will need memorize half of the arena the first Hallowed Wings (One Wing) is covering, apply that to each mirror in sequence, and then simultaneously dodge the second Hallowed Wings occurring during the red mirror&#039;s reflection.&lt;br /&gt;
&lt;br /&gt;
* The Mirrors copy the attack as if each were Shiva facing towards the arena&#039;s center.&lt;br /&gt;
* Shiva&#039;s second Hallowed Wings (One Wing) cast will always be the opposite wing to the first cast.&lt;br /&gt;
&lt;br /&gt;
Though this attack series has a lot of information for players to process within a short span of time, there is a method to simplify the dodging process.&lt;br /&gt;
&lt;br /&gt;
* If Shiva&#039;s first Hallowed Wings (One Wing) cast is aimed at the uncolored mirror, the first safe-zone will be &amp;lt;u&amp;gt;behind&amp;lt;/u&amp;gt; Shiva (and opposite to her glowing wing). If not, it will be in front of Shiva.&lt;br /&gt;
* Mirror firing order always rotates in either a clockwise or counter-clockwise direction, which players will want to match—shifting to the next inter-cardinal quadrant after each AoE.&lt;br /&gt;
** If the uncolored mirror is on the west, players will rotate clockwise with each AoE. If the uncolored mirror with east, players will rotate counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
|-| Wyrm&#039;s Lament #1=&lt;br /&gt;
====== Wyrm&#039;s Lament #1: ======&lt;br /&gt;
All four support players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039;, each with a different expiration timer—14 seconds, 22 seconds, 30 seconds, and 38 seconds.&lt;br /&gt;
&lt;br /&gt;
All four DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;, each with a different expiration timer—20 seconds, 28 seconds, 36 seconds, and 44 seconds.&lt;br /&gt;
&lt;br /&gt;
If this status effect is allowed to expire, the afflicted player will perish.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; appears at the north and will either rotate clockwise or counter-clockwise. As it rotates, Shiva will cast &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; a total of four times, always aimed in the direction of the Drachen Wanderer.&lt;br /&gt;
&lt;br /&gt;
Inbetween casts of Hallowed Wings (One Wing), support players must take turns running into the Drachen Wanderer to cleanse their Wyrmclaw status effect. A DPS player can then collect the puddle on the floor after the next Hallowed Wings cast.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be collided with four times, else it will detonate and deal extreme damage to the party. For this reason, only one player should cleanse Wyrmclaw at a time.&lt;br /&gt;
* All players not currently attempting to cleanse a status effect should stay near the arena&#039;s center to remain out of range of the Drachen Wanderer&#039;s explosion AoE.&lt;br /&gt;
* Due to server [[Snapshot|snapshotting]], players attempting to collide with the Drachen Wanderer should aim to run in front of it. Chasing it from behind may result in the player being unable to catch it in time.&lt;br /&gt;
&lt;br /&gt;
The timers of the status effects will neatly line up with Shiva&#039;s attacks, creating a simple flow to cleansing them all:&lt;br /&gt;
&lt;br /&gt;
# Wyrm&#039;s Lament is cast + 14 second Wyrmclaw stands north to cleanse their status effect.&lt;br /&gt;
# Hallowed Wings #1&lt;br /&gt;
# 22 second Wyrmclaw + 20 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #2&lt;br /&gt;
# 30 second Wyrmclaw + 28 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #3&lt;br /&gt;
# 38 second Wyrmclaw + 36 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #4&lt;br /&gt;
# 44 second Wyrmfang cleanses their status effect.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the fourth Hallowed Wings (One Wing) from Wyrm&#039;s Lament finishes its cast, Shiva will begin her &#039;&#039;&#039;Frost Armor&#039;&#039;&#039; cast followed by either &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; or &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should pre-position on the edge of cardinal quadrant behind Shiva (indicated by the dark lines on the floor) in preparation to dodge the two AoEs in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players must hold still to avoid slipping off the arena&#039;s edge while the floor is [[Other Mechanics#Ice Floor|frozen solid]]. The floor will unfreeze about 1.5 seconds before Shiva&#039;s cast finishes, allowing players a short amount of time to shift into the first safe zone, then shift back out.&lt;br /&gt;
&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, players will want to run to Shiva&#039;s back, then rotate to the side after.&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, players must stand next to the quadrant to Shiva&#039;s back, moving into it after the first AoE resolves.&lt;br /&gt;
&lt;br /&gt;
Tanks can then perform a tank-swap after &#039;&#039;&#039;Double Slap&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.1 - Mirrors ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will re-equip her &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will create a pulsing &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar where each player was standing. Players should group together during the start of the ability, then move elsewhere once Shiva&#039;s wings appear.&lt;br /&gt;
&lt;br /&gt;
There are two common methods to handling Drachen Armor:&lt;br /&gt;
&lt;br /&gt;
# Tanks group to Shiva&#039;s front and all other players to the back, then rotate clockwise or counter-clockwise once her wings appear.&lt;br /&gt;
# All players group together at Shiva&#039;s back and move anywhere else once her wings appear.&lt;br /&gt;
&lt;br /&gt;
While Shiva has Drachen armor equipped, she will damage the highest two enmity players with her auto-attacks. Tanks should remember to quickly re-establish enmity after being resurrected.&lt;br /&gt;
&lt;br /&gt;
====== Reflected Wings #2: ======&lt;br /&gt;
Shiva create a green mirror on either the east or west, with a red mirror to its opposite. She will then begin casting &#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039; near the north or south edge of the arena, which the mirrors will reflect after a delay.&lt;br /&gt;
&lt;br /&gt;
The party will need to split into light parties again, with one being assigned to take the front of the green portal and the other taking the front of the red portal.&lt;br /&gt;
&lt;br /&gt;
* Unlike the mirrors, Shiva does not cast Hallowed Wings from the complete edge of the arena, leaving a space behind her players can use to avoid her cast. This first cast &#039;&#039;must&#039;&#039; be dodged to avoid the extra stacks of &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
* As the damage decreases linearly based on line order, the tanks will want to be the 1st and 5th players in the line to ensure their light party members behind them take the least amount of damage. This is line order is crucial during the red mirror&#039;s reflection, where one light party will have Magic Vulnerability Up and thus take increased damage.&lt;br /&gt;
* Healers will need to quickly heal the party after each mirror&#039;s reflection to ensure players can survive the next one.&lt;br /&gt;
&lt;br /&gt;
There are two common methods used to handle this attack series:&lt;br /&gt;
&lt;br /&gt;
# After dodging Shiva&#039;s cast by standing behind her, all players run towards the green portal. Light Party 1 will have its tank stand on the outer ring with the others inbetween the rings. Light Party 2&#039;s tank stands on the inner ring with the others behind it near the arena&#039;s center. After the knockback, Light parties reverse their positions by the red portal—with Light Party 2 in the front and Light Party 1 near the center.&lt;br /&gt;
# While avoiding Shiva&#039;s first cast, players split into two light parties on Shiva&#039;s left and right. Watching the cast bar in the enmity list, all players will use {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} right before the green mirror&#039;s cast completes, blocking the knockback from both mirrors. While DPS and Healers stay stacked and unmoving next to Shiva&#039;s sides, tanks will shift to their light party&#039;s east and west, protecting them from each mirror.&lt;br /&gt;
&lt;br /&gt;
====== Shining Mirrors: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; again to create eight mirrors surrounding the entire arena. All inter-cardinals will have green mirrors. The east and west will either have uncolored or red mirrors with the north and south having the other type.&lt;br /&gt;
&lt;br /&gt;
She will then use &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, which will be reflected instantly from the uncolored mirrors and the green and red mirrors after a delay.&lt;br /&gt;
&lt;br /&gt;
As the green mirrors reflect, she will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, which will either cover the arena&#039;s center in a proximity AoE (if theres one orb above her head) or the arena&#039;s edges (if four orbs are above her head). Holy resolves shortly after the red mirrors reflect.&lt;br /&gt;
&lt;br /&gt;
* A recommended strategy is to immediately pull Shiva towards an uncolored mirror before avoiding the Shining Armor cast and its reflection by looking to the side. The party can then continue to attack Shiva&#039;s back while already being faced away from the other mirrors.&lt;br /&gt;
* While dodging the green reflection, players should look at the orbs above Shiva&#039;s head. If there is one orb, players can run to the edge away from the red mirrors. If there are four orbs, players must run to the center and then face away from the red mirrors.&lt;br /&gt;
&lt;br /&gt;
Once the proximity AoEs resolve, Shiva will follow up with either &#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; or &#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;, forcing players to react quickly to the two AoE attacks based on the cast&#039;s name.&lt;br /&gt;
&lt;br /&gt;
====== Drachen Mirror: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and creates a single red mirror, then casts &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will be reflected after 10 seconds. The mirror will flash as it snapshots the player&#039;s positions for the Akh Rhai pillars.&lt;br /&gt;
&lt;br /&gt;
It is recommended to split into two light parties on opposite sides of the boss and rotate each cast of Drachen Armor.&lt;br /&gt;
&lt;br /&gt;
Shiva will once again cast &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; before requiring the party to stack in the center again for &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.2 - Icelit Dragonsong ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva begins casting &#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;, a combination of &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1 - Light Rampant|Light Rampant]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1 - Diamond Frost|Diamond Frost]]&#039;&#039;&#039;.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
&lt;br /&gt;
* All support players will be attached to each other via &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;. These will &#039;&#039;always&#039;&#039; attach tanks to both healers—tanks will not be tethered to the other tank, and the healers will not be tethered to the other healer.&lt;br /&gt;
* Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; [[Tower#Multi-Player Tower|towers]] appear, one in each cardinal direction on the inner ring of the arena.&lt;br /&gt;
* All DPS players are targeted by &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]], which function exactly the same as they did during Diamond Frost.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
* One tank and healer will have 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have 1 stack. Two DPS will have 2 stacks of Lightsteeped while the others have 3 stacks.&lt;br /&gt;
&lt;br /&gt;
The Frigid Stone spread circles will resolve first and inflict all DPS with &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds. The Bright Hunger towers resolve at the 10 second mark.&lt;br /&gt;
&lt;br /&gt;
Shiva will then complete a cast of &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, pushing all unfrozen players 10y away. A one-player Bright Hunger tower is created in the east and west on the outer ring, and a two-player tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
The [[Area of Effect#Radial Line AoE|radial line AoEs]] from the Frigid Stones detonate, and all DPS players have three [[Area of Effect#Static Circle AoE|circle AoEs]] placed underneath them consecutively.&lt;br /&gt;
&lt;br /&gt;
As the second set of Bright Hunger towers resolve Shiva begins a cast of &#039;&#039;&#039;Banish&#039;&#039;&#039; targeting the tanks. Additionally, a four-player Bright Hunger tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
After the final tower resolves, Shiva ends the attack series with a cast of &#039;&#039;&#039;The House of Light&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Strategy: ======&lt;br /&gt;
[[File:E8S Dragonlit Icesong.gif|alt=A strategy board showing how to survive Dragonlit Icesong.|thumb|A [https://raidplan.io/plan/g27ju936yasugs27 strategy board] showing how to survive Dragonlit Icesong. In this example, &#039;&#039;&#039;Banish&#039;&#039;&#039; is a [[Tankbuster#Shared Tankbuster|shared tankbuster]].]]&lt;br /&gt;
Prior to the cast of Icelit Dragonsong, players should pre-position in [[clock spots]], with tanks in the north and south and healers in the east and west.&lt;br /&gt;
&lt;br /&gt;
* All supports must occupy the first four Bright Hunger towers. Healers additionally must cleanse &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; off the two DPS players. &amp;lt;u&amp;gt;Tanks must keep this status effect&amp;lt;/u&amp;gt; to resist &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;.&lt;br /&gt;
** To help speed up cleansing, one healer should be assigned to cleanse whichever DPS player is afflicted at the top of the party list with the other healer cleansing the one at the bottom.&lt;br /&gt;
* DPS players must run to their assigned inter-cardinal and drop their &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; AoE on the outer ring.&lt;br /&gt;
&lt;br /&gt;
Once the Frigid Stone spread circles resolve, DPS must run to Shiva&#039;s north and south in preparation for Draconic Strike. Tanks will be afflicted with &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; as the first set of towers resolve.&lt;br /&gt;
&lt;br /&gt;
With Draconic Strike, Shiva will push all players except the frozen tanks away. All players should then stand directly on the outer ring, which will be safe if all Frigid Stones were placed correctly.&lt;br /&gt;
&lt;br /&gt;
* Tanks will unfreeze at this time, and must immediately run into the center to occupy the two-player Bright Hunger tower before it resolves.&lt;br /&gt;
* DPS players will need to rotate around the edges of the arena once the radial line AoEs resolve to dodge the circle AoEs repeatedly placed underneath them. {{Action icon|Sprint}} can be used to aid in escaping the AoEs in time.&lt;br /&gt;
&lt;br /&gt;
Shiva will be casting &#039;&#039;&#039;Banish&#039;&#039;&#039; during this time, which tanks should use mitigations in preparation for. If Shiva has one orb above her head, tanks should stack together in the center—otherwise they should split apart after their tower resolves.&lt;br /&gt;
&lt;br /&gt;
Once Banish resolves, all players with 2 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; must occupy the four-player tower in the center. This will be the supports that began with 0 stacks and the DPS that began with 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Finally, all players must return to their initial clock spot positions to spread out the &#039;&#039;&#039;House of Light&#039;&#039;&#039; cones.&lt;br /&gt;
----After Icelit Dragonsong ends, Shiva will prepare &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and use &#039;&#039;&#039;Frost Armor&#039;&#039;&#039;, copying it into a red mirror. Shiva then uses &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039; at the same time the mirror casts, freezing the floor at the same time players must move away.&lt;br /&gt;
&lt;br /&gt;
In preparation, the party should stack together at the far edge of the arena, holding still until Drachen Armor is cast. Once Shiva&#039;s wings appear, players can slide to the exact opposite side of the arena to easily avoid the attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.3 - Enrage ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Ice Form)&#039;&#039;&#039;, blanketing the entire platform in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;. It is wise to pull Shiva to the north of the platform before &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; lands. Once done, Shiva will begin to &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;. As soon Shiva sprouts her wings, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will cover the arena in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; and players should immediately slide to the south to avoid &#039;&#039;&#039;Akh Rhai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and then brands two tanks and two damage dealers with the &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, whereas the two remaining damage-dealers and both healers will acquire the &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; debuff. This time however, two &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will spawn - one to the north and one to the south - which will both rotate in either a clockwise or counter-clockwise motion for the duration of the mechanic. Similar to before, &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will be used by players to cleanse their  debuffs, whilst the pools of light left behind by cleansed (Red) debuffs will be used to cleanse (Blue) debuffs. However, players will be able to cleanse themselves two at a time during this mini-phase.&lt;br /&gt;
&lt;br /&gt;
To complicate the cleansing process, Shiva will periodically bombard both tanks with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; which will require all players present for the increasing number of consecutive hits on both light parties.&lt;br /&gt;
&lt;br /&gt;
As soon as the first &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; has concluded, Shiva will begin casting &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, the shareable tank-buster that can either be soaked by the whole raid, or taken solo by a tank using an invulnerability skill, which can make it significantly easier for tanks to cleanse their debuffs. Once two &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuffs have been cleansed by touching the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;, two &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players can remove their debuffs using the puddles that were left behind. Shortly afterward, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once again, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;. If successfully soaked, two more players can cleanse their &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, allowing two more &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players to cleanse theirs via the puddles. &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once more, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; and another opportunity for 2x &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; and 2x &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - Shiva will summon &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; around the entire arena, then face north or south while casting &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; with both wings glowing. The entire raid must move behind Shiva to avoid this fatal attack. Next, all &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; will long-cast their reflection of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, which will result in an unavoidable raid-wipe if Shiva is not defeated beforehand.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&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;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573902</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573902"/>
		<updated>2026-10-04T09:21:23Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Strategy: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30095&lt;br /&gt;
| id-edb = 46c4d21a738&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]] - Timeline and Abilities ==&lt;br /&gt;
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.&lt;br /&gt;
&lt;br /&gt;
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.&lt;br /&gt;
&lt;br /&gt;
The battle takes place over a maximum of 14 minutes before Shiva&#039;s enrage cast completes and forcefully defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shiva&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Intermission Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Intermission&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Shattered World&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 1&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 2&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 3&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 4&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.3 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1.0 - Diamond Frost===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;It is recommended to place four [[waymarks]] on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva&#039;s attacks throughout the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack to take note of is &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; combined with either &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.&lt;br /&gt;
&lt;br /&gt;
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.&lt;br /&gt;
&lt;br /&gt;
* If Biting Frost was cast, the mirrors will each create a massive [[Area of Effect#Static Circle AoE|circle AoE]] covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.&lt;br /&gt;
* If Driving Frost was cast, the mirrors will fire 90-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.&lt;br /&gt;
&lt;br /&gt;
Shiva then begins her first attack series: &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Frost: ======&lt;br /&gt;
One tank and one healer will be afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039;. The other tank, healer, and two DPS receive &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]]. Two opposite cardinals will be covered in a [[Area of Effect#Static Circle AoE|static circle AoE]] that will spread clockwise and counter-clockwise over time.&lt;br /&gt;
&lt;br /&gt;
[[Area of Effect#Radial Line AoE|Radial line AoEs]] are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive [[Other Mechanics#Flare Marker|flare markers]]. Both radial line AoEs and flare markers resolve shortly after the [[knockback]] from &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Diamond Frost.gif|alt=A strategy board showcasing a method to safely survive Diamond Frost|thumb|A [https://raidplan.io/plan/pxzzhjf2454p52pe strategy board] showcasing a method to safely survive Diamond Frost.]]&lt;br /&gt;
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three [[Area of Effect#Static Circle AoE|static circle AoEs]] placed underneath them consecutively. Shiva additionally casts &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;—whichever wasn&#039;t used earlier.&lt;br /&gt;
&lt;br /&gt;
* Healers will want to use {{Action icon|Esuna}} to cleanse the Freezing debuff off the party.&lt;br /&gt;
* Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.&lt;br /&gt;
** As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.&lt;br /&gt;
* The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.&lt;br /&gt;
** To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.&lt;br /&gt;
* Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.&lt;br /&gt;
** It is recommended to place the &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.&lt;br /&gt;
*** Daring parties may choose to group all DPS and tanks together and use {{Action icon|Sprint}} to escape the homing AoEs while maintaining DPS uptime.&lt;br /&gt;
* The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.&lt;br /&gt;
&lt;br /&gt;
Should players survive Diamond Frost, Shiva will cast &#039;&#039;&#039;Double Slap&#039;&#039;&#039;, requiring a tank swap, &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, requiring players to look away, and either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1.1 - Light Rampant ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will cast one of her most notorious and complex attack series of the fight: &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
A tank, a healer, and two DPS will each receive two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;, tethering the four to each other in a square. Two of these players will have 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have none.&lt;br /&gt;
&lt;br /&gt;
The other four players will each be tethered to a random &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two receive 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of &#039;&#039;&#039;Path of Light&#039;&#039;&#039; and tethers become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.&lt;br /&gt;
&lt;br /&gt;
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.&lt;br /&gt;
&lt;br /&gt;
Finally a single four-player Bright Hunger tower remains in the arena&#039;s center.&lt;br /&gt;
----The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: &#039;&#039;&#039;The First Towers and Path of Light&#039;&#039;&#039;, &#039;&#039;&#039;The Second Towers&#039;&#039;&#039;, and &#039;&#039;&#039;Path of Light and The Third Tower&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Tether Shaping.jpg|alt=An image showing which two players can swap positions to create the desired shape.|thumb|Depending on the initial shape, the desired shape can be created by having two players swap positions.]]&lt;br /&gt;
&lt;br /&gt;
====== The First Towers + Path of Light: ======&lt;br /&gt;
The first four towers are most often taken players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.&lt;br /&gt;
&lt;br /&gt;
* To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.&lt;br /&gt;
* The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.&lt;br /&gt;
&lt;br /&gt;
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a [[Clock spots|clock spot]] spread.&lt;br /&gt;
&lt;br /&gt;
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:&lt;br /&gt;
&lt;br /&gt;
# The four players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039; inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player&#039;s orb and stand on the far edge of the arena.&lt;br /&gt;
# Path of Light is taken by the two Refulgent Chain players with 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and the two Holy Light players with 1 stack. The Refulgent Chain players shift &#039;&#039;slightly&#039;&#039; closer to Shiva inside their towers while the Holy Light players stand inside Shiva&#039;s hitbox on the cardinal opposite to their orb.&lt;br /&gt;
# The four Holy Light orb players take the four Path of Light cones by standing inside Shiva&#039;s hitbox in each cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.&lt;br /&gt;
&lt;br /&gt;
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.&lt;br /&gt;
&lt;br /&gt;
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.&lt;br /&gt;
&lt;br /&gt;
Once towers and Path of Light resolve, the Refulgent Chains will become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;, and will explode and wipe the party should any one of the four players be positioned incorrectly.&lt;br /&gt;
&lt;br /&gt;
====== The Second Towers: ======&lt;br /&gt;
The trickiest part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players in the center.&lt;br /&gt;
&lt;br /&gt;
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.&lt;br /&gt;
&lt;br /&gt;
# The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.&lt;br /&gt;
# The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.&lt;br /&gt;
&lt;br /&gt;
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.&lt;br /&gt;
&lt;br /&gt;
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.&lt;br /&gt;
&lt;br /&gt;
* The eastern and western Holy Light players will want to avoid reaching their towers &#039;&#039;too soon&#039;&#039; to prevent their orb from catching up to them inside the tower. For this reason, {{Action icon|Sprint}} is &#039;&#039;not&#039;&#039; recommended.&lt;br /&gt;
* Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. This shape allows them to shift closer to the east and west to avoid orbs if necessary.&lt;br /&gt;
&lt;br /&gt;
Method #2 allows for more freedom for the Holy Light players, but &#039;&#039;requires&#039;&#039; a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.&lt;br /&gt;
&lt;br /&gt;
====== Path of Light and The Third Tower: ======&lt;br /&gt;
[[File:E8S Light Rampant.gif|alt=A strategy board showcasing one of many methods to surviving Light Rampant.|thumb|A [https://raidplan.io/plan/2eq2q8v9jr468rdv strategy board] showcasing one of many methods to surviving Light Rampant.]]&lt;br /&gt;
Once the second set of towers resolve, &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; will vanish and all Holy Orbs will shrink to a safe size.&lt;br /&gt;
&lt;br /&gt;
* If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.&lt;br /&gt;
&lt;br /&gt;
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.&lt;br /&gt;
&lt;br /&gt;
* It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.&lt;br /&gt;
&lt;br /&gt;
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.&lt;br /&gt;
&lt;br /&gt;
----Should players survive Light Rampant, Shiva will follow up with another &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; into either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;—whichever wasn&#039;t used prior.&lt;br /&gt;
&lt;br /&gt;
* Mirror, Mirror&#039;s Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
As the mirrors reflect Shiva&#039;s attack, she will begin casting &#039;&#039;&#039;Banish III&#039;&#039;&#039;. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva&#039;s visual and/or audio cues.&lt;br /&gt;
&lt;br /&gt;
* As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermission - Shattered World ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will become untargetable and jump to the north edge of the arena, preparing &#039;&#039;&#039;Shattered World&#039;&#039;&#039; and splitting the arena into two circles. The party will need to divide themselves into two [[Party|light parties]], one in each circle, in preparation for what follows.&lt;br /&gt;
&lt;br /&gt;
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.&lt;br /&gt;
&lt;br /&gt;
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter by 25.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Wave&lt;br /&gt;
!Western Platform&lt;br /&gt;
!Eastern Platform&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|}&lt;br /&gt;
The start of each wave is always accompanied by &#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Electric Aethers&#039;&#039;&#039; should primarily be handled by tanks due to their &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039; and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039; should always be [[Interrupt|interrupted]] shortly after they spawn. The barrier provided by &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039; can be broken, but significantly increases the risk that the enemy successfully reaches the center.&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Aethers&#039;&#039;&#039; simply have a large amount of HP and are the DPS player&#039;s top priority. These enemies can be &#039;&#039;&#039;{{Game icon|Stun|Stunned}}&#039;&#039;&#039;, granting players more time to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;Luminous Aethers&#039;&#039;&#039; appear with each phase. Instead of moving, they aim a [[Tether (mechanic)#Transferable Tether|transferable tether]] at the crystal that must be blocked by a player. Due to the &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039;, each player can only block a single tether.&lt;br /&gt;
** The tether results in a small 2.5y radius [[Area of Effect#Static Circle AoE|circle AoE]]. Other players should avoid standing near the one taking the tether.&lt;br /&gt;
** In an emergency, a tank can use an invulnerability to survive a second tether.&lt;br /&gt;
&lt;br /&gt;
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.&lt;br /&gt;
&lt;br /&gt;
* If the party only has one [[Physical Ranged DPS|physical ranged DPS]], it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform&#039;s interrupts can be handled by a single tank, but the western platform cannot.&lt;br /&gt;
* Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use &#039;&#039;&#039;{{Game icon|interject}}&#039;&#039;&#039; on the Earthen Aether before moving to take the tether afterwards.&lt;br /&gt;
* Melee DPS should only take a tether in a wave without an Aqueous Aether.&lt;br /&gt;
* Healers and Ranged DPS can safely be assigned to any wave&#039;s tether.&lt;br /&gt;
&lt;br /&gt;
Should players fail and a total of four Aethers succeed in charging the crystal, the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter will fill and the party will be defeated.&lt;br /&gt;
&lt;br /&gt;
However, should players succeed in perfectly clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second &#039;&#039;&#039;{{Game icon|Grace of Light}}&#039;&#039;&#039; buff at the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2.0 - Opening===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
After a lengthy 60 second cutscene, Shiva merges with Hraesvelgr to begin a new savage-exclusive phase.&lt;br /&gt;
&lt;br /&gt;
Phase 2 begins with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; followed by &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to split into two light parties on opposite sides of Shiva to separate the two Akh Morn stacks aimed at the tanks. Once the first strike of Akh Morn lands, players must remain with their stack, as damage from the opposite stack becomes lethal due to the status effects inflicted by Akh Morn.&lt;br /&gt;
&lt;br /&gt;
* As the status effects are tied to enmity number, tanks must ensure &amp;lt;u&amp;gt;no enmity swaps&amp;lt;/u&amp;gt; occur once the cast of Akh Morn begins—otherwise the stacks may swap targets mid-attack and instantly kill both light parties.&lt;br /&gt;
&lt;br /&gt;
Once Akh Morn ends and the cast to Morn Afah begins, all players should stack together underneath Shiva to share the damage.&lt;br /&gt;
&lt;br /&gt;
This is then followed by two larger attack segments: &#039;&#039;&#039;Reflected Wings #1&#039;&#039;&#039; and &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; &#039;&#039;&#039;#1&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Reflected Wings #1=&lt;br /&gt;
====== Reflected Wings #1: ======&lt;br /&gt;
&lt;br /&gt;
Shiva prepares &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;. One green mirror will appear in the north, an uncolored mirror appearing in the east or west, with the red mirror appearing on the opposite side.&lt;br /&gt;
&lt;br /&gt;
Shiva then teleports to the arena&#039;s center, faces either north or south, and prepares &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; to either her left or right. This attack will be instantly reflected by the uncolored mirror, followed by the green mirror after 5 seconds, and lastly reflected by the red mirror at the same time she casts a second Hallowed Wings (One Wing).&lt;br /&gt;
&lt;br /&gt;
This attack series creates three total AoEs to dodge. The first and third will cover 3/4ths of the arena while the second only covers one half.&lt;br /&gt;
&lt;br /&gt;
Players will need memorize half of the arena the first Hallowed Wings (One Wing) is covering, apply that to each mirror in sequence, and then simultaneously dodge the second Hallowed Wings occurring during the red mirror&#039;s reflection.&lt;br /&gt;
&lt;br /&gt;
* The Mirrors copy the attack as if each were Shiva facing towards the arena&#039;s center.&lt;br /&gt;
* Shiva&#039;s second Hallowed Wings (One Wing) cast will always be the opposite wing to the first cast.&lt;br /&gt;
&lt;br /&gt;
Though this attack series has a lot of information for players to process within a short span of time, there is a method to simplify the dodging process.&lt;br /&gt;
&lt;br /&gt;
* If Shiva&#039;s first Hallowed Wings (One Wing) cast is aimed at the uncolored mirror, the first safe-zone will be &amp;lt;u&amp;gt;behind&amp;lt;/u&amp;gt; Shiva (and opposite to her glowing wing). If not, it will be in front of Shiva.&lt;br /&gt;
* Mirror firing order always rotates in either a clockwise or counter-clockwise direction, which players will want to match—shifting to the next inter-cardinal quadrant after each AoE.&lt;br /&gt;
** If the uncolored mirror is on the west, players will rotate clockwise with each AoE. If the uncolored mirror with east, players will rotate counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
|-| Wyrm&#039;s Lament #1=&lt;br /&gt;
====== Wyrm&#039;s Lament #1: ======&lt;br /&gt;
All four support players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039;, each with a different expiration timer—14 seconds, 22 seconds, 30 seconds, and 38 seconds.&lt;br /&gt;
&lt;br /&gt;
All four DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;, each with a different expiration timer—20 seconds, 28 seconds, 36 seconds, and 44 seconds.&lt;br /&gt;
&lt;br /&gt;
If this status effect is allowed to expire, the afflicted player will perish.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; appears at the north and will either rotate clockwise or counter-clockwise. As it rotates, Shiva will cast &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; a total of four times, always aimed in the direction of the Drachen Wanderer.&lt;br /&gt;
&lt;br /&gt;
Inbetween casts of Hallowed Wings (One Wing), support players must take turns running into the Drachen Wanderer to cleanse their Wyrmclaw status effect. A DPS player can then collect the puddle on the floor after the next Hallowed Wings cast.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be collided with four times, else it will detonate and deal extreme damage to the party. For this reason, only one player should cleanse Wyrmclaw at a time.&lt;br /&gt;
* All players not currently attempting to cleanse a status effect should stay near the arena&#039;s center to remain out of range of the Drachen Wanderer&#039;s explosion AoE.&lt;br /&gt;
* Due to server [[Snapshot|snapshotting]], players attempting to collide with the Drachen Wanderer should aim to run in front of it. Chasing it from behind may result in the player being unable to catch it in time.&lt;br /&gt;
&lt;br /&gt;
The timers of the status effects will neatly line up with Shiva&#039;s attacks, creating a simple flow to cleansing them all:&lt;br /&gt;
&lt;br /&gt;
# Wyrm&#039;s Lament is cast + 14 second Wyrmclaw stands north to cleanse their status effect.&lt;br /&gt;
# Hallowed Wings #1&lt;br /&gt;
# 22 second Wyrmclaw + 20 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #2&lt;br /&gt;
# 30 second Wyrmclaw + 28 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #3&lt;br /&gt;
# 38 second Wyrmclaw + 36 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #4&lt;br /&gt;
# 44 second Wyrmfang cleanses their status effect.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the fourth Hallowed Wings (One Wing) from Wyrm&#039;s Lament finishes its cast, Shiva will begin her &#039;&#039;&#039;Frost Armor&#039;&#039;&#039; cast followed by either &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; or &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should pre-position on the edge of cardinal quadrant behind Shiva (indicated by the dark lines on the floor) in preparation to dodge the two AoEs in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players must hold still to avoid slipping off the arena&#039;s edge while the floor is [[Other Mechanics#Ice Floor|frozen solid]]. The floor will unfreeze about 1.5 seconds before Shiva&#039;s cast finishes, allowing players a short amount of time to shift into the first safe zone, then shift back out.&lt;br /&gt;
&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, players will want to run to Shiva&#039;s back, then rotate to the side after.&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, players must stand next to the quadrant to Shiva&#039;s back, moving into it after the first AoE resolves.&lt;br /&gt;
&lt;br /&gt;
Tanks can then perform a tank-swap after &#039;&#039;&#039;Double Slap&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.1 - Mirrors ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will re-equip her &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will create a pulsing &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar where each player was standing. Players should group together during the start of the ability, then move elsewhere once Shiva&#039;s wings appear.&lt;br /&gt;
&lt;br /&gt;
There are two common methods to handling Drachen Armor:&lt;br /&gt;
&lt;br /&gt;
# Tanks group to Shiva&#039;s front and all other players to the back, then rotate clockwise or counter-clockwise once her wings appear.&lt;br /&gt;
# All players group together at Shiva&#039;s back and move anywhere else once her wings appear.&lt;br /&gt;
&lt;br /&gt;
While Shiva has Drachen armor equipped, she will damage the highest two enmity players with her auto-attacks. Tanks should remember to quickly re-establish enmity after being resurrected.&lt;br /&gt;
&lt;br /&gt;
====== Reflected Wings #2: ======&lt;br /&gt;
Shiva create a green mirror on either the east or west, with a red mirror to its opposite. She will then begin casting &#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039; near the north or south edge of the arena, which the mirrors will reflect after a delay.&lt;br /&gt;
&lt;br /&gt;
The party will need to split into light parties again, with one being assigned to take the front of the green portal and the other taking the front of the red portal.&lt;br /&gt;
&lt;br /&gt;
* Unlike the mirrors, Shiva does not cast Hallowed Wings from the complete edge of the arena, leaving a space behind her players can use to avoid her cast. This first cast &#039;&#039;must&#039;&#039; be dodged to avoid the extra stacks of &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
* As the damage decreases linearly based on line order, the tanks will want to be the 1st and 5th players in the line to ensure their light party members behind them take the least amount of damage. This is line order is crucial during the red mirror&#039;s reflection, where one light party will have Magic Vulnerability Up and thus take increased damage.&lt;br /&gt;
* Healers will need to quickly heal the party after each mirror&#039;s reflection to ensure players can survive the next one.&lt;br /&gt;
&lt;br /&gt;
There are two common methods used to handle this attack series:&lt;br /&gt;
&lt;br /&gt;
# After dodging Shiva&#039;s cast by standing behind her, all players run towards the green portal. Light Party 1 will have its tank stand on the outer ring with the others inbetween the rings. Light Party 2&#039;s tank stands on the inner ring with the others behind it near the arena&#039;s center. After the knockback, Light parties reverse their positions by the red portal—with Light Party 2 in the front and Light Party 1 near the center.&lt;br /&gt;
# While avoiding Shiva&#039;s first cast, players split into two light parties on Shiva&#039;s left and right. Watching the cast bar in the enmity list, all players will use {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} right before the green mirror&#039;s cast completes, blocking the knockback from both mirrors. While DPS and Healers stay stacked and unmoving next to Shiva&#039;s sides, tanks will shift to their light party&#039;s east and west, protecting them from each mirror.&lt;br /&gt;
&lt;br /&gt;
====== Shining Mirrors: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; again to create eight mirrors surrounding the entire arena. All inter-cardinals will have green mirrors. The east and west will either have uncolored or red mirrors with the north and south having the other type.&lt;br /&gt;
&lt;br /&gt;
She will then use &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, which will be reflected instantly from the uncolored mirrors and the green and red mirrors after a delay.&lt;br /&gt;
&lt;br /&gt;
As the green mirrors reflect, she will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, which will either cover the arena&#039;s center in a proximity AoE (if theres one orb above her head) or the arena&#039;s edges (if four orbs are above her head). Holy resolves shortly after the red mirrors reflect.&lt;br /&gt;
&lt;br /&gt;
* A recommended strategy is to immediately pull Shiva towards an uncolored mirror before avoiding the Shining Armor cast and its reflection by looking to the side. The party can then continue to attack Shiva&#039;s back while already being faced away from the other mirrors.&lt;br /&gt;
* While dodging the green reflection, players should look at the orbs above Shiva&#039;s head. If there is one orb, players can run to the edge away from the red mirrors. If there are four orbs, players must run to the center and then face away from the red mirrors.&lt;br /&gt;
&lt;br /&gt;
Once the proximity AoEs resolve, Shiva will follow up with either &#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; or &#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;, forcing players to react quickly to the two AoE attacks based on the cast&#039;s name.&lt;br /&gt;
&lt;br /&gt;
====== Drachen Mirrors: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and creates a single red mirror, then casts &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will be reflected after 10 seconds. The mirror will flash as it snapshots the player&#039;s positions for the Akh Rhai pillars.&lt;br /&gt;
&lt;br /&gt;
It is recommended to split into two light parties on opposite sides of the boss and rotate each cast of Drachen Armor.&lt;br /&gt;
&lt;br /&gt;
Shiva will once again cast &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; before requiring the party to stack in the center again for &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.2 - Icelit Dragonsong ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva begins casting &#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;, a combination of &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1 - Light Rampant|Light Rampant]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1 - Diamond Frost|Diamond Frost]]&#039;&#039;&#039;.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
&lt;br /&gt;
* All support players will be attached to each other via &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;. These will &#039;&#039;always&#039;&#039; attach tanks to both healers—tanks will not be tethered to the other tank, and the healers will not be tethered to the other healer.&lt;br /&gt;
* Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; [[Tower#Multi-Player Tower|towers]] appear, one in each cardinal direction on the inner ring of the arena.&lt;br /&gt;
* All DPS players are targeted by &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]], which function exactly the same as they did during Diamond Frost.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
* One tank and healer will have 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have 1 stack. Two DPS will have 2 stacks of Lightsteeped while the others have 3 stacks.&lt;br /&gt;
&lt;br /&gt;
The Frigid Stone spread circles will resolve first and inflict all DPS with &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds. The Bright Hunger towers resolve at the 10 second mark.&lt;br /&gt;
&lt;br /&gt;
Shiva will then complete a cast of &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, pushing all unfrozen players 10y away. A one-player Bright Hunger tower is created in the east and west on the outer ring, and a two-player tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
The [[Area of Effect#Radial Line AoE|radial line AoEs]] from the Frigid Stones detonate, and all DPS players have three [[Area of Effect#Static Circle AoE|circle AoEs]] placed underneath them consecutively.&lt;br /&gt;
&lt;br /&gt;
As the second set of Bright Hunger towers resolve Shiva begins a cast of &#039;&#039;&#039;Banish&#039;&#039;&#039; targeting the tanks. Additionally, a four-player Bright Hunger tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
After the final tower resolves, Shiva ends the attack series with a cast of &#039;&#039;&#039;The House of Light&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Strategy: ======&lt;br /&gt;
[[File:E8S Dragonlit Icesong.gif|alt=A strategy board showing how to survive Dragonlit Icesong.|thumb|A [https://raidplan.io/plan/g27ju936yasugs27 strategy board] showing how to survive Dragonlit Icesong. In this example, &#039;&#039;&#039;Banish&#039;&#039;&#039; is a [[Tankbuster#Shared Tankbuster|shared tankbuster]].]]&lt;br /&gt;
Prior to the cast of Icelit Dragonsong, players should pre-position in [[clock spots]], with tanks in the north and south and healers in the east and west.&lt;br /&gt;
&lt;br /&gt;
* All supports must occupy the first four Bright Hunger towers. Healers additionally must cleanse &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; off the two DPS players. &amp;lt;u&amp;gt;Tanks must keep this status effect&amp;lt;/u&amp;gt; to resist &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;.&lt;br /&gt;
** To help speed up cleansing, one healer should be assigned to cleanse whichever DPS player is afflicted at the top of the party list with the other healer cleansing the one at the bottom.&lt;br /&gt;
* DPS players must run to their assigned inter-cardinal and drop their &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; AoE on the outer ring.&lt;br /&gt;
&lt;br /&gt;
Once the Frigid Stone spread circles resolve, DPS must run to Shiva&#039;s north and south in preparation for Draconic Strike. Tanks will be afflicted with &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; as the first set of towers resolve.&lt;br /&gt;
&lt;br /&gt;
With Draconic Strike, Shiva will push all players except the frozen tanks away. All players should then stand directly on the outer ring, which will be safe if all Frigid Stones were placed correctly.&lt;br /&gt;
&lt;br /&gt;
* Tanks will unfreeze at this time, and must immediately run into the center to occupy the two-player Bright Hunger tower before it resolves.&lt;br /&gt;
* DPS players will need to rotate around the edges of the arena once the radial line AoEs resolve to dodge the circle AoEs repeatedly placed underneath them. {{Action icon|Sprint}} can be used to aid in escaping the AoEs in time.&lt;br /&gt;
&lt;br /&gt;
Shiva will be casting &#039;&#039;&#039;Banish&#039;&#039;&#039; during this time, which tanks should use mitigations in preparation for. If Shiva has one orb above her head, tanks should stack together in the center—otherwise they should split apart after their tower resolves.&lt;br /&gt;
&lt;br /&gt;
Once Banish resolves, all players with 2 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; must occupy the four-player tower in the center. This will be the supports that began with 0 stacks and the DPS that began with 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Finally, all players must return to their initial clock spot positions to spread out the &#039;&#039;&#039;House of Light&#039;&#039;&#039; cones.&lt;br /&gt;
----After Icelit Dragonsong ends, Shiva will prepare &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and use &#039;&#039;&#039;Frost Armor&#039;&#039;&#039;, copying it into a red mirror. Shiva then uses &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039; at the same time the mirror casts, freezing the floor at the same time players must move away.&lt;br /&gt;
&lt;br /&gt;
In preparation, the party should stack together at the far edge of the arena, holding still until Drachen Armor is cast. Once Shiva&#039;s wings appear, players can slide to the exact opposite side of the arena to easily avoid the attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.3 - Enrage ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Ice Form)&#039;&#039;&#039;, blanketing the entire platform in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;. It is wise to pull Shiva to the north of the platform before &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; lands. Once done, Shiva will begin to &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;. As soon Shiva sprouts her wings, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will cover the arena in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; and players should immediately slide to the south to avoid &#039;&#039;&#039;Akh Rhai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and then brands two tanks and two damage dealers with the &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, whereas the two remaining damage-dealers and both healers will acquire the &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; debuff. This time however, two &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will spawn - one to the north and one to the south - which will both rotate in either a clockwise or counter-clockwise motion for the duration of the mechanic. Similar to before, &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will be used by players to cleanse their  debuffs, whilst the pools of light left behind by cleansed (Red) debuffs will be used to cleanse (Blue) debuffs. However, players will be able to cleanse themselves two at a time during this mini-phase.&lt;br /&gt;
&lt;br /&gt;
To complicate the cleansing process, Shiva will periodically bombard both tanks with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; which will require all players present for the increasing number of consecutive hits on both light parties.&lt;br /&gt;
&lt;br /&gt;
As soon as the first &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; has concluded, Shiva will begin casting &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, the shareable tank-buster that can either be soaked by the whole raid, or taken solo by a tank using an invulnerability skill, which can make it significantly easier for tanks to cleanse their debuffs. Once two &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuffs have been cleansed by touching the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;, two &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players can remove their debuffs using the puddles that were left behind. Shortly afterward, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once again, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;. If successfully soaked, two more players can cleanse their &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, allowing two more &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players to cleanse theirs via the puddles. &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once more, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; and another opportunity for 2x &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; and 2x &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - Shiva will summon &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; around the entire arena, then face north or south while casting &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; with both wings glowing. The entire raid must move behind Shiva to avoid this fatal attack. Next, all &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; will long-cast their reflection of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, which will result in an unavoidable raid-wipe if Shiva is not defeated beforehand.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&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;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:E8S_Dragonlit_Icesong.gif&amp;diff=1573901</id>
		<title>File:E8S Dragonlit Icesong.gif</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:E8S_Dragonlit_Icesong.gif&amp;diff=1573901"/>
		<updated>2026-10-04T09:20:10Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [https://raidplan.io/plan/g27ju936yasugs27 strategy board] showcasing how to survive Dragonlit Icesong in Eden&#039;s Verse: Refulgence (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573900</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573900"/>
		<updated>2026-10-04T09:19:28Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote most of Phase 2. Added gif for Icelit Dragonsong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30095&lt;br /&gt;
| id-edb = 46c4d21a738&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]] - Timeline and Abilities ==&lt;br /&gt;
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.&lt;br /&gt;
&lt;br /&gt;
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.&lt;br /&gt;
&lt;br /&gt;
The battle takes place over a maximum of 14 minutes before Shiva&#039;s enrage cast completes and forcefully defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shiva&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Intermission Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Intermission&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Shattered World&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 1&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 2&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 3&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 4&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.3 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1.0 - Diamond Frost===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;It is recommended to place four [[waymarks]] on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva&#039;s attacks throughout the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack to take note of is &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; combined with either &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.&lt;br /&gt;
&lt;br /&gt;
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.&lt;br /&gt;
&lt;br /&gt;
* If Biting Frost was cast, the mirrors will each create a massive [[Area of Effect#Static Circle AoE|circle AoE]] covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.&lt;br /&gt;
* If Driving Frost was cast, the mirrors will fire 90-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.&lt;br /&gt;
&lt;br /&gt;
Shiva then begins her first attack series: &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Frost: ======&lt;br /&gt;
One tank and one healer will be afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039;. The other tank, healer, and two DPS receive &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]]. Two opposite cardinals will be covered in a [[Area of Effect#Static Circle AoE|static circle AoE]] that will spread clockwise and counter-clockwise over time.&lt;br /&gt;
&lt;br /&gt;
[[Area of Effect#Radial Line AoE|Radial line AoEs]] are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive [[Other Mechanics#Flare Marker|flare markers]]. Both radial line AoEs and flare markers resolve shortly after the [[knockback]] from &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Diamond Frost.gif|alt=A strategy board showcasing a method to safely survive Diamond Frost|thumb|A [https://raidplan.io/plan/pxzzhjf2454p52pe strategy board] showcasing a method to safely survive Diamond Frost.]]&lt;br /&gt;
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three [[Area of Effect#Static Circle AoE|static circle AoEs]] placed underneath them consecutively. Shiva additionally casts &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;—whichever wasn&#039;t used earlier.&lt;br /&gt;
&lt;br /&gt;
* Healers will want to use {{Action icon|Esuna}} to cleanse the Freezing debuff off the party.&lt;br /&gt;
* Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.&lt;br /&gt;
** As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.&lt;br /&gt;
* The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.&lt;br /&gt;
** To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.&lt;br /&gt;
* Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.&lt;br /&gt;
** It is recommended to place the &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.&lt;br /&gt;
*** Daring parties may choose to group all DPS and tanks together and use {{Action icon|Sprint}} to escape the homing AoEs while maintaining DPS uptime.&lt;br /&gt;
* The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.&lt;br /&gt;
&lt;br /&gt;
Should players survive Diamond Frost, Shiva will cast &#039;&#039;&#039;Double Slap&#039;&#039;&#039;, requiring a tank swap, &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, requiring players to look away, and either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.0 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1.1 - Light Rampant ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will cast one of her most notorious and complex attack series of the fight: &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
A tank, a healer, and two DPS will each receive two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;, tethering the four to each other in a square. Two of these players will have 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have none.&lt;br /&gt;
&lt;br /&gt;
The other four players will each be tethered to a random &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two receive 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of &#039;&#039;&#039;Path of Light&#039;&#039;&#039; and tethers become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.&lt;br /&gt;
&lt;br /&gt;
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.&lt;br /&gt;
&lt;br /&gt;
Finally a single four-player Bright Hunger tower remains in the arena&#039;s center.&lt;br /&gt;
----The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: &#039;&#039;&#039;The First Towers and Path of Light&#039;&#039;&#039;, &#039;&#039;&#039;The Second Towers&#039;&#039;&#039;, and &#039;&#039;&#039;Path of Light and The Third Tower&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Tether Shaping.jpg|alt=An image showing which two players can swap positions to create the desired shape.|thumb|Depending on the initial shape, the desired shape can be created by having two players swap positions.]]&lt;br /&gt;
&lt;br /&gt;
====== The First Towers + Path of Light: ======&lt;br /&gt;
The first four towers are most often taken players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.&lt;br /&gt;
&lt;br /&gt;
* To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.&lt;br /&gt;
* The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.&lt;br /&gt;
&lt;br /&gt;
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a [[Clock spots|clock spot]] spread.&lt;br /&gt;
&lt;br /&gt;
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:&lt;br /&gt;
&lt;br /&gt;
# The four players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039; inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player&#039;s orb and stand on the far edge of the arena.&lt;br /&gt;
# Path of Light is taken by the two Refulgent Chain players with 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and the two Holy Light players with 1 stack. The Refulgent Chain players shift &#039;&#039;slightly&#039;&#039; closer to Shiva inside their towers while the Holy Light players stand inside Shiva&#039;s hitbox on the cardinal opposite to their orb.&lt;br /&gt;
# The four Holy Light orb players take the four Path of Light cones by standing inside Shiva&#039;s hitbox in each cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.&lt;br /&gt;
&lt;br /&gt;
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.&lt;br /&gt;
&lt;br /&gt;
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.&lt;br /&gt;
&lt;br /&gt;
Once towers and Path of Light resolve, the Refulgent Chains will become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;, and will explode and wipe the party should any one of the four players be positioned incorrectly.&lt;br /&gt;
&lt;br /&gt;
====== The Second Towers: ======&lt;br /&gt;
The trickiest part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players in the center.&lt;br /&gt;
&lt;br /&gt;
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.&lt;br /&gt;
&lt;br /&gt;
# The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.&lt;br /&gt;
# The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.&lt;br /&gt;
&lt;br /&gt;
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.&lt;br /&gt;
&lt;br /&gt;
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.&lt;br /&gt;
&lt;br /&gt;
* The eastern and western Holy Light players will want to avoid reaching their towers &#039;&#039;too soon&#039;&#039; to prevent their orb from catching up to them inside the tower. For this reason, {{Action icon|Sprint}} is &#039;&#039;not&#039;&#039; recommended.&lt;br /&gt;
* Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. This shape allows them to shift closer to the east and west to avoid orbs if necessary.&lt;br /&gt;
&lt;br /&gt;
Method #2 allows for more freedom for the Holy Light players, but &#039;&#039;requires&#039;&#039; a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.&lt;br /&gt;
&lt;br /&gt;
====== Path of Light and The Third Tower: ======&lt;br /&gt;
[[File:E8S Light Rampant.gif|alt=A strategy board showcasing one of many methods to surviving Light Rampant.|thumb|A [https://raidplan.io/plan/2eq2q8v9jr468rdv strategy board] showcasing one of many methods to surviving Light Rampant.]]&lt;br /&gt;
Once the second set of towers resolve, &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; will vanish and all Holy Orbs will shrink to a safe size.&lt;br /&gt;
&lt;br /&gt;
* If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.&lt;br /&gt;
&lt;br /&gt;
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.&lt;br /&gt;
&lt;br /&gt;
* It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.&lt;br /&gt;
&lt;br /&gt;
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.&lt;br /&gt;
&lt;br /&gt;
----Should players survive Light Rampant, Shiva will follow up with another &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; into either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;—whichever wasn&#039;t used prior.&lt;br /&gt;
&lt;br /&gt;
* Mirror, Mirror&#039;s Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
As the mirrors reflect Shiva&#039;s attack, she will begin casting &#039;&#039;&#039;Banish III&#039;&#039;&#039;. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva&#039;s visual and/or audio cues.&lt;br /&gt;
&lt;br /&gt;
* As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1.1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermission - Shattered World ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will become untargetable and jump to the north edge of the arena, preparing &#039;&#039;&#039;Shattered World&#039;&#039;&#039; and splitting the arena into two circles. The party will need to divide themselves into two [[Party|light parties]], one in each circle, in preparation for what follows.&lt;br /&gt;
&lt;br /&gt;
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.&lt;br /&gt;
&lt;br /&gt;
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter by 25.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Wave&lt;br /&gt;
!Western Platform&lt;br /&gt;
!Eastern Platform&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|}&lt;br /&gt;
The start of each wave is always accompanied by &#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Electric Aethers&#039;&#039;&#039; should primarily be handled by tanks due to their &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039; and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039; should always be [[Interrupt|interrupted]] shortly after they spawn. The barrier provided by &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039; can be broken, but significantly increases the risk that the enemy successfully reaches the center.&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Aethers&#039;&#039;&#039; simply have a large amount of HP and are the DPS player&#039;s top priority. These enemies can be &#039;&#039;&#039;{{Game icon|Stun|Stunned}}&#039;&#039;&#039;, granting players more time to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;Luminous Aethers&#039;&#039;&#039; appear with each phase. Instead of moving, they aim a [[Tether (mechanic)#Transferable Tether|transferable tether]] at the crystal that must be blocked by a player. Due to the &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039;, each player can only block a single tether.&lt;br /&gt;
** The tether results in a small 2.5y radius [[Area of Effect#Static Circle AoE|circle AoE]]. Other players should avoid standing near the one taking the tether.&lt;br /&gt;
** In an emergency, a tank can use an invulnerability to survive a second tether.&lt;br /&gt;
&lt;br /&gt;
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.&lt;br /&gt;
&lt;br /&gt;
* If the party only has one [[Physical Ranged DPS|physical ranged DPS]], it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform&#039;s interrupts can be handled by a single tank, but the western platform cannot.&lt;br /&gt;
* Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use &#039;&#039;&#039;{{Game icon|interject}}&#039;&#039;&#039; on the Earthen Aether before moving to take the tether afterwards.&lt;br /&gt;
* Melee DPS should only take a tether in a wave without an Aqueous Aether.&lt;br /&gt;
* Healers and Ranged DPS can safely be assigned to any wave&#039;s tether.&lt;br /&gt;
&lt;br /&gt;
Should players fail and a total of four Aethers succeed in charging the crystal, the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter will fill and the party will be defeated.&lt;br /&gt;
&lt;br /&gt;
However, should players succeed in perfectly clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second &#039;&#039;&#039;{{Game icon|Grace of Light}}&#039;&#039;&#039; buff at the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2.0 - Opening===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
After a lengthy 60 second cutscene, Shiva merges with Hraesvelgr to begin a new savage-exclusive phase.&lt;br /&gt;
&lt;br /&gt;
Phase 2 begins with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; followed by &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to split into two light parties on opposite sides of Shiva to separate the two Akh Morn stacks aimed at the tanks. Once the first strike of Akh Morn lands, players must remain with their stack, as damage from the opposite stack becomes lethal due to the status effects inflicted by Akh Morn.&lt;br /&gt;
&lt;br /&gt;
* As the status effects are tied to enmity number, tanks must ensure &amp;lt;u&amp;gt;no enmity swaps&amp;lt;/u&amp;gt; occur once the cast of Akh Morn begins—otherwise the stacks may swap targets mid-attack and instantly kill both light parties.&lt;br /&gt;
&lt;br /&gt;
Once Akh Morn ends and the cast to Morn Afah begins, all players should stack together underneath Shiva to share the damage.&lt;br /&gt;
&lt;br /&gt;
This is then followed by two larger attack segments: &#039;&#039;&#039;Reflected Wings #1&#039;&#039;&#039; and &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; &#039;&#039;&#039;#1&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Reflected Wings #1=&lt;br /&gt;
====== Reflected Wings #1: ======&lt;br /&gt;
&lt;br /&gt;
Shiva prepares &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;. One green mirror will appear in the north, an uncolored mirror appearing in the east or west, with the red mirror appearing on the opposite side.&lt;br /&gt;
&lt;br /&gt;
Shiva then teleports to the arena&#039;s center, faces either north or south, and prepares &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; to either her left or right. This attack will be instantly reflected by the uncolored mirror, followed by the green mirror after 5 seconds, and lastly reflected by the red mirror at the same time she casts a second Hallowed Wings (One Wing).&lt;br /&gt;
&lt;br /&gt;
This attack series creates three total AoEs to dodge. The first and third will cover 3/4ths of the arena while the second only covers one half.&lt;br /&gt;
&lt;br /&gt;
Players will need memorize half of the arena the first Hallowed Wings (One Wing) is covering, apply that to each mirror in sequence, and then simultaneously dodge the second Hallowed Wings occurring during the red mirror&#039;s reflection.&lt;br /&gt;
&lt;br /&gt;
* The Mirrors copy the attack as if each were Shiva facing towards the arena&#039;s center.&lt;br /&gt;
* Shiva&#039;s second Hallowed Wings (One Wing) cast will always be the opposite wing to the first cast.&lt;br /&gt;
&lt;br /&gt;
Though this attack series has a lot of information for players to process within a short span of time, there is a method to simplify the dodging process.&lt;br /&gt;
&lt;br /&gt;
* If Shiva&#039;s first Hallowed Wings (One Wing) cast is aimed at the uncolored mirror, the first safe-zone will be &amp;lt;u&amp;gt;behind&amp;lt;/u&amp;gt; Shiva (and opposite to her glowing wing). If not, it will be in front of Shiva.&lt;br /&gt;
* Mirror firing order always rotates in either a clockwise or counter-clockwise direction, which players will want to match—shifting to the next inter-cardinal quadrant after each AoE.&lt;br /&gt;
** If the uncolored mirror is on the west, players will rotate clockwise with each AoE. If the uncolored mirror with east, players will rotate counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
|-| Wyrm&#039;s Lament #1=&lt;br /&gt;
====== Wyrm&#039;s Lament #1: ======&lt;br /&gt;
All four support players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039;, each with a different expiration timer—14 seconds, 22 seconds, 30 seconds, and 38 seconds.&lt;br /&gt;
&lt;br /&gt;
All four DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;, each with a different expiration timer—20 seconds, 28 seconds, 36 seconds, and 44 seconds.&lt;br /&gt;
&lt;br /&gt;
If this status effect is allowed to expire, the afflicted player will perish.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; appears at the north and will either rotate clockwise or counter-clockwise. As it rotates, Shiva will cast &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; a total of four times, always aimed in the direction of the Drachen Wanderer.&lt;br /&gt;
&lt;br /&gt;
Inbetween casts of Hallowed Wings (One Wing), support players must take turns running into the Drachen Wanderer to cleanse their Wyrmclaw status effect. A DPS player can then collect the puddle on the floor after the next Hallowed Wings cast.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be collided with four times, else it will detonate and deal extreme damage to the party. For this reason, only one player should cleanse Wyrmclaw at a time.&lt;br /&gt;
* All players not currently attempting to cleanse a status effect should stay near the arena&#039;s center to remain out of range of the Drachen Wanderer&#039;s explosion AoE.&lt;br /&gt;
* Due to server [[Snapshot|snapshotting]], players attempting to collide with the Drachen Wanderer should aim to run in front of it. Chasing it from behind may result in the player being unable to catch it in time.&lt;br /&gt;
&lt;br /&gt;
The timers of the status effects will neatly line up with Shiva&#039;s attacks, creating a simple flow to cleansing them all:&lt;br /&gt;
&lt;br /&gt;
# Wyrm&#039;s Lament is cast + 14 second Wyrmclaw stands north to cleanse their status effect.&lt;br /&gt;
# Hallowed Wings #1&lt;br /&gt;
# 22 second Wyrmclaw + 20 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #2&lt;br /&gt;
# 30 second Wyrmclaw + 28 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #3&lt;br /&gt;
# 38 second Wyrmclaw + 36 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #4&lt;br /&gt;
# 44 second Wyrmfang cleanses their status effect.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the fourth Hallowed Wings (One Wing) from Wyrm&#039;s Lament finishes its cast, Shiva will begin her &#039;&#039;&#039;Frost Armor&#039;&#039;&#039; cast followed by either &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; or &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should pre-position on the edge of cardinal quadrant behind Shiva (indicated by the dark lines on the floor) in preparation to dodge the two AoEs in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players must hold still to avoid slipping off the arena&#039;s edge while the floor is [[Other Mechanics#Ice Floor|frozen solid]]. The floor will unfreeze about 1.5 seconds before Shiva&#039;s cast finishes, allowing players a short amount of time to shift into the first safe zone, then shift back out.&lt;br /&gt;
&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, players will want to run to Shiva&#039;s back, then rotate to the side after.&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, players must stand next to the quadrant to Shiva&#039;s back, moving into it after the first AoE resolves.&lt;br /&gt;
&lt;br /&gt;
Tanks can then perform a tank-swap after &#039;&#039;&#039;Double Slap&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.0 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.1 - Mirrors ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
* While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will re-equip her &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will create a pulsing &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar where each player was standing. Players should group together during the start of the ability, then move elsewhere once Shiva&#039;s wings appear.&lt;br /&gt;
&lt;br /&gt;
There are two common methods to handling Drachen Armor:&lt;br /&gt;
&lt;br /&gt;
# Tanks group to Shiva&#039;s front and all other players to the back, then rotate clockwise or counter-clockwise once her wings appear.&lt;br /&gt;
# All players group together at Shiva&#039;s back and move anywhere else once her wings appear.&lt;br /&gt;
&lt;br /&gt;
While Shiva has Drachen armor equipped, she will damage the highest two enmity players with her auto-attacks. Tanks should remember to quickly re-establish enmity after being resurrected.&lt;br /&gt;
&lt;br /&gt;
====== Reflected Wings #2: ======&lt;br /&gt;
Shiva create a green mirror on either the east or west, with a red mirror to its opposite. She will then begin casting &#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039; near the north or south edge of the arena, which the mirrors will reflect after a delay.&lt;br /&gt;
&lt;br /&gt;
The party will need to split into light parties again, with one being assigned to take the front of the green portal and the other taking the front of the red portal.&lt;br /&gt;
&lt;br /&gt;
* Unlike the mirrors, Shiva does not cast Hallowed Wings from the complete edge of the arena, leaving a space behind her players can use to avoid her cast. This first cast &#039;&#039;must&#039;&#039; be dodged to avoid the extra stacks of &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039;.&lt;br /&gt;
* As the damage decreases linearly based on line order, the tanks will want to be the 1st and 5th players in the line to ensure their light party members behind them take the least amount of damage. This is line order is crucial during the red mirror&#039;s reflection, where one light party will have Magic Vulnerability Up and thus take increased damage.&lt;br /&gt;
* Healers will need to quickly heal the party after each mirror&#039;s reflection to ensure players can survive the next one.&lt;br /&gt;
&lt;br /&gt;
There are two common methods used to handle this attack series:&lt;br /&gt;
&lt;br /&gt;
# After dodging Shiva&#039;s cast by standing behind her, all players run towards the green portal. Light Party 1 will have its tank stand on the outer ring with the others inbetween the rings. Light Party 2&#039;s tank stands on the inner ring with the others behind it near the arena&#039;s center. After the knockback, Light parties reverse their positions by the red portal—with Light Party 2 in the front and Light Party 1 near the center.&lt;br /&gt;
# While avoiding Shiva&#039;s first cast, players split into two light parties on Shiva&#039;s left and right. Watching the cast bar in the enmity list, all players will use {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} right before the green mirror&#039;s cast completes, blocking the knockback from both mirrors. While DPS and Healers stay stacked and unmoving next to Shiva&#039;s sides, tanks will shift to their light party&#039;s east and west, protecting them from each mirror.&lt;br /&gt;
&lt;br /&gt;
====== Shining Mirrors: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; again to create eight mirrors surrounding the entire arena. All inter-cardinals will have green mirrors. The east and west will either have uncolored or red mirrors with the north and south having the other type.&lt;br /&gt;
&lt;br /&gt;
She will then use &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, which will be reflected instantly from the uncolored mirrors and the green and red mirrors after a delay.&lt;br /&gt;
&lt;br /&gt;
As the green mirrors reflect, she will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, which will either cover the arena&#039;s center in a proximity AoE (if theres one orb above her head) or the arena&#039;s edges (if four orbs are above her head). Holy resolves shortly after the red mirrors reflect.&lt;br /&gt;
&lt;br /&gt;
* A recommended strategy is to immediately pull Shiva towards an uncolored mirror before avoiding the Shining Armor cast and its reflection by looking to the side. The party can then continue to attack Shiva&#039;s back while already being faced away from the other mirrors.&lt;br /&gt;
* While dodging the green reflection, players should look at the orbs above Shiva&#039;s head. If there is one orb, players can run to the edge away from the red mirrors. If there are four orbs, players must run to the center and then face away from the red mirrors.&lt;br /&gt;
&lt;br /&gt;
Once the proximity AoEs resolve, Shiva will follow up with either &#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; or &#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;, forcing players to react quickly to the two AoE attacks based on the cast&#039;s name.&lt;br /&gt;
&lt;br /&gt;
====== Drachen Mirrors: ======&lt;br /&gt;
Shiva uses &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and creates a single red mirror, then casts &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;, which will be reflected after 10 seconds. The mirror will flash as it snapshots the player&#039;s positions for the Akh Rhai pillars.&lt;br /&gt;
&lt;br /&gt;
It is recommended to split into two light parties on opposite sides of the boss and rotate each cast of Drachen Armor.&lt;br /&gt;
&lt;br /&gt;
Shiva will once again cast &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; before requiring the party to stack in the center again for &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.1 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.2 - Icelit Dragonsong ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Shiva begins casting &#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;, a combination of &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1 - Light Rampant|Light Rampant]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Eden&#039;s Verse: Refulgence (Savage)#Phase 1 - Diamond Frost|Diamond Frost]]&#039;&#039;&#039;.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
&lt;br /&gt;
* All support players will be attached to each other via &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;. These will &#039;&#039;always&#039;&#039; attach tanks to both healers—tanks will not be tethered to the other tank, and the healers will not be tethered to the other healer.&lt;br /&gt;
* Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; [[Tower#Multi-Player Tower|towers]] appear, one in each cardinal direction on the inner ring of the arena.&lt;br /&gt;
* All DPS players are targeted by &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]], which function exactly the same as they did during Diamond Frost.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
* One tank and healer will have 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have 1 stack. Two DPS will have 2 stacks of Lightsteeped while the others have 3 stacks.&lt;br /&gt;
&lt;br /&gt;
The Frigid Stone spread circles will resolve first and inflict all DPS with &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds. The Bright Hunger towers resolve at the 10 second mark.&lt;br /&gt;
&lt;br /&gt;
Shiva will then complete a cast of &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, pushing all unfrozen players 10y away. A one-player Bright Hunger tower is created in the east and west on the outer ring, and a two-player tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
The [[Area of Effect#Radial Line AoE|radial line AoEs]] from the Frigid Stones detonate, and all DPS players have three [[Area of Effect#Static Circle AoE|circle AoEs]] placed underneath them consecutively.&lt;br /&gt;
&lt;br /&gt;
As the second set of Bright Hunger towers resolve Shiva begins a cast of &#039;&#039;&#039;Banish&#039;&#039;&#039; targeting the tanks. Additionally, a four-player Bright Hunger tower is created in the center.&lt;br /&gt;
&lt;br /&gt;
After the final tower resolves, Shiva ends the attack series with a cast of &#039;&#039;&#039;The House of Light&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Strategy: ======&lt;br /&gt;
[[File:E8S Dragonlit Icesong.gif|alt=A strategy board showing how to survive Dragonlit Icesong.|thumb|A [https://raidplan.io/plan/g27ju936yasugs27 strategy board] showing how to survive Dragonlit Icesong.]]&lt;br /&gt;
Prior to the cast of Icelit Dragonsong, players should pre-position in [[clock spots]], with tanks in the north and south and healers in the east and west.&lt;br /&gt;
&lt;br /&gt;
* All supports must occupy the first four Bright Hunger towers. Healers additionally must cleanse &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; off the two DPS players. &amp;lt;u&amp;gt;Tanks must keep this status effect&amp;lt;/u&amp;gt; to resist &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;.&lt;br /&gt;
** To help speed up cleansing, one healer should be assigned to cleanse whichever DPS player is afflicted at the top of the party list with the other healer cleansing the one at the bottom.&lt;br /&gt;
* DPS players must run to their assigned inter-cardinal and drop their &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; AoE on the outer ring.&lt;br /&gt;
&lt;br /&gt;
Once the Frigid Stone spread circles resolve, DPS must run to Shiva&#039;s north and south in preparation for Draconic Strike. Tanks will be afflicted with &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; as the first set of towers resolve.&lt;br /&gt;
&lt;br /&gt;
With Draconic Strike, Shiva will push all players except the frozen tanks away. All players should then stand directly on the outer ring, which will be safe if all Frigid Stones were placed correctly.&lt;br /&gt;
&lt;br /&gt;
* Tanks will unfreeze at this time, and must immediately run into the center to occupy the two-player Bright Hunger tower before it resolves.&lt;br /&gt;
* DPS players will need to rotate around the edges of the arena once the radial line AoEs resolve to dodge the circle AoEs repeatedly placed underneath them. {{Action icon|Sprint}} can be used to aid in escaping the AoEs in time.&lt;br /&gt;
&lt;br /&gt;
Shiva will be casting &#039;&#039;&#039;Banish&#039;&#039;&#039; during this time, which tanks should use mitigations in preparation for. If Shiva has one orb above her head, tanks should stack together in the center—otherwise they should split apart after their tower resolves.&lt;br /&gt;
&lt;br /&gt;
Once Banish resolves, all players with 2 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; must occupy the four-player tower in the center. This will be the supports that began with 0 stacks and the DPS that began with 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Finally, all players must return to their initial clock spot positions to spread out the &#039;&#039;&#039;House of Light&#039;&#039;&#039; cones.&lt;br /&gt;
----After Icelit Dragonsong ends, Shiva will prepare &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and use &#039;&#039;&#039;Frost Armor&#039;&#039;&#039;, copying it into a red mirror. Shiva then uses &#039;&#039;&#039;Drachen Armor&#039;&#039;&#039; at the same time the mirror casts, freezing the floor at the same time players must move away.&lt;br /&gt;
&lt;br /&gt;
In preparation, the party should stack together at the far edge of the arena, holding still until Drachen Armor is cast. Once Shiva&#039;s wings appear, players can slide to the exact opposite side of the arena to easily avoid the attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2.2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2.3 - Enrage ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Ice Form)&#039;&#039;&#039;, blanketing the entire platform in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;. It is wise to pull Shiva to the north of the platform before &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; lands. Once done, Shiva will begin to &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;. As soon Shiva sprouts her wings, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will cover the arena in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; and players should immediately slide to the south to avoid &#039;&#039;&#039;Akh Rhai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and then brands two tanks and two damage dealers with the &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, whereas the two remaining damage-dealers and both healers will acquire the &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; debuff. This time however, two &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will spawn - one to the north and one to the south - which will both rotate in either a clockwise or counter-clockwise motion for the duration of the mechanic. Similar to before, &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will be used by players to cleanse their  debuffs, whilst the pools of light left behind by cleansed (Red) debuffs will be used to cleanse (Blue) debuffs. However, players will be able to cleanse themselves two at a time during this mini-phase.&lt;br /&gt;
&lt;br /&gt;
To complicate the cleansing process, Shiva will periodically bombard both tanks with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; which will require all players present for the increasing number of consecutive hits on both light parties.&lt;br /&gt;
&lt;br /&gt;
As soon as the first &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; has concluded, Shiva will begin casting &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, the shareable tank-buster that can either be soaked by the whole raid, or taken solo by a tank using an invulnerability skill, which can make it significantly easier for tanks to cleanse their debuffs. Once two &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuffs have been cleansed by touching the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;, two &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players can remove their debuffs using the puddles that were left behind. Shortly afterward, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once again, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;. If successfully soaked, two more players can cleanse their &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, allowing two more &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players to cleanse theirs via the puddles. &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once more, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; and another opportunity for 2x &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; and 2x &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - Shiva will summon &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; around the entire arena, then face north or south while casting &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; with both wings glowing. The entire raid must move behind Shiva to avoid this fatal attack. Next, all &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; will long-cast their reflection of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, which will result in an unavoidable raid-wipe if Shiva is not defeated beforehand.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&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;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:E8S_Dragonlit_Icesong.gif&amp;diff=1573899</id>
		<title>File:E8S Dragonlit Icesong.gif</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:E8S_Dragonlit_Icesong.gif&amp;diff=1573899"/>
		<updated>2026-10-04T09:17:23Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A strategy board showcasing how to survive Dragonlit Icesong in Eden&#039;s Verse: Refulgence (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573802</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573802"/>
		<updated>2026-10-04T00:06:11Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Opening */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30095&lt;br /&gt;
| id-edb = 46c4d21a738&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]] - Timeline and Abilities ==&lt;br /&gt;
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.&lt;br /&gt;
&lt;br /&gt;
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.&lt;br /&gt;
&lt;br /&gt;
The battle takes place over a maximum of 14 minutes before Shiva&#039;s enrage cast completes and forcefully defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shiva&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Intermission Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Intermission&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Shattered World&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 1&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 2&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 3&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 4&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Diamond Frost===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;It is recommended to place four [[waymarks]] on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva&#039;s attacks throughout the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack to take note of is &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; combined with either &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.&lt;br /&gt;
&lt;br /&gt;
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.&lt;br /&gt;
&lt;br /&gt;
* If Biting Frost was cast, the mirrors will each create a massive [[Area of Effect#Static Circle AoE|circle AoE]] covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.&lt;br /&gt;
* If Driving Frost was cast, the mirrors will fire 90-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.&lt;br /&gt;
&lt;br /&gt;
Shiva then begins her first attack series: &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Frost: ======&lt;br /&gt;
One tank and one healer will be afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039;. The other tank, healer, and two DPS receive &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]]. Two opposite cardinals will be covered in a [[Area of Effect#Static Circle AoE|static circle AoE]] that will spread clockwise and counter-clockwise over time.&lt;br /&gt;
&lt;br /&gt;
[[Area of Effect#Radial Line AoE|Radial line AoEs]] are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive [[Other Mechanics#Flare Marker|flare markers]]. Both radial line AoEs and flare markers resolve shortly after the [[knockback]] from &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Diamond Frost.gif|alt=A strategy board showcasing a method to safely survive Diamond Frost|thumb|A [https://raidplan.io/plan/pxzzhjf2454p52pe strategy board] showcasing a method to safely survive Diamond Frost.]]&lt;br /&gt;
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three [[Area of Effect#Static Circle AoE|static circle AoEs]] placed underneath them consecutively. Shiva additionally casts &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;—whichever wasn&#039;t used earlier.&lt;br /&gt;
&lt;br /&gt;
* Healers will want to use {{Action icon|Esuna}} to cleanse the Freezing debuff off the party.&lt;br /&gt;
* Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.&lt;br /&gt;
** As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.&lt;br /&gt;
* The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.&lt;br /&gt;
** To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.&lt;br /&gt;
* Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.&lt;br /&gt;
** It is recommended to place the &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.&lt;br /&gt;
*** Daring parties may choose to group all DPS and tanks together and use {{Action icon|Sprint}} to escape the homing AoEs while maintaining DPS uptime.&lt;br /&gt;
* The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.&lt;br /&gt;
&lt;br /&gt;
Should players survive Diamond Frost, Shiva will cast &#039;&#039;&#039;Double Slap&#039;&#039;&#039;, requiring a tank swap, &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, requiring players to look away, and either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Light Rampant ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will cast one of her most notorious and complex attack series of the fight: &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
A tank, a healer, and two DPS will each receive two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;, tethering the four to each other in a square. Two of these players will have 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have none.&lt;br /&gt;
&lt;br /&gt;
The other four players will each be tethered to a random &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two receive 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of &#039;&#039;&#039;Path of Light&#039;&#039;&#039; and tethers become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.&lt;br /&gt;
&lt;br /&gt;
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.&lt;br /&gt;
&lt;br /&gt;
Finally a single four-player Bright Hunger tower remains in the arena&#039;s center.&lt;br /&gt;
----The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: &#039;&#039;&#039;The First Towers and Path of Light&#039;&#039;&#039;, &#039;&#039;&#039;The Second Towers&#039;&#039;&#039;, and &#039;&#039;&#039;Path of Light and The Third Tower&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Tether Shaping.jpg|alt=An image showing which two players can swap positions to create the desired shape.|thumb|Depending on the initial shape, the desired shape can be created by having two players swap positions.]]&lt;br /&gt;
&lt;br /&gt;
====== The First Towers + Path of Light: ======&lt;br /&gt;
The first four towers are most often taken players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.&lt;br /&gt;
&lt;br /&gt;
* To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.&lt;br /&gt;
* The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.&lt;br /&gt;
&lt;br /&gt;
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a [[Clock spots|clock spot]] spread.&lt;br /&gt;
&lt;br /&gt;
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:&lt;br /&gt;
&lt;br /&gt;
# The four players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039; inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player&#039;s orb and stand on the far edge of the arena.&lt;br /&gt;
# Path of Light is taken by the two Refulgent Chain players with 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and the two Holy Light players with 1 stack. The Refulgent Chain players shift &#039;&#039;slightly&#039;&#039; closer to Shiva inside their towers while the Holy Light players stand inside Shiva&#039;s hitbox on the cardinal opposite to their orb.&lt;br /&gt;
# The four Holy Light orb players take the four Path of Light cones by standing inside Shiva&#039;s hitbox in each cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.&lt;br /&gt;
&lt;br /&gt;
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.&lt;br /&gt;
&lt;br /&gt;
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.&lt;br /&gt;
&lt;br /&gt;
Once towers and Path of Light resolve, the Refulgent Chains will become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;, and will explode and wipe the party should any one of the four players be positioned incorrectly.&lt;br /&gt;
&lt;br /&gt;
====== The Second Towers: ======&lt;br /&gt;
The trickiest part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players in the center.&lt;br /&gt;
&lt;br /&gt;
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.&lt;br /&gt;
&lt;br /&gt;
# The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.&lt;br /&gt;
# The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.&lt;br /&gt;
&lt;br /&gt;
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.&lt;br /&gt;
&lt;br /&gt;
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.&lt;br /&gt;
&lt;br /&gt;
* The eastern and western Holy Light players will want to avoid reaching their towers &#039;&#039;too soon&#039;&#039; to prevent their orb from catching up to them inside the tower. For this reason, {{Action icon|Sprint}} is &#039;&#039;not&#039;&#039; recommended.&lt;br /&gt;
* Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. This shape allows them to shift closer to the east and west to avoid orbs if necessary.&lt;br /&gt;
&lt;br /&gt;
Method #2 allows for more freedom for the Holy Light players, but &#039;&#039;requires&#039;&#039; a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.&lt;br /&gt;
&lt;br /&gt;
====== Path of Light and The Third Tower: ======&lt;br /&gt;
[[File:E8S Light Rampant.gif|alt=A strategy board showcasing one of many methods to surviving Light Rampant.|thumb|A [https://raidplan.io/plan/2eq2q8v9jr468rdv strategy board] showcasing one of many methods to surviving Light Rampant.]]&lt;br /&gt;
Once the second set of towers resolve, &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; will vanish and all Holy Orbs will shrink to a safe size.&lt;br /&gt;
&lt;br /&gt;
* If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.&lt;br /&gt;
&lt;br /&gt;
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.&lt;br /&gt;
&lt;br /&gt;
* It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.&lt;br /&gt;
&lt;br /&gt;
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.&lt;br /&gt;
&lt;br /&gt;
----Should players survive Light Rampant, Shiva will follow up with another &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; into either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;—whichever wasn&#039;t used prior.&lt;br /&gt;
&lt;br /&gt;
* Mirror, Mirror&#039;s Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
As the mirrors reflect Shiva&#039;s attack, she will begin casting &#039;&#039;&#039;Banish III&#039;&#039;&#039;. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva&#039;s visual and/or audio cues.&lt;br /&gt;
&lt;br /&gt;
* As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermission - Shattered World ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will become untargetable and jump to the north edge of the arena, preparing &#039;&#039;&#039;Shattered World&#039;&#039;&#039; and splitting the arena into two circles. The party will need to divide themselves into two [[Party|light parties]], one in each circle, in preparation for what follows.&lt;br /&gt;
&lt;br /&gt;
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.&lt;br /&gt;
&lt;br /&gt;
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter by 25.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Wave&lt;br /&gt;
!Western Platform&lt;br /&gt;
!Eastern Platform&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|}&lt;br /&gt;
The start of each wave is always accompanied by &#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Electric Aethers&#039;&#039;&#039; should primarily be handled by tanks due to their &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039; and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039; should always be [[Interrupt|interrupted]] shortly after they spawn. The barrier provided by &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039; can be broken, but significantly increases the risk that the enemy successfully reaches the center.&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Aethers&#039;&#039;&#039; simply have a large amount of HP and are the DPS player&#039;s top priority. These enemies can be &#039;&#039;&#039;{{Game icon|Stun|Stunned}}&#039;&#039;&#039;, granting players more time to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;Luminous Aethers&#039;&#039;&#039; appear with each phase. Instead of moving, they aim a [[Tether (mechanic)#Transferable Tether|transferable tether]] at the crystal that must be blocked by a player. Due to the &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039;, each player can only block a single tether.&lt;br /&gt;
** The tether results in a small 2.5y radius [[Area of Effect#Static Circle AoE|circle AoE]]. Other players should avoid standing near the one taking the tether.&lt;br /&gt;
** In an emergency, a tank can use an invulnerability to survive a second tether.&lt;br /&gt;
&lt;br /&gt;
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.&lt;br /&gt;
&lt;br /&gt;
* If the party only has one [[Physical Ranged DPS|physical ranged DPS]], it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform&#039;s interrupts can be handled by a single tank, but the western platform cannot.&lt;br /&gt;
* Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use &#039;&#039;&#039;{{Game icon|interject}}&#039;&#039;&#039; on the Earthen Aether before moving to take the tether afterwards.&lt;br /&gt;
* Melee DPS should only take a tether in a wave without an Aqueous Aether.&lt;br /&gt;
* Healers and Ranged DPS can safely be assigned to any wave&#039;s tether.&lt;br /&gt;
&lt;br /&gt;
Should players fail and a total of four Aethers succeed in charging the crystal, the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter will fill and the party will be defeated.&lt;br /&gt;
&lt;br /&gt;
However, should players succeed in perfectly clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second &#039;&#039;&#039;{{Game icon|Grace of Light}}&#039;&#039;&#039; buff at the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2 - Opening===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
After a lengthy 60 second cutscene, Shiva merges with Hraesvelgr to begin a new savage-exclusive phase.&lt;br /&gt;
&lt;br /&gt;
Phase 2 begins with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; followed by &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to split into two light parties on opposite sides of Shiva to separate the two Akh Morn stacks aimed at the tanks. Once the first strike of Akh Morn lands, players must remain with their stack, as damage from the opposite stack becomes lethal due to the status effects inflicted by Akh Morn.&lt;br /&gt;
&lt;br /&gt;
* As the status effects are tied to enmity number, tanks must ensure &amp;lt;u&amp;gt;no enmity swaps&amp;lt;/u&amp;gt; occur once the cast of Akh Morn begins—otherwise the stacks may swap targets mid-attack and instantly kill both light parties.&lt;br /&gt;
&lt;br /&gt;
Once Akh Morn ends and the cast to Morn Afah begins, all players should stack together underneath Shiva to share the damage.&lt;br /&gt;
&lt;br /&gt;
This is then followed by two larger attack segments: &#039;&#039;&#039;Reflected Wings #1&#039;&#039;&#039; and &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; &#039;&#039;&#039;#1&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Reflected Wings #1=&lt;br /&gt;
====== Reflected Wings #1: ======&lt;br /&gt;
&lt;br /&gt;
Shiva prepares &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;. One green mirror will appear in the north, an uncolored mirror appearing in the east or west, with the red mirror appearing on the opposite side.&lt;br /&gt;
&lt;br /&gt;
Shiva then teleports to the arena&#039;s center, faces either north or south, and prepares &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; to either her left or right. This attack will be instantly reflected by the uncolored mirror, followed by the green mirror after 5 seconds, and lastly reflected by the red mirror at the same time she casts a second Hallowed Wings (One Wing).&lt;br /&gt;
&lt;br /&gt;
This attack series creates three total AoEs to dodge. The first and third will cover 3/4ths of the arena while the second only covers one half.&lt;br /&gt;
&lt;br /&gt;
Players will need memorize half of the arena the first Hallowed Wings (One Wing) is covering, apply that to each mirror in sequence, and then simultaneously dodge the second Hallowed Wings occurring during the red mirror&#039;s reflection.&lt;br /&gt;
&lt;br /&gt;
* The Mirrors copy the attack as if each were Shiva facing towards the arena&#039;s center.&lt;br /&gt;
* Shiva&#039;s second Hallowed Wings (One Wing) cast will always be the opposite wing to the first cast.&lt;br /&gt;
&lt;br /&gt;
Though this attack series has a lot of information for players to process within a short span of time, there is a method to simplify the dodging process.&lt;br /&gt;
&lt;br /&gt;
* If Shiva&#039;s first Hallowed Wings (One Wing) cast is aimed at the uncolored mirror, the first safe-zone will be &amp;lt;u&amp;gt;behind&amp;lt;/u&amp;gt; Shiva (and opposite to her glowing wing). If not, it will be in front of Shiva.&lt;br /&gt;
* Mirror firing order always rotates in either a clockwise or counter-clockwise direction, which players will want to match—shifting to the next inter-cardinal quadrant after each AoE.&lt;br /&gt;
** If the uncolored mirror is on the west, players will rotate clockwise with each AoE. If the uncolored mirror with east, players will rotate counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
|-| Wyrm&#039;s Lament #1=&lt;br /&gt;
====== Wyrm&#039;s Lament #1: ======&lt;br /&gt;
All four support players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039;, each with a different expiration timer—14 seconds, 22 seconds, 30 seconds, and 38 seconds.&lt;br /&gt;
&lt;br /&gt;
All four DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;, each with a different expiration timer—20 seconds, 28 seconds, 36 seconds, and 44 seconds.&lt;br /&gt;
&lt;br /&gt;
If this status effect is allowed to expire, the afflicted player will perish.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; appears at the north and will either rotate clockwise or counter-clockwise. As it rotates, Shiva will cast &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; a total of four times, always aimed in the direction of the Drachen Wanderer.&lt;br /&gt;
&lt;br /&gt;
Inbetween casts of Hallowed Wings (One Wing), support players must take turns running into the Drachen Wanderer to cleanse their Wyrmclaw status effect. A DPS player can then collect the puddle on the floor after the next Hallowed Wings cast.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be collided with four times, else it will detonate and deal extreme damage to the party. For this reason, only one player should cleanse Wyrmclaw at a time.&lt;br /&gt;
* All players not currently attempting to cleanse a status effect should stay near the arena&#039;s center to remain out of range of the Drachen Wanderer&#039;s explosion AoE.&lt;br /&gt;
* Due to server [[Snapshot|snapshotting]], players attempting to collide with the Drachen Wanderer should aim to run in front of it. Chasing it from behind may result in the player being unable to catch it in time.&lt;br /&gt;
&lt;br /&gt;
The timers of the status effects will neatly line up with Shiva&#039;s attacks, creating a simple flow to cleansing them all:&lt;br /&gt;
&lt;br /&gt;
# Wyrm&#039;s Lament is cast + 14 second Wyrmclaw stands north to cleanse their status effect.&lt;br /&gt;
# Hallowed Wings #1&lt;br /&gt;
# 22 second Wyrmclaw + 20 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #2&lt;br /&gt;
# 30 second Wyrmclaw + 28 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #3&lt;br /&gt;
# 38 second Wyrmclaw + 36 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #4&lt;br /&gt;
# 44 second Wyrmfang cleanses their status effect.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the fourth Hallowed Wings (One Wing) from Wyrm&#039;s Lament finishes its cast, Shiva will begin her &#039;&#039;&#039;Frost Armor&#039;&#039;&#039; cast followed by either &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; or &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should pre-position on the edge of cardinal quadrant behind Shiva (indicated by the dark lines on the floor) in preparation to dodge the two AoEs in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players must hold still to avoid slipping off the arena&#039;s edge while the floor is [[Other Mechanics#Ice Floor|frozen solid]]. The floor will unfreeze about 1.5 seconds before Shiva&#039;s cast finishes, allowing players a short amount of time to shift into the first safe zone, then shift back out.&lt;br /&gt;
&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, players will want to run to Shiva&#039;s back, then rotate to the side after.&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, players must stand next to the quadrant to Shiva&#039;s back, moving into it after the first AoE resolves.&lt;br /&gt;
&lt;br /&gt;
Tanks can then perform a tank-swap after &#039;&#039;&#039;Double Slap&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Mirrors ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039; - causes Shiva to &#039;&#039;&#039;Redress&#039;&#039;&#039; into her Hraesvelgr form&#039;&#039;&#039;,&#039;&#039;&#039; placing an &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoE under every player once the transformation is complete (i.e. Hraesvelgr&#039;s wings sprouting from Shiva&#039;s back). &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; is a multi-hitting AoE blast will form at the location players were standing at the time. This requires all players to immediately move away from where they were when the transformation completed in order to avoid the AoEs. To make the mechanic easier, the raid should stack together in order to bait the blasts behind Shiva (around max melee distance) before immediately moving to the flanks and front of Shiva once her wings sprout to avoid being hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - causes Shiva to summon either a &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; to the west and &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the east or vice-versa. Once the mirrors are summoned, Shiva will leap to the northern or southern edge of the arena and begin channelling &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;. Unlike previous versions of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, both of Shiva&#039;s wings will glow this time, indicating that everything in front of Shiva will be blasted by her AoE instead of her left or right side. To avoid, players must position themselves directly &#039;&#039;&#039;behind&#039;&#039;&#039; Shiva. &lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; has concluded, all participants should move directly in front of the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039;, which will blast the raid with unavoidable damage, inflict &#039;&#039;Magic Vulnerability&#039;&#039; on the &#039;&#039;&#039;four closest players&#039;&#039;&#039; to the mirror, and knock-back the entire group a set distance across the platform. After a moderate delay, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will do the exact same thing. Players will have a brief opportunity to heal up from the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; blast and have the four players who are unaffected by the &#039;&#039;Magic Vulnerability Debuff&#039;&#039; stand close to the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039;, as being blasted with a stack of &#039;&#039;Magic Vulnerability&#039;&#039; from the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; will be fatal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons two &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; to the east and west, two &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; to the north and south, and four &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; in each inter-cardinal position (corners).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress (Holy Form)&#039;&#039;&#039; - causes Shiva to change clothes, forcing the raid to look away to avoid being stunned. At this point, all mirrors will also reflect the gaze attack. As explained before, &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; reflect at the same time Shiva casts an ability, whereas &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; reflect after a short delay, and &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; reflect after a much longer delay.&lt;br /&gt;
&lt;br /&gt;
The goal is to look away from Shiva (and the &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;) at the same time, then avoid looking at &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039;, and finally, avoid looking at &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; (in that order). This can easily be achieved by pulling Shiva directly in front of a &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; before she redresses and have the entire group look to the left or right when the gaze attack is about to go off. Once concluded, the &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; will despawn. Players can then run through Shiva and turn to look in the direction of where their chosen &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; was previously located, which will cause everyone to avoid the gaze attack from the &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Before the &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; reflect their gaze attack, Shiva will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039; - spawning a proximity marker in the centre of the arena. Simliar to &#039;&#039;&#039;Banish&#039;&#039;&#039; earlier in the encounter, this proximity marker will either stay as a single proximity marker in the centre of the arena or split into eight proximity markers the line the edge of the arena depending on the amount of orbs hovering over Shiva&#039;s head while &#039;&#039;&#039;Holy&#039;&#039;&#039; was being cast. If Shiva has &#039;&#039;&#039;one orb&#039;&#039;&#039; circling her head while casting, the ability will stay as a proximity marker in the centre forcing the raid to position themselves at the outer edge of the arena whilst also looking away from &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039;. If Shiva has &#039;&#039;&#039;four orbs&#039;&#039;&#039; circling her head while casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, the proximity marker will split along the edge of the arena, so instead of moving to the outer-edges players will need to position themselves in the centre of the arena while looking away from &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and &#039;&#039;&#039;Holy&#039;&#039;&#039; have concluded, Shiva will cast one of two abilities:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; - causes Shiva to unleash a &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; , followed by an &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;. In this case, players will need to move into her hitbox (or stand very far away if Shiva is still toward an edge of the arena) to avoid the donut attack, then stay away from her to avoid the point-blank circle AoE.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039; - a reverse of the above. Shiva will first use her &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;, followed by the &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;. Players will need to move as far away from Shiva as possible at first, then move into her hit-box (or move far away if she is toward an edge of the arena) to avoid the follow-up donut AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; will cast as soon as Shiva has transformed. Just like earlier, the raid should stack behind Shiva and move specifically to her front in order to avoid the attack and prepare for an upcoming mechanic. The &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will reflect &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; after a delay, forcing the raid to bait another set of &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoEs. This time however, the party should split into two light parties, with one going east and the other going west. This is because an &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast as the &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoEs are executing, requiring the party to split in order to not overlap stacks&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;&#039;&#039; - blasts her primary target with shareable damage. Once again, &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; can either be shared by the entire raid to prevent fatal damage, or soaked by the main target using an invulnerability skill.&lt;br /&gt;
&lt;br /&gt;
====Mini-Phase #4 - Icelit Dragonsong====&lt;br /&gt;
&lt;br /&gt;
Shiva teleports to the centre of the arena and bombards the raid with a massive wave of overlapping mechanics.&lt;br /&gt;
&lt;br /&gt;
Similar to the &#039;&#039;&#039;Light Rampant&#039;&#039;&#039; mini-phase earlier in the fight, players will have to contend with &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; debuffs (which will instantly slay anyone who acquires 5 stacks), &#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039; (which will explode, killing any chained players who move too close or too far away from their partners), three waves of &#039;&#039;&#039;Meteor Towers&#039;&#039;&#039; (which will require a certain amount of players to stand within each tower to avoid meteor wipes), &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; AoE markers that will eventually drop exploding star-like markers at all victims locations, &#039;&#039;&#039;Freezing&#039;&#039;&#039; debuffs which can completely freeze people in place if not dispelled, and &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; knockback from the centre of the arena..&lt;br /&gt;
&lt;br /&gt;
Remember - being hit by certain mechanics during this mini-phase will apply a stack of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, thus they must all be resolved without any player acquiring 5 stacks, or the raid will very likely suffer a wipe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freezing&#039;&#039;&#039; will be applied to 2 tanks and 2 damage-dealers. These can be dispelled via &#039;&#039;&#039;Esuna&#039;&#039;&#039;, but should be left on both tanks.&lt;br /&gt;
&lt;br /&gt;
*Three waves of &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers will spawn during the mini-phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039; will connect all tanks and healers together, forcing them to remain at a set distance from one another to avoid detonation. As a result of &#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039;, all tanks and healers will need to soak the first two waves of &#039;&#039;&#039;Meteor Towers&#039;&#039;&#039; - one player per tower.&lt;br /&gt;
&lt;br /&gt;
*All four damage-dealers will be afflicted with an AoE circle marker (&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;) that will eventually detonate for moderate damage and &#039;&#039;&#039;heavy&#039;&#039;&#039; debuffs, leaving behind a star-patterned AoE markers at their location, which will explode later, eventually creating straight-line AoE&#039;s in star-patterns across the arena that all players must avoid.&lt;br /&gt;
&lt;br /&gt;
*Shiva will also cast &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039; - a raid-wide knockback from the centre of the arena that all players must use to avoid the star-pattern explosions, followed by even more &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers.&lt;br /&gt;
&lt;br /&gt;
*DPS will also have to contend with &#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039;, causing three AoE circles to spawn underneath them, one after another.&lt;br /&gt;
&lt;br /&gt;
*Shiva will eventually cast &#039;&#039;&#039;Banish&#039;&#039;&#039; at a random tank, which identically to earlier will either be a stack on the targeted tank or a spread on both tanks depending on how many orbs are circling her head while it is being cast, with a single orb over her head meaning stack, whereas four orbs over her head indicates spread.&lt;br /&gt;
&lt;br /&gt;
*Lastly, the entire phase concludes with Shiva unleashing &#039;&#039;&#039;The House Of Light&#039;&#039;&#039;, causing her to aim conal attacks in the direction of ALL players, inflicting stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; to everyone caught in the blast. Due to overlap being unavoidable, all players must resolve this complex phase with every players having no more than 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, or the raid will wipe.&lt;br /&gt;
&lt;br /&gt;
In summary, healers should immediately dispel &#039;&#039;&#039;Freezing&#039;&#039;&#039; from any non-tanks who have acquired it. Meanwhile, the tanks and healers (who will be chained together for the duration of the phase) should each move into the single-soak &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers, preferably with healers taking east and west towers, while tanks take the north and south towers. Simultaneously, all damage-dealers affected by &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; should move to the outer-edge of the arena, dropping their star-like markers at inter-cardinal positions (NE,NW,SE,SW). Once &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; detonates, all damage-dealers will be &#039;&#039;&#039;heavy&#039;&#039;&#039;, thus they must rush to the centre as soon as possible via sprint or gap-closers to avoid being knocked over the edge by the upcoming &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039; knockback.&lt;br /&gt;
&lt;br /&gt;
Just before &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; detonates, both tanks will be frozen solid due to the undispelled &#039;&#039;&#039;Freezing&#039;&#039;&#039; debuffs, rendering them immune to the knockback and rooting them in place. At the same time, two &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers will spawn at the outer-edge of the arena to the east and west, and the star-pattern explosions dropped by &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; will become telegraphed. If done correctly, both healers will be knocked into the east and west &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers (which will be safe from the star-explosions), both tanks will be frozen in a safe-spot from the star-explosions, and damage-dealers will be free to move to the north and south side of Shiva to be knocked into safe-spots. If damage-dealers get knocked into &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers (by standing to the east or west), they will acquire additional stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; and likely wipe the raid. If they remain in diagonal positions during &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, they will be knocked into star-pattern AoE&#039;s and likely perish.&lt;br /&gt;
&lt;br /&gt;
As soon as the star-markers explode, &#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; will begin dropping three consecutive AoE circles underneath each damage dealer one after another, forcing them to rotate around the outer edge of the arena in a clockwise or counter-clockwise pattern to avoid overlapping other damage-dealers. Simultaneously, Shiva will begin to cast &#039;&#039;&#039;Banish&#039;&#039;&#039; on a random tank, which may be spread or stack. At the same time, another &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower will spawn within Shiva&#039;s hitbox that requires two players. While determining if &#039;&#039;&#039;Banish&#039;&#039;&#039; is spread or stack, both tanks should stay inside the north and south edges of the &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower, standing apart on the edges of the tower if &#039;&#039;&#039;Banish&#039;&#039;&#039; is spread or stacking in the middle if &#039;&#039;&#039;Banish&#039;&#039;&#039; is stack. This will fulfil the requirement of the &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower shortly after &#039;&#039;&#039;Banish&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
If done correctly, four players will have 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, while the remaining four players only have 2 stacks. All four players with 2 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; must stand in the final 4-person &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower so that the entire raid ends up with 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; each.&lt;br /&gt;
&lt;br /&gt;
Finally, Shiva will begin to cast &#039;&#039;&#039;The House Of Light&#039;&#039;&#039;, which will shoot a cone attack towards every single player in the group simultaneously. Once the final 4-person &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; has been soaked, all players must spread out around Shiva at clock positions so that only one person is hit per cone attack, resulting in the entire raid having exactly 4 stacks of &#039;&#039;&#039;Lighsteeped&#039;&#039;&#039;, which will eventually dissipate.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Ice Form)&#039;&#039;&#039;, blanketing the entire platform in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;. It is wise to pull Shiva to the north of the platform before &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; lands. Once done, Shiva will begin to &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;. As soon Shiva sprouts her wings, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will cover the arena in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; and players should immediately slide to the south to avoid &#039;&#039;&#039;Akh Rhai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and then brands two tanks and two damage dealers with the &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, whereas the two remaining damage-dealers and both healers will acquire the &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; debuff. This time however, two &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will spawn - one to the north and one to the south - which will both rotate in either a clockwise or counter-clockwise motion for the duration of the mechanic. Similar to before, &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will be used by players to cleanse their  debuffs, whilst the pools of light left behind by cleansed (Red) debuffs will be used to cleanse (Blue) debuffs. However, players will be able to cleanse themselves two at a time during this mini-phase.&lt;br /&gt;
&lt;br /&gt;
To complicate the cleansing process, Shiva will periodically bombard both tanks with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; which will require all players present for the increasing number of consecutive hits on both light parties.&lt;br /&gt;
&lt;br /&gt;
As soon as the first &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; has concluded, Shiva will begin casting &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, the shareable tank-buster that can either be soaked by the whole raid, or taken solo by a tank using an invulnerability skill, which can make it significantly easier for tanks to cleanse their debuffs. Once two &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuffs have been cleansed by touching the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;, two &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players can remove their debuffs using the puddles that were left behind. Shortly afterward, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once again, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;. If successfully soaked, two more players can cleanse their &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, allowing two more &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players to cleanse theirs via the puddles. &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once more, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; and another opportunity for 2x &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; and 2x &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - Shiva will summon &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; around the entire arena, then face north or south while casting &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; with both wings glowing. The entire raid must move behind Shiva to avoid this fatal attack. Next, all &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; will long-cast their reflection of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, which will result in an unavoidable raid-wipe if Shiva is not defeated beforehand.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&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;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573801</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573801"/>
		<updated>2026-10-04T00:04:55Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Opening */ Re-organizing text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30095&lt;br /&gt;
| id-edb = 46c4d21a738&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]] - Timeline and Abilities ==&lt;br /&gt;
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.&lt;br /&gt;
&lt;br /&gt;
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.&lt;br /&gt;
&lt;br /&gt;
The battle takes place over a maximum of 14 minutes before Shiva&#039;s enrage cast completes and forcefully defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shiva&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Intermission Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Intermission&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Shattered World&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 1&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 2&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 3&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 4&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Diamond Frost===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;It is recommended to place four [[waymarks]] on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva&#039;s attacks throughout the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack to take note of is &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; combined with either &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.&lt;br /&gt;
&lt;br /&gt;
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.&lt;br /&gt;
&lt;br /&gt;
* If Biting Frost was cast, the mirrors will each create a massive [[Area of Effect#Static Circle AoE|circle AoE]] covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.&lt;br /&gt;
* If Driving Frost was cast, the mirrors will fire 90-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.&lt;br /&gt;
&lt;br /&gt;
Shiva then begins her first attack series: &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Frost: ======&lt;br /&gt;
One tank and one healer will be afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039;. The other tank, healer, and two DPS receive &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]]. Two opposite cardinals will be covered in a [[Area of Effect#Static Circle AoE|static circle AoE]] that will spread clockwise and counter-clockwise over time.&lt;br /&gt;
&lt;br /&gt;
[[Area of Effect#Radial Line AoE|Radial line AoEs]] are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive [[Other Mechanics#Flare Marker|flare markers]]. Both radial line AoEs and flare markers resolve shortly after the [[knockback]] from &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Diamond Frost.gif|alt=A strategy board showcasing a method to safely survive Diamond Frost|thumb|A [https://raidplan.io/plan/pxzzhjf2454p52pe strategy board] showcasing a method to safely survive Diamond Frost.]]&lt;br /&gt;
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three [[Area of Effect#Static Circle AoE|static circle AoEs]] placed underneath them consecutively. Shiva additionally casts &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;—whichever wasn&#039;t used earlier.&lt;br /&gt;
&lt;br /&gt;
* Healers will want to use {{Action icon|Esuna}} to cleanse the Freezing debuff off the party.&lt;br /&gt;
* Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.&lt;br /&gt;
** As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.&lt;br /&gt;
* The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.&lt;br /&gt;
** To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.&lt;br /&gt;
* Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.&lt;br /&gt;
** It is recommended to place the &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.&lt;br /&gt;
*** Daring parties may choose to group all DPS and tanks together and use {{Action icon|Sprint}} to escape the homing AoEs while maintaining DPS uptime.&lt;br /&gt;
* The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.&lt;br /&gt;
&lt;br /&gt;
Should players survive Diamond Frost, Shiva will cast &#039;&#039;&#039;Double Slap&#039;&#039;&#039;, requiring a tank swap, &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, requiring players to look away, and either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Light Rampant ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will cast one of her most notorious and complex attack series of the fight: &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
A tank, a healer, and two DPS will each receive two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;, tethering the four to each other in a square. Two of these players will have 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have none.&lt;br /&gt;
&lt;br /&gt;
The other four players will each be tethered to a random &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two receive 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of &#039;&#039;&#039;Path of Light&#039;&#039;&#039; and tethers become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.&lt;br /&gt;
&lt;br /&gt;
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.&lt;br /&gt;
&lt;br /&gt;
Finally a single four-player Bright Hunger tower remains in the arena&#039;s center.&lt;br /&gt;
----The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: &#039;&#039;&#039;The First Towers and Path of Light&#039;&#039;&#039;, &#039;&#039;&#039;The Second Towers&#039;&#039;&#039;, and &#039;&#039;&#039;Path of Light and The Third Tower&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Tether Shaping.jpg|alt=An image showing which two players can swap positions to create the desired shape.|thumb|Depending on the initial shape, the desired shape can be created by having two players swap positions.]]&lt;br /&gt;
&lt;br /&gt;
====== The First Towers + Path of Light: ======&lt;br /&gt;
The first four towers are most often taken players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.&lt;br /&gt;
&lt;br /&gt;
* To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.&lt;br /&gt;
* The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.&lt;br /&gt;
&lt;br /&gt;
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a [[Clock spots|clock spot]] spread.&lt;br /&gt;
&lt;br /&gt;
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:&lt;br /&gt;
&lt;br /&gt;
# The four players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039; inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player&#039;s orb and stand on the far edge of the arena.&lt;br /&gt;
# Path of Light is taken by the two Refulgent Chain players with 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and the two Holy Light players with 1 stack. The Refulgent Chain players shift &#039;&#039;slightly&#039;&#039; closer to Shiva inside their towers while the Holy Light players stand inside Shiva&#039;s hitbox on the cardinal opposite to their orb.&lt;br /&gt;
# The four Holy Light orb players take the four Path of Light cones by standing inside Shiva&#039;s hitbox in each cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.&lt;br /&gt;
&lt;br /&gt;
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.&lt;br /&gt;
&lt;br /&gt;
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.&lt;br /&gt;
&lt;br /&gt;
Once towers and Path of Light resolve, the Refulgent Chains will become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;, and will explode and wipe the party should any one of the four players be positioned incorrectly.&lt;br /&gt;
&lt;br /&gt;
====== The Second Towers: ======&lt;br /&gt;
The trickiest part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players in the center.&lt;br /&gt;
&lt;br /&gt;
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.&lt;br /&gt;
&lt;br /&gt;
# The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.&lt;br /&gt;
# The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.&lt;br /&gt;
&lt;br /&gt;
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.&lt;br /&gt;
&lt;br /&gt;
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.&lt;br /&gt;
&lt;br /&gt;
* The eastern and western Holy Light players will want to avoid reaching their towers &#039;&#039;too soon&#039;&#039; to prevent their orb from catching up to them inside the tower. For this reason, {{Action icon|Sprint}} is &#039;&#039;not&#039;&#039; recommended.&lt;br /&gt;
* Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. This shape allows them to shift closer to the east and west to avoid orbs if necessary.&lt;br /&gt;
&lt;br /&gt;
Method #2 allows for more freedom for the Holy Light players, but &#039;&#039;requires&#039;&#039; a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.&lt;br /&gt;
&lt;br /&gt;
====== Path of Light and The Third Tower: ======&lt;br /&gt;
[[File:E8S Light Rampant.gif|alt=A strategy board showcasing one of many methods to surviving Light Rampant.|thumb|A [https://raidplan.io/plan/2eq2q8v9jr468rdv strategy board] showcasing one of many methods to surviving Light Rampant.]]&lt;br /&gt;
Once the second set of towers resolve, &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; will vanish and all Holy Orbs will shrink to a safe size.&lt;br /&gt;
&lt;br /&gt;
* If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.&lt;br /&gt;
&lt;br /&gt;
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.&lt;br /&gt;
&lt;br /&gt;
* It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.&lt;br /&gt;
&lt;br /&gt;
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.&lt;br /&gt;
&lt;br /&gt;
----Should players survive Light Rampant, Shiva will follow up with another &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; into either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;—whichever wasn&#039;t used prior.&lt;br /&gt;
&lt;br /&gt;
* Mirror, Mirror&#039;s Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
As the mirrors reflect Shiva&#039;s attack, she will begin casting &#039;&#039;&#039;Banish III&#039;&#039;&#039;. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva&#039;s visual and/or audio cues.&lt;br /&gt;
&lt;br /&gt;
* As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermission - Shattered World ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will become untargetable and jump to the north edge of the arena, preparing &#039;&#039;&#039;Shattered World&#039;&#039;&#039; and splitting the arena into two circles. The party will need to divide themselves into two [[Party|light parties]], one in each circle, in preparation for what follows.&lt;br /&gt;
&lt;br /&gt;
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.&lt;br /&gt;
&lt;br /&gt;
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter by 25.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Wave&lt;br /&gt;
!Western Platform&lt;br /&gt;
!Eastern Platform&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|}&lt;br /&gt;
The start of each wave is always accompanied by &#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Electric Aethers&#039;&#039;&#039; should primarily be handled by tanks due to their &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039; and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039; should always be [[Interrupt|interrupted]] shortly after they spawn. The barrier provided by &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039; can be broken, but significantly increases the risk that the enemy successfully reaches the center.&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Aethers&#039;&#039;&#039; simply have a large amount of HP and are the DPS player&#039;s top priority. These enemies can be &#039;&#039;&#039;{{Game icon|Stun|Stunned}}&#039;&#039;&#039;, granting players more time to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;Luminous Aethers&#039;&#039;&#039; appear with each phase. Instead of moving, they aim a [[Tether (mechanic)#Transferable Tether|transferable tether]] at the crystal that must be blocked by a player. Due to the &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039;, each player can only block a single tether.&lt;br /&gt;
** The tether results in a small 2.5y radius [[Area of Effect#Static Circle AoE|circle AoE]]. Other players should avoid standing near the one taking the tether.&lt;br /&gt;
** In an emergency, a tank can use an invulnerability to survive a second tether.&lt;br /&gt;
&lt;br /&gt;
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.&lt;br /&gt;
&lt;br /&gt;
* If the party only has one [[Physical Ranged DPS|physical ranged DPS]], it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform&#039;s interrupts can be handled by a single tank, but the western platform cannot.&lt;br /&gt;
* Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use &#039;&#039;&#039;{{Game icon|interject}}&#039;&#039;&#039; on the Earthen Aether before moving to take the tether afterwards.&lt;br /&gt;
* Melee DPS should only take a tether in a wave without an Aqueous Aether.&lt;br /&gt;
* Healers and Ranged DPS can safely be assigned to any wave&#039;s tether.&lt;br /&gt;
&lt;br /&gt;
Should players fail and a total of four Aethers succeed in charging the crystal, the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter will fill and the party will be defeated.&lt;br /&gt;
&lt;br /&gt;
However, should players succeed in perfectly clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second &#039;&#039;&#039;{{Game icon|Grace of Light}}&#039;&#039;&#039; buff at the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2 - Opening===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
After a lengthy 60 second cutscene, Shiva merges with Hraesvelgr to begin a new savage-exclusive phase.&lt;br /&gt;
&lt;br /&gt;
Phase 2 begins with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; followed by &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to split into two light parties on opposite sides of Shiva to separate the two Akh Morn stacks aimed at the tanks. Once the first strike of Akh Morn lands, players must remain with their stack, as damage from the opposite stack becomes lethal due to the status effects inflicted by Akh Morn.&lt;br /&gt;
&lt;br /&gt;
* As the status effects are tied to enmity number, tanks must ensure &amp;lt;u&amp;gt;no enmity swaps&amp;lt;/u&amp;gt; occur once the cast of Akh Morn begins—otherwise the stacks may swap targets mid-attack and instantly kill both light parties.&lt;br /&gt;
&lt;br /&gt;
Once Akh Morn ends and the cast to Morn Afah begins, all players should stack together underneath Shiva to share the damage.&lt;br /&gt;
&lt;br /&gt;
This is then followed by two larger attack segments: &#039;&#039;&#039;Reflected Wings #1&#039;&#039;&#039; and &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; &#039;&#039;&#039;#1&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Reflected Wings #1=&lt;br /&gt;
====== Reflected Wings #1: ======&lt;br /&gt;
&lt;br /&gt;
Shiva prepares &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;. One green mirror will appear in the north, an uncolored mirror appearing in the east or west, with the red mirror appearing on the opposite side.&lt;br /&gt;
&lt;br /&gt;
Shiva then teleports to the arena&#039;s center, faces either north or south, and prepares &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; to either her left or right. This attack will be instantly reflected by the uncolored mirror, followed by the green mirror after 5 seconds, and lastly reflected by the red mirror at the same time she casts a second Hallowed Wings (One Wing).&lt;br /&gt;
&lt;br /&gt;
This attack series creates three total AoEs to dodge. The first and third will cover 3/4ths of the arena while the second only covers one half.&lt;br /&gt;
&lt;br /&gt;
Players will need memorize half of the arena the first Hallowed Wings (One Wing) is covering, apply that to each mirror in sequence, and then simultaneously dodge the second Hallowed Wings occurring during the red mirror&#039;s reflection.&lt;br /&gt;
&lt;br /&gt;
* The Mirrors copy the attack as if each were Shiva facing towards the arena&#039;s center.&lt;br /&gt;
* Shiva&#039;s second Hallowed Wings (One Wing) cast will always be the opposite wing to the first cast.&lt;br /&gt;
&lt;br /&gt;
Though this attack series has a lot of information for players to process within a short span of time, there is a method to simplify the dodging process.&lt;br /&gt;
&lt;br /&gt;
* If Shiva&#039;s first Hallowed Wings (One Wing) cast is aimed at the uncolored mirror, the first safe-zone will be &amp;lt;u&amp;gt;behind&amp;lt;/u&amp;gt; Shiva (and opposite to her glowing wing). If not, it will be in front of Shiva.&lt;br /&gt;
* Mirror firing order always rotates in either a clockwise or counter-clockwise direction, which players will want to match—shifting to the next inter-cardinal quadrant after each AoE.&lt;br /&gt;
** If the uncolored mirror is on the west, players will rotate clockwise with each AoE. If the uncolored mirror with east, players will rotate counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
|-| Wyrm&#039;s Lament #1=&lt;br /&gt;
====== Wyrm&#039;s Lament #1: ======&lt;br /&gt;
All four support players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039;, each with a different expiration timer—14 seconds, 22 seconds, 30 seconds, and 38 seconds.&lt;br /&gt;
&lt;br /&gt;
All four DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;, each with a different expiration timer—20 seconds, 28 seconds, 36 seconds, and 44 seconds.&lt;br /&gt;
&lt;br /&gt;
If this status effect is allowed to expire, the afflicted player will perish.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; appears at the north and will either rotate clockwise or counter-clockwise. As it rotates, Shiva will cast &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; a total of four times, always aimed in the direction of the Drachen Wanderer.&lt;br /&gt;
&lt;br /&gt;
Inbetween casts of Hallowed Wings (One Wing), support players must take turns running into the Drachen Wanderer to cleanse their Wyrmclaw status effect. A DPS player can then collect the puddle on the floor after the next Hallowed Wings cast.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be collided with four times, else it will detonate and deal extreme damage to the party. For this reason, only one player should cleanse Wyrmclaw at a time.&lt;br /&gt;
* All players not currently attempting to cleanse a status effect should stay near the arena&#039;s center to remain out of range of the Drachen Wanderer&#039;s explosion AoE.&lt;br /&gt;
* Due to server [[Snapshot|snapshotting]], players attempting to collide with the Drachen Wanderer should aim to run in front of it. Chasing it from behind may result in the player being unable to catch it in time.&lt;br /&gt;
&lt;br /&gt;
The timers of the status effects will neatly line up with Shiva&#039;s attacks creating a simple flow to cleansing them all:&lt;br /&gt;
&lt;br /&gt;
# Wyrm&#039;s Lament is cast + 14 second Wyrmclaw stands north to cleanse their status effect.&lt;br /&gt;
# Hallowed Wings #1&lt;br /&gt;
# 22 second Wyrmclaw + 20 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #2&lt;br /&gt;
# 30 second Wyrmclaw + 28 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #3&lt;br /&gt;
# 38 second Wyrmclaw + 36 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #4&lt;br /&gt;
# 44 second Wyrmfang cleanses their status effect.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the fourth Hallowed Wings (One Wing) from Wyrm&#039;s Lament finishes its cast, Shiva will begin her &#039;&#039;&#039;Frost Armor&#039;&#039;&#039; cast followed by either &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; or &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should pre-position on the edge of cardinal quadrant behind Shiva (indicated by the dark lines on the floor) in preparation to dodge the two AoEs in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players must hold still to avoid slipping off the arena&#039;s edge while the floor is [[Other Mechanics#Ice Floor|frozen solid]]. The floor will unfreeze about 1.5 seconds before Shiva&#039;s cast finishes, allowing players a short amount of time to shift into the first safe zone, then shift back out.&lt;br /&gt;
&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, players will want to run to Shiva&#039;s back, then rotate to the side after.&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, players must stand next to the quadrant to Shiva&#039;s back, moving into it after the first AoE resolves.&lt;br /&gt;
&lt;br /&gt;
Tanks can then perform a tank-swap after &#039;&#039;&#039;Double Slap&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Mirrors ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039; - causes Shiva to &#039;&#039;&#039;Redress&#039;&#039;&#039; into her Hraesvelgr form&#039;&#039;&#039;,&#039;&#039;&#039; placing an &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoE under every player once the transformation is complete (i.e. Hraesvelgr&#039;s wings sprouting from Shiva&#039;s back). &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; is a multi-hitting AoE blast will form at the location players were standing at the time. This requires all players to immediately move away from where they were when the transformation completed in order to avoid the AoEs. To make the mechanic easier, the raid should stack together in order to bait the blasts behind Shiva (around max melee distance) before immediately moving to the flanks and front of Shiva once her wings sprout to avoid being hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - causes Shiva to summon either a &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; to the west and &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the east or vice-versa. Once the mirrors are summoned, Shiva will leap to the northern or southern edge of the arena and begin channelling &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;. Unlike previous versions of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, both of Shiva&#039;s wings will glow this time, indicating that everything in front of Shiva will be blasted by her AoE instead of her left or right side. To avoid, players must position themselves directly &#039;&#039;&#039;behind&#039;&#039;&#039; Shiva. &lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; has concluded, all participants should move directly in front of the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039;, which will blast the raid with unavoidable damage, inflict &#039;&#039;Magic Vulnerability&#039;&#039; on the &#039;&#039;&#039;four closest players&#039;&#039;&#039; to the mirror, and knock-back the entire group a set distance across the platform. After a moderate delay, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will do the exact same thing. Players will have a brief opportunity to heal up from the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; blast and have the four players who are unaffected by the &#039;&#039;Magic Vulnerability Debuff&#039;&#039; stand close to the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039;, as being blasted with a stack of &#039;&#039;Magic Vulnerability&#039;&#039; from the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; will be fatal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons two &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; to the east and west, two &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; to the north and south, and four &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; in each inter-cardinal position (corners).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress (Holy Form)&#039;&#039;&#039; - causes Shiva to change clothes, forcing the raid to look away to avoid being stunned. At this point, all mirrors will also reflect the gaze attack. As explained before, &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; reflect at the same time Shiva casts an ability, whereas &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; reflect after a short delay, and &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; reflect after a much longer delay.&lt;br /&gt;
&lt;br /&gt;
The goal is to look away from Shiva (and the &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;) at the same time, then avoid looking at &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039;, and finally, avoid looking at &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; (in that order). This can easily be achieved by pulling Shiva directly in front of a &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; before she redresses and have the entire group look to the left or right when the gaze attack is about to go off. Once concluded, the &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; will despawn. Players can then run through Shiva and turn to look in the direction of where their chosen &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; was previously located, which will cause everyone to avoid the gaze attack from the &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Before the &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; reflect their gaze attack, Shiva will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039; - spawning a proximity marker in the centre of the arena. Simliar to &#039;&#039;&#039;Banish&#039;&#039;&#039; earlier in the encounter, this proximity marker will either stay as a single proximity marker in the centre of the arena or split into eight proximity markers the line the edge of the arena depending on the amount of orbs hovering over Shiva&#039;s head while &#039;&#039;&#039;Holy&#039;&#039;&#039; was being cast. If Shiva has &#039;&#039;&#039;one orb&#039;&#039;&#039; circling her head while casting, the ability will stay as a proximity marker in the centre forcing the raid to position themselves at the outer edge of the arena whilst also looking away from &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039;. If Shiva has &#039;&#039;&#039;four orbs&#039;&#039;&#039; circling her head while casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, the proximity marker will split along the edge of the arena, so instead of moving to the outer-edges players will need to position themselves in the centre of the arena while looking away from &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and &#039;&#039;&#039;Holy&#039;&#039;&#039; have concluded, Shiva will cast one of two abilities:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; - causes Shiva to unleash a &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; , followed by an &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;. In this case, players will need to move into her hitbox (or stand very far away if Shiva is still toward an edge of the arena) to avoid the donut attack, then stay away from her to avoid the point-blank circle AoE.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039; - a reverse of the above. Shiva will first use her &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;, followed by the &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;. Players will need to move as far away from Shiva as possible at first, then move into her hit-box (or move far away if she is toward an edge of the arena) to avoid the follow-up donut AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; will cast as soon as Shiva has transformed. Just like earlier, the raid should stack behind Shiva and move specifically to her front in order to avoid the attack and prepare for an upcoming mechanic. The &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will reflect &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; after a delay, forcing the raid to bait another set of &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoEs. This time however, the party should split into two light parties, with one going east and the other going west. This is because an &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast as the &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoEs are executing, requiring the party to split in order to not overlap stacks&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;&#039;&#039; - blasts her primary target with shareable damage. Once again, &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; can either be shared by the entire raid to prevent fatal damage, or soaked by the main target using an invulnerability skill.&lt;br /&gt;
&lt;br /&gt;
====Mini-Phase #4 - Icelit Dragonsong====&lt;br /&gt;
&lt;br /&gt;
Shiva teleports to the centre of the arena and bombards the raid with a massive wave of overlapping mechanics.&lt;br /&gt;
&lt;br /&gt;
Similar to the &#039;&#039;&#039;Light Rampant&#039;&#039;&#039; mini-phase earlier in the fight, players will have to contend with &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; debuffs (which will instantly slay anyone who acquires 5 stacks), &#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039; (which will explode, killing any chained players who move too close or too far away from their partners), three waves of &#039;&#039;&#039;Meteor Towers&#039;&#039;&#039; (which will require a certain amount of players to stand within each tower to avoid meteor wipes), &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; AoE markers that will eventually drop exploding star-like markers at all victims locations, &#039;&#039;&#039;Freezing&#039;&#039;&#039; debuffs which can completely freeze people in place if not dispelled, and &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; knockback from the centre of the arena..&lt;br /&gt;
&lt;br /&gt;
Remember - being hit by certain mechanics during this mini-phase will apply a stack of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, thus they must all be resolved without any player acquiring 5 stacks, or the raid will very likely suffer a wipe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freezing&#039;&#039;&#039; will be applied to 2 tanks and 2 damage-dealers. These can be dispelled via &#039;&#039;&#039;Esuna&#039;&#039;&#039;, but should be left on both tanks.&lt;br /&gt;
&lt;br /&gt;
*Three waves of &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers will spawn during the mini-phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039; will connect all tanks and healers together, forcing them to remain at a set distance from one another to avoid detonation. As a result of &#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039;, all tanks and healers will need to soak the first two waves of &#039;&#039;&#039;Meteor Towers&#039;&#039;&#039; - one player per tower.&lt;br /&gt;
&lt;br /&gt;
*All four damage-dealers will be afflicted with an AoE circle marker (&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;) that will eventually detonate for moderate damage and &#039;&#039;&#039;heavy&#039;&#039;&#039; debuffs, leaving behind a star-patterned AoE markers at their location, which will explode later, eventually creating straight-line AoE&#039;s in star-patterns across the arena that all players must avoid.&lt;br /&gt;
&lt;br /&gt;
*Shiva will also cast &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039; - a raid-wide knockback from the centre of the arena that all players must use to avoid the star-pattern explosions, followed by even more &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers.&lt;br /&gt;
&lt;br /&gt;
*DPS will also have to contend with &#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039;, causing three AoE circles to spawn underneath them, one after another.&lt;br /&gt;
&lt;br /&gt;
*Shiva will eventually cast &#039;&#039;&#039;Banish&#039;&#039;&#039; at a random tank, which identically to earlier will either be a stack on the targeted tank or a spread on both tanks depending on how many orbs are circling her head while it is being cast, with a single orb over her head meaning stack, whereas four orbs over her head indicates spread.&lt;br /&gt;
&lt;br /&gt;
*Lastly, the entire phase concludes with Shiva unleashing &#039;&#039;&#039;The House Of Light&#039;&#039;&#039;, causing her to aim conal attacks in the direction of ALL players, inflicting stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; to everyone caught in the blast. Due to overlap being unavoidable, all players must resolve this complex phase with every players having no more than 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, or the raid will wipe.&lt;br /&gt;
&lt;br /&gt;
In summary, healers should immediately dispel &#039;&#039;&#039;Freezing&#039;&#039;&#039; from any non-tanks who have acquired it. Meanwhile, the tanks and healers (who will be chained together for the duration of the phase) should each move into the single-soak &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers, preferably with healers taking east and west towers, while tanks take the north and south towers. Simultaneously, all damage-dealers affected by &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; should move to the outer-edge of the arena, dropping their star-like markers at inter-cardinal positions (NE,NW,SE,SW). Once &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; detonates, all damage-dealers will be &#039;&#039;&#039;heavy&#039;&#039;&#039;, thus they must rush to the centre as soon as possible via sprint or gap-closers to avoid being knocked over the edge by the upcoming &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039; knockback.&lt;br /&gt;
&lt;br /&gt;
Just before &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; detonates, both tanks will be frozen solid due to the undispelled &#039;&#039;&#039;Freezing&#039;&#039;&#039; debuffs, rendering them immune to the knockback and rooting them in place. At the same time, two &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers will spawn at the outer-edge of the arena to the east and west, and the star-pattern explosions dropped by &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; will become telegraphed. If done correctly, both healers will be knocked into the east and west &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers (which will be safe from the star-explosions), both tanks will be frozen in a safe-spot from the star-explosions, and damage-dealers will be free to move to the north and south side of Shiva to be knocked into safe-spots. If damage-dealers get knocked into &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers (by standing to the east or west), they will acquire additional stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; and likely wipe the raid. If they remain in diagonal positions during &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, they will be knocked into star-pattern AoE&#039;s and likely perish.&lt;br /&gt;
&lt;br /&gt;
As soon as the star-markers explode, &#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; will begin dropping three consecutive AoE circles underneath each damage dealer one after another, forcing them to rotate around the outer edge of the arena in a clockwise or counter-clockwise pattern to avoid overlapping other damage-dealers. Simultaneously, Shiva will begin to cast &#039;&#039;&#039;Banish&#039;&#039;&#039; on a random tank, which may be spread or stack. At the same time, another &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower will spawn within Shiva&#039;s hitbox that requires two players. While determining if &#039;&#039;&#039;Banish&#039;&#039;&#039; is spread or stack, both tanks should stay inside the north and south edges of the &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower, standing apart on the edges of the tower if &#039;&#039;&#039;Banish&#039;&#039;&#039; is spread or stacking in the middle if &#039;&#039;&#039;Banish&#039;&#039;&#039; is stack. This will fulfil the requirement of the &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower shortly after &#039;&#039;&#039;Banish&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
If done correctly, four players will have 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, while the remaining four players only have 2 stacks. All four players with 2 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; must stand in the final 4-person &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower so that the entire raid ends up with 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; each.&lt;br /&gt;
&lt;br /&gt;
Finally, Shiva will begin to cast &#039;&#039;&#039;The House Of Light&#039;&#039;&#039;, which will shoot a cone attack towards every single player in the group simultaneously. Once the final 4-person &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; has been soaked, all players must spread out around Shiva at clock positions so that only one person is hit per cone attack, resulting in the entire raid having exactly 4 stacks of &#039;&#039;&#039;Lighsteeped&#039;&#039;&#039;, which will eventually dissipate.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Ice Form)&#039;&#039;&#039;, blanketing the entire platform in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;. It is wise to pull Shiva to the north of the platform before &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; lands. Once done, Shiva will begin to &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;. As soon Shiva sprouts her wings, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will cover the arena in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; and players should immediately slide to the south to avoid &#039;&#039;&#039;Akh Rhai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and then brands two tanks and two damage dealers with the &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, whereas the two remaining damage-dealers and both healers will acquire the &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; debuff. This time however, two &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will spawn - one to the north and one to the south - which will both rotate in either a clockwise or counter-clockwise motion for the duration of the mechanic. Similar to before, &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will be used by players to cleanse their  debuffs, whilst the pools of light left behind by cleansed (Red) debuffs will be used to cleanse (Blue) debuffs. However, players will be able to cleanse themselves two at a time during this mini-phase.&lt;br /&gt;
&lt;br /&gt;
To complicate the cleansing process, Shiva will periodically bombard both tanks with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; which will require all players present for the increasing number of consecutive hits on both light parties.&lt;br /&gt;
&lt;br /&gt;
As soon as the first &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; has concluded, Shiva will begin casting &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, the shareable tank-buster that can either be soaked by the whole raid, or taken solo by a tank using an invulnerability skill, which can make it significantly easier for tanks to cleanse their debuffs. Once two &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuffs have been cleansed by touching the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;, two &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players can remove their debuffs using the puddles that were left behind. Shortly afterward, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once again, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;. If successfully soaked, two more players can cleanse their &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, allowing two more &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players to cleanse theirs via the puddles. &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once more, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; and another opportunity for 2x &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; and 2x &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - Shiva will summon &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; around the entire arena, then face north or south while casting &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; with both wings glowing. The entire raid must move behind Shiva to avoid this fatal attack. Next, all &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; will long-cast their reflection of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, which will result in an unavoidable raid-wipe if Shiva is not defeated beforehand.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&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;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573797</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573797"/>
		<updated>2026-10-03T23:40:35Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Wrote the Opening section of Phase 2 with tabbers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30095&lt;br /&gt;
| id-edb = 46c4d21a738&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]] - Timeline and Abilities ==&lt;br /&gt;
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.&lt;br /&gt;
&lt;br /&gt;
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.&lt;br /&gt;
&lt;br /&gt;
The battle takes place over a maximum of 14 minutes before Shiva&#039;s enrage cast completes and forcefully defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shiva&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Intermission Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Intermission&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Shattered World&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 1&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 2&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 3&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 4&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Diamond Frost===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;It is recommended to place four [[waymarks]] on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva&#039;s attacks throughout the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack to take note of is &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; combined with either &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.&lt;br /&gt;
&lt;br /&gt;
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.&lt;br /&gt;
&lt;br /&gt;
* If Biting Frost was cast, the mirrors will each create a massive [[Area of Effect#Static Circle AoE|circle AoE]] covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.&lt;br /&gt;
* If Driving Frost was cast, the mirrors will fire 90-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.&lt;br /&gt;
&lt;br /&gt;
Shiva then begins her first attack series: &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Frost: ======&lt;br /&gt;
One tank and one healer will be afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039;. The other tank, healer, and two DPS receive &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]]. Two opposite cardinals will be covered in a [[Area of Effect#Static Circle AoE|static circle AoE]] that will spread clockwise and counter-clockwise over time.&lt;br /&gt;
&lt;br /&gt;
[[Area of Effect#Radial Line AoE|Radial line AoEs]] are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive [[Other Mechanics#Flare Marker|flare markers]]. Both radial line AoEs and flare markers resolve shortly after the [[knockback]] from &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Diamond Frost.gif|alt=A strategy board showcasing a method to safely survive Diamond Frost|thumb|A [https://raidplan.io/plan/pxzzhjf2454p52pe strategy board] showcasing a method to safely survive Diamond Frost.]]&lt;br /&gt;
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three [[Area of Effect#Static Circle AoE|static circle AoEs]] placed underneath them consecutively. Shiva additionally casts &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;—whichever wasn&#039;t used earlier.&lt;br /&gt;
&lt;br /&gt;
* Healers will want to use {{Action icon|Esuna}} to cleanse the Freezing debuff off the party.&lt;br /&gt;
* Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.&lt;br /&gt;
** As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.&lt;br /&gt;
* The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.&lt;br /&gt;
** To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.&lt;br /&gt;
* Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.&lt;br /&gt;
** It is recommended to place the &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.&lt;br /&gt;
*** Daring parties may choose to group all DPS and tanks together and use {{Action icon|Sprint}} to escape the homing AoEs while maintaining DPS uptime.&lt;br /&gt;
* The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.&lt;br /&gt;
&lt;br /&gt;
Should players survive Diamond Frost, Shiva will cast &#039;&#039;&#039;Double Slap&#039;&#039;&#039;, requiring a tank swap, &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, requiring players to look away, and either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Light Rampant ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will cast one of her most notorious and complex attack series of the fight: &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
A tank, a healer, and two DPS will each receive two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;, tethering the four to each other in a square. Two of these players will have 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have none.&lt;br /&gt;
&lt;br /&gt;
The other four players will each be tethered to a random &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two receive 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of &#039;&#039;&#039;Path of Light&#039;&#039;&#039; and tethers become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.&lt;br /&gt;
&lt;br /&gt;
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.&lt;br /&gt;
&lt;br /&gt;
Finally a single four-player Bright Hunger tower remains in the arena&#039;s center.&lt;br /&gt;
----The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: &#039;&#039;&#039;The First Towers and Path of Light&#039;&#039;&#039;, &#039;&#039;&#039;The Second Towers&#039;&#039;&#039;, and &#039;&#039;&#039;Path of Light and The Third Tower&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Tether Shaping.jpg|alt=An image showing which two players can swap positions to create the desired shape.|thumb|Depending on the initial shape, the desired shape can be created by having two players swap positions.]]&lt;br /&gt;
&lt;br /&gt;
====== The First Towers + Path of Light: ======&lt;br /&gt;
The first four towers are most often taken players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.&lt;br /&gt;
&lt;br /&gt;
* To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.&lt;br /&gt;
* The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.&lt;br /&gt;
&lt;br /&gt;
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a [[Clock spots|clock spot]] spread.&lt;br /&gt;
&lt;br /&gt;
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:&lt;br /&gt;
&lt;br /&gt;
# The four players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039; inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player&#039;s orb and stand on the far edge of the arena.&lt;br /&gt;
# Path of Light is taken by the two Refulgent Chain players with 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and the two Holy Light players with 1 stack. The Refulgent Chain players shift &#039;&#039;slightly&#039;&#039; closer to Shiva inside their towers while the Holy Light players stand inside Shiva&#039;s hitbox on the cardinal opposite to their orb.&lt;br /&gt;
# The four Holy Light orb players take the four Path of Light cones by standing inside Shiva&#039;s hitbox in each cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.&lt;br /&gt;
&lt;br /&gt;
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.&lt;br /&gt;
&lt;br /&gt;
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.&lt;br /&gt;
&lt;br /&gt;
Once towers and Path of Light resolve, the Refulgent Chains will become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;, and will explode and wipe the party should any one of the four players be positioned incorrectly.&lt;br /&gt;
&lt;br /&gt;
====== The Second Towers: ======&lt;br /&gt;
The trickiest part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players in the center.&lt;br /&gt;
&lt;br /&gt;
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.&lt;br /&gt;
&lt;br /&gt;
# The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.&lt;br /&gt;
# The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.&lt;br /&gt;
&lt;br /&gt;
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.&lt;br /&gt;
&lt;br /&gt;
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.&lt;br /&gt;
&lt;br /&gt;
* The eastern and western Holy Light players will want to avoid reaching their towers &#039;&#039;too soon&#039;&#039; to prevent their orb from catching up to them inside the tower. For this reason, {{Action icon|Sprint}} is &#039;&#039;not&#039;&#039; recommended.&lt;br /&gt;
* Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. This shape allows them to shift closer to the east and west to avoid orbs if necessary.&lt;br /&gt;
&lt;br /&gt;
Method #2 allows for more freedom for the Holy Light players, but &#039;&#039;requires&#039;&#039; a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.&lt;br /&gt;
&lt;br /&gt;
====== Path of Light and The Third Tower: ======&lt;br /&gt;
[[File:E8S Light Rampant.gif|alt=A strategy board showcasing one of many methods to surviving Light Rampant.|thumb|A [https://raidplan.io/plan/2eq2q8v9jr468rdv strategy board] showcasing one of many methods to surviving Light Rampant.]]&lt;br /&gt;
Once the second set of towers resolve, &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; will vanish and all Holy Orbs will shrink to a safe size.&lt;br /&gt;
&lt;br /&gt;
* If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.&lt;br /&gt;
&lt;br /&gt;
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.&lt;br /&gt;
&lt;br /&gt;
* It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.&lt;br /&gt;
&lt;br /&gt;
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.&lt;br /&gt;
&lt;br /&gt;
----Should players survive Light Rampant, Shiva will follow up with another &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; into either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;—whichever wasn&#039;t used prior.&lt;br /&gt;
&lt;br /&gt;
* Mirror, Mirror&#039;s Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
As the mirrors reflect Shiva&#039;s attack, she will begin casting &#039;&#039;&#039;Banish III&#039;&#039;&#039;. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva&#039;s visual and/or audio cues.&lt;br /&gt;
&lt;br /&gt;
* As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermission - Shattered World ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will become untargetable and jump to the north edge of the arena, preparing &#039;&#039;&#039;Shattered World&#039;&#039;&#039; and splitting the arena into two circles. The party will need to divide themselves into two [[Party|light parties]], one in each circle, in preparation for what follows.&lt;br /&gt;
&lt;br /&gt;
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.&lt;br /&gt;
&lt;br /&gt;
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter by 25.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Wave&lt;br /&gt;
!Western Platform&lt;br /&gt;
!Eastern Platform&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|}&lt;br /&gt;
The start of each wave is always accompanied by &#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Electric Aethers&#039;&#039;&#039; should primarily be handled by tanks due to their &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039; and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039; should always be [[Interrupt|interrupted]] shortly after they spawn. The barrier provided by &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039; can be broken, but significantly increases the risk that the enemy successfully reaches the center.&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Aethers&#039;&#039;&#039; simply have a large amount of HP and are the DPS player&#039;s top priority. These enemies can be &#039;&#039;&#039;{{Game icon|Stun|Stunned}}&#039;&#039;&#039;, granting players more time to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;Luminous Aethers&#039;&#039;&#039; appear with each phase. Instead of moving, they aim a [[Tether (mechanic)#Transferable Tether|transferable tether]] at the crystal that must be blocked by a player. Due to the &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039;, each player can only block a single tether.&lt;br /&gt;
** The tether results in a small 2.5y radius [[Area of Effect#Static Circle AoE|circle AoE]]. Other players should avoid standing near the one taking the tether.&lt;br /&gt;
** In an emergency, a tank can use an invulnerability to survive a second tether.&lt;br /&gt;
&lt;br /&gt;
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.&lt;br /&gt;
&lt;br /&gt;
* If the party only has one [[Physical Ranged DPS|physical ranged DPS]], it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform&#039;s interrupts can be handled by a single tank, but the western platform cannot.&lt;br /&gt;
* Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use &#039;&#039;&#039;{{Game icon|interject}}&#039;&#039;&#039; on the Earthen Aether before moving to take the tether afterwards.&lt;br /&gt;
* Melee DPS should only take a tether in a wave without an Aqueous Aether.&lt;br /&gt;
* Healers and Ranged DPS can safely be assigned to any wave&#039;s tether.&lt;br /&gt;
&lt;br /&gt;
Should players fail and a total of four Aethers succeed in charging the crystal, the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter will fill and the party will be defeated.&lt;br /&gt;
&lt;br /&gt;
However, should players succeed in perfectly clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second &#039;&#039;&#039;{{Game icon|Grace of Light}}&#039;&#039;&#039; buff at the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2 - Opening===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
After a lengthy 60 second cutscene, Shiva merges with Hraesvelgr to begin a new savage-exclusive phase.&lt;br /&gt;
&lt;br /&gt;
The opening quarter of Phase 2 can be broken into two attack segments: &#039;&#039;&#039;Reflected Wings #1&#039;&#039;&#039; and &#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; &#039;&#039;&#039;#1&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Reflected Wings #1=&lt;br /&gt;
====== Reflected Wings #1: ======&lt;br /&gt;
Phase 2 begins with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; followed by &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;. Players will need to split into two light parties on opposite sides of Shiva to separate the two Akh Morn stacks aimed at the tanks. Once the first strike of Akh Morn lands, players must remain with their stack, as damage from the opposite stack becomes lethal due to the status effects inflicted by Akh Morn.&lt;br /&gt;
&lt;br /&gt;
* As the status effects are tied to enmity number, tanks must ensure &amp;lt;u&amp;gt;no enmity swaps&amp;lt;/u&amp;gt; occur once the cast of Akh Morn begins—otherwise the stacks may swap targets mid-attack and instantly kill both light parties.&lt;br /&gt;
&lt;br /&gt;
Once Akh Morn ends and the cast to Morn Afah begins, all players should stack together underneath Shiva to share the damage.&lt;br /&gt;
&lt;br /&gt;
Shiva then prepares &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;. One green mirror will appear in the north, an uncolored mirror appearing in the east or west, with the red mirror appearing on the opposite side.&lt;br /&gt;
&lt;br /&gt;
Shiva then teleports to the arena&#039;s center, faces either north or south, and prepares &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; to either her left or right. This attack will be instantly reflected by the uncolored mirror, followed by the green mirror after 5 seconds, and lastly reflected by the red mirror at the same time she casts a second Hallowed Wings (One Wing).&lt;br /&gt;
&lt;br /&gt;
This attack series creates three total AoEs to dodge. The first and third will cover 3/4ths of the arena while the second only covers one half.&lt;br /&gt;
&lt;br /&gt;
Players will need memorize half of the arena the first Hallowed Wings (One Wing) is covering, apply that to each mirror in sequence, and then simultaneously dodge the second Hallowed Wings occurring during the red mirror&#039;s reflection.&lt;br /&gt;
&lt;br /&gt;
* The Mirrors copy the attack as if each were Shiva facing towards the arena&#039;s center.&lt;br /&gt;
* Shiva&#039;s second Hallowed Wings (One Wing) cast will always be the opposite wing to the first cast.&lt;br /&gt;
&lt;br /&gt;
Though this attack series has a lot of information for players to process within a short span of time, there is a method to simplify the dodging process.&lt;br /&gt;
&lt;br /&gt;
* If Shiva&#039;s first Hallowed Wings (One Wing) cast is aimed at the uncolored mirror, the first safe-zone will be &amp;lt;u&amp;gt;behind&amp;lt;/u&amp;gt; Shiva (and opposite to her glowing wing). If not, it will be in front of Shiva.&lt;br /&gt;
* Mirror firing order always rotates in either a clockwise or counter-clockwise direction, which players will want to match—shifting to the next inter-cardinal quadrant after each AoE.&lt;br /&gt;
** If the uncolored mirror is on the west, players will rotate clockwise with each AoE. If the uncolored mirror with east, players will rotate counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
|-| Wyrm&#039;s Lament #1=&lt;br /&gt;
====== Wyrm&#039;s Lament #1: ======&lt;br /&gt;
All four support players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039;, each with a different expiration timer—14 seconds, 22 seconds, 30 seconds, and 38 seconds.&lt;br /&gt;
&lt;br /&gt;
All four DPS players are afflicted with &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;, each with a different expiration timer—20 seconds, 28 seconds, 36 seconds, and 44 seconds.&lt;br /&gt;
&lt;br /&gt;
If this status effect is allowed to expire, the afflicted player will perish.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; appears at the north and will either rotate clockwise or counter-clockwise. As it rotates, Shiva will cast &#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039; a total of four times, always aimed in the direction of the Drachen Wanderer.&lt;br /&gt;
&lt;br /&gt;
Inbetween casts of Hallowed Wings (One Wing), support players must take turns running into the Drachen Wanderer to cleanse their Wyrmclaw status effect. A DPS player can then collect the puddle on the floor after the next Hallowed Wings cast.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be collided with four times, else it will detonate and deal extreme damage to the party. For this reason, only one player should cleanse Wyrmclaw at a time.&lt;br /&gt;
* All players not currently attempting to cleanse a status effect should stay near the arena&#039;s center to remain out of range of the Drachen Wanderer&#039;s explosion AoE.&lt;br /&gt;
* Due to server [[Snapshot|snapshotting]], players attempting to collide with the Drachen Wanderer should aim to run in front of it. Chasing it from behind may result in the player being unable to catch it in time.&lt;br /&gt;
&lt;br /&gt;
The timers of the status effects will neatly line up with Shiva&#039;s attacks creating a simple flow to cleansing them all:&lt;br /&gt;
&lt;br /&gt;
# Wyrm&#039;s Lament is cast + 14 second Wyrmclaw stands north to cleanse their status effect.&lt;br /&gt;
# Hallowed Wings #1&lt;br /&gt;
# 22 second Wyrmclaw + 20 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #2&lt;br /&gt;
# 30 second Wyrmclaw + 28 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #3&lt;br /&gt;
# 38 second Wyrmclaw + 36 second Wyrmfang cleanses their status effects.&lt;br /&gt;
# Hallowed Wings #4&lt;br /&gt;
# 44 second Wyrmfang cleanses their status effect.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the fourth Hallowed Wings (One Wing) from Wyrm&#039;s Lament finishes its cast, Shiva will begin her &#039;&#039;&#039;Frost Armor&#039;&#039;&#039; cast followed by either &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; or &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should pre-position on the edge of cardinal quadrant behind Shiva (indicated by the dark lines on the floor) in preparation to dodge the two AoEs in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players must hold still to avoid slipping off the arena&#039;s edge while the floor is [[Other Mechanics#Ice Floor|frozen solid]]. The floor will unfreeze about 1.5 seconds before Shiva&#039;s cast finishes, allowing players a short amount of time to shift into the first safe zone, then shift back out.&lt;br /&gt;
&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, players will want to run to Shiva&#039;s back, then rotate to the side after.&lt;br /&gt;
* If Shiva casts &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, players must stand next to the quadrant to Shiva&#039;s back, moving into it after the first AoE resolves.&lt;br /&gt;
&lt;br /&gt;
Tanks can then perform a tank-swap after &#039;&#039;&#039;Double Slap&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Mirrors ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039; - causes Shiva to &#039;&#039;&#039;Redress&#039;&#039;&#039; into her Hraesvelgr form&#039;&#039;&#039;,&#039;&#039;&#039; placing an &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoE under every player once the transformation is complete (i.e. Hraesvelgr&#039;s wings sprouting from Shiva&#039;s back). &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; is a multi-hitting AoE blast will form at the location players were standing at the time. This requires all players to immediately move away from where they were when the transformation completed in order to avoid the AoEs. To make the mechanic easier, the raid should stack together in order to bait the blasts behind Shiva (around max melee distance) before immediately moving to the flanks and front of Shiva once her wings sprout to avoid being hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - causes Shiva to summon either a &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; to the west and &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the east or vice-versa. Once the mirrors are summoned, Shiva will leap to the northern or southern edge of the arena and begin channelling &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;. Unlike previous versions of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, both of Shiva&#039;s wings will glow this time, indicating that everything in front of Shiva will be blasted by her AoE instead of her left or right side. To avoid, players must position themselves directly &#039;&#039;&#039;behind&#039;&#039;&#039; Shiva. &lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; has concluded, all participants should move directly in front of the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039;, which will blast the raid with unavoidable damage, inflict &#039;&#039;Magic Vulnerability&#039;&#039; on the &#039;&#039;&#039;four closest players&#039;&#039;&#039; to the mirror, and knock-back the entire group a set distance across the platform. After a moderate delay, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will do the exact same thing. Players will have a brief opportunity to heal up from the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; blast and have the four players who are unaffected by the &#039;&#039;Magic Vulnerability Debuff&#039;&#039; stand close to the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039;, as being blasted with a stack of &#039;&#039;Magic Vulnerability&#039;&#039; from the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; will be fatal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons two &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; to the east and west, two &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; to the north and south, and four &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; in each inter-cardinal position (corners).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress (Holy Form)&#039;&#039;&#039; - causes Shiva to change clothes, forcing the raid to look away to avoid being stunned. At this point, all mirrors will also reflect the gaze attack. As explained before, &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; reflect at the same time Shiva casts an ability, whereas &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; reflect after a short delay, and &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; reflect after a much longer delay.&lt;br /&gt;
&lt;br /&gt;
The goal is to look away from Shiva (and the &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;) at the same time, then avoid looking at &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039;, and finally, avoid looking at &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; (in that order). This can easily be achieved by pulling Shiva directly in front of a &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; before she redresses and have the entire group look to the left or right when the gaze attack is about to go off. Once concluded, the &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; will despawn. Players can then run through Shiva and turn to look in the direction of where their chosen &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; was previously located, which will cause everyone to avoid the gaze attack from the &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Before the &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; reflect their gaze attack, Shiva will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039; - spawning a proximity marker in the centre of the arena. Simliar to &#039;&#039;&#039;Banish&#039;&#039;&#039; earlier in the encounter, this proximity marker will either stay as a single proximity marker in the centre of the arena or split into eight proximity markers the line the edge of the arena depending on the amount of orbs hovering over Shiva&#039;s head while &#039;&#039;&#039;Holy&#039;&#039;&#039; was being cast. If Shiva has &#039;&#039;&#039;one orb&#039;&#039;&#039; circling her head while casting, the ability will stay as a proximity marker in the centre forcing the raid to position themselves at the outer edge of the arena whilst also looking away from &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039;. If Shiva has &#039;&#039;&#039;four orbs&#039;&#039;&#039; circling her head while casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, the proximity marker will split along the edge of the arena, so instead of moving to the outer-edges players will need to position themselves in the centre of the arena while looking away from &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and &#039;&#039;&#039;Holy&#039;&#039;&#039; have concluded, Shiva will cast one of two abilities:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; - causes Shiva to unleash a &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; , followed by an &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;. In this case, players will need to move into her hitbox (or stand very far away if Shiva is still toward an edge of the arena) to avoid the donut attack, then stay away from her to avoid the point-blank circle AoE.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039; - a reverse of the above. Shiva will first use her &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;, followed by the &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;. Players will need to move as far away from Shiva as possible at first, then move into her hit-box (or move far away if she is toward an edge of the arena) to avoid the follow-up donut AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; will cast as soon as Shiva has transformed. Just like earlier, the raid should stack behind Shiva and move specifically to her front in order to avoid the attack and prepare for an upcoming mechanic. The &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will reflect &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; after a delay, forcing the raid to bait another set of &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoEs. This time however, the party should split into two light parties, with one going east and the other going west. This is because an &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast as the &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoEs are executing, requiring the party to split in order to not overlap stacks&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;&#039;&#039; - blasts her primary target with shareable damage. Once again, &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; can either be shared by the entire raid to prevent fatal damage, or soaked by the main target using an invulnerability skill.&lt;br /&gt;
&lt;br /&gt;
====Mini-Phase #4 - Icelit Dragonsong====&lt;br /&gt;
&lt;br /&gt;
Shiva teleports to the centre of the arena and bombards the raid with a massive wave of overlapping mechanics.&lt;br /&gt;
&lt;br /&gt;
Similar to the &#039;&#039;&#039;Light Rampant&#039;&#039;&#039; mini-phase earlier in the fight, players will have to contend with &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; debuffs (which will instantly slay anyone who acquires 5 stacks), &#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039; (which will explode, killing any chained players who move too close or too far away from their partners), three waves of &#039;&#039;&#039;Meteor Towers&#039;&#039;&#039; (which will require a certain amount of players to stand within each tower to avoid meteor wipes), &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; AoE markers that will eventually drop exploding star-like markers at all victims locations, &#039;&#039;&#039;Freezing&#039;&#039;&#039; debuffs which can completely freeze people in place if not dispelled, and &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; knockback from the centre of the arena..&lt;br /&gt;
&lt;br /&gt;
Remember - being hit by certain mechanics during this mini-phase will apply a stack of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, thus they must all be resolved without any player acquiring 5 stacks, or the raid will very likely suffer a wipe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freezing&#039;&#039;&#039; will be applied to 2 tanks and 2 damage-dealers. These can be dispelled via &#039;&#039;&#039;Esuna&#039;&#039;&#039;, but should be left on both tanks.&lt;br /&gt;
&lt;br /&gt;
*Three waves of &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers will spawn during the mini-phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039; will connect all tanks and healers together, forcing them to remain at a set distance from one another to avoid detonation. As a result of &#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039;, all tanks and healers will need to soak the first two waves of &#039;&#039;&#039;Meteor Towers&#039;&#039;&#039; - one player per tower.&lt;br /&gt;
&lt;br /&gt;
*All four damage-dealers will be afflicted with an AoE circle marker (&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;) that will eventually detonate for moderate damage and &#039;&#039;&#039;heavy&#039;&#039;&#039; debuffs, leaving behind a star-patterned AoE markers at their location, which will explode later, eventually creating straight-line AoE&#039;s in star-patterns across the arena that all players must avoid.&lt;br /&gt;
&lt;br /&gt;
*Shiva will also cast &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039; - a raid-wide knockback from the centre of the arena that all players must use to avoid the star-pattern explosions, followed by even more &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers.&lt;br /&gt;
&lt;br /&gt;
*DPS will also have to contend with &#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039;, causing three AoE circles to spawn underneath them, one after another.&lt;br /&gt;
&lt;br /&gt;
*Shiva will eventually cast &#039;&#039;&#039;Banish&#039;&#039;&#039; at a random tank, which identically to earlier will either be a stack on the targeted tank or a spread on both tanks depending on how many orbs are circling her head while it is being cast, with a single orb over her head meaning stack, whereas four orbs over her head indicates spread.&lt;br /&gt;
&lt;br /&gt;
*Lastly, the entire phase concludes with Shiva unleashing &#039;&#039;&#039;The House Of Light&#039;&#039;&#039;, causing her to aim conal attacks in the direction of ALL players, inflicting stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; to everyone caught in the blast. Due to overlap being unavoidable, all players must resolve this complex phase with every players having no more than 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, or the raid will wipe.&lt;br /&gt;
&lt;br /&gt;
In summary, healers should immediately dispel &#039;&#039;&#039;Freezing&#039;&#039;&#039; from any non-tanks who have acquired it. Meanwhile, the tanks and healers (who will be chained together for the duration of the phase) should each move into the single-soak &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers, preferably with healers taking east and west towers, while tanks take the north and south towers. Simultaneously, all damage-dealers affected by &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; should move to the outer-edge of the arena, dropping their star-like markers at inter-cardinal positions (NE,NW,SE,SW). Once &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; detonates, all damage-dealers will be &#039;&#039;&#039;heavy&#039;&#039;&#039;, thus they must rush to the centre as soon as possible via sprint or gap-closers to avoid being knocked over the edge by the upcoming &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039; knockback.&lt;br /&gt;
&lt;br /&gt;
Just before &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; detonates, both tanks will be frozen solid due to the undispelled &#039;&#039;&#039;Freezing&#039;&#039;&#039; debuffs, rendering them immune to the knockback and rooting them in place. At the same time, two &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers will spawn at the outer-edge of the arena to the east and west, and the star-pattern explosions dropped by &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; will become telegraphed. If done correctly, both healers will be knocked into the east and west &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers (which will be safe from the star-explosions), both tanks will be frozen in a safe-spot from the star-explosions, and damage-dealers will be free to move to the north and south side of Shiva to be knocked into safe-spots. If damage-dealers get knocked into &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers (by standing to the east or west), they will acquire additional stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; and likely wipe the raid. If they remain in diagonal positions during &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, they will be knocked into star-pattern AoE&#039;s and likely perish.&lt;br /&gt;
&lt;br /&gt;
As soon as the star-markers explode, &#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; will begin dropping three consecutive AoE circles underneath each damage dealer one after another, forcing them to rotate around the outer edge of the arena in a clockwise or counter-clockwise pattern to avoid overlapping other damage-dealers. Simultaneously, Shiva will begin to cast &#039;&#039;&#039;Banish&#039;&#039;&#039; on a random tank, which may be spread or stack. At the same time, another &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower will spawn within Shiva&#039;s hitbox that requires two players. While determining if &#039;&#039;&#039;Banish&#039;&#039;&#039; is spread or stack, both tanks should stay inside the north and south edges of the &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower, standing apart on the edges of the tower if &#039;&#039;&#039;Banish&#039;&#039;&#039; is spread or stacking in the middle if &#039;&#039;&#039;Banish&#039;&#039;&#039; is stack. This will fulfil the requirement of the &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower shortly after &#039;&#039;&#039;Banish&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
If done correctly, four players will have 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, while the remaining four players only have 2 stacks. All four players with 2 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; must stand in the final 4-person &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower so that the entire raid ends up with 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; each.&lt;br /&gt;
&lt;br /&gt;
Finally, Shiva will begin to cast &#039;&#039;&#039;The House Of Light&#039;&#039;&#039;, which will shoot a cone attack towards every single player in the group simultaneously. Once the final 4-person &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; has been soaked, all players must spread out around Shiva at clock positions so that only one person is hit per cone attack, resulting in the entire raid having exactly 4 stacks of &#039;&#039;&#039;Lighsteeped&#039;&#039;&#039;, which will eventually dissipate.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Ice Form)&#039;&#039;&#039;, blanketing the entire platform in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;. It is wise to pull Shiva to the north of the platform before &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; lands. Once done, Shiva will begin to &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;. As soon Shiva sprouts her wings, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will cover the arena in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; and players should immediately slide to the south to avoid &#039;&#039;&#039;Akh Rhai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and then brands two tanks and two damage dealers with the &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, whereas the two remaining damage-dealers and both healers will acquire the &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; debuff. This time however, two &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will spawn - one to the north and one to the south - which will both rotate in either a clockwise or counter-clockwise motion for the duration of the mechanic. Similar to before, &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will be used by players to cleanse their  debuffs, whilst the pools of light left behind by cleansed (Red) debuffs will be used to cleanse (Blue) debuffs. However, players will be able to cleanse themselves two at a time during this mini-phase.&lt;br /&gt;
&lt;br /&gt;
To complicate the cleansing process, Shiva will periodically bombard both tanks with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; which will require all players present for the increasing number of consecutive hits on both light parties.&lt;br /&gt;
&lt;br /&gt;
As soon as the first &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; has concluded, Shiva will begin casting &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, the shareable tank-buster that can either be soaked by the whole raid, or taken solo by a tank using an invulnerability skill, which can make it significantly easier for tanks to cleanse their debuffs. Once two &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuffs have been cleansed by touching the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;, two &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players can remove their debuffs using the puddles that were left behind. Shortly afterward, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once again, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;. If successfully soaked, two more players can cleanse their &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, allowing two more &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players to cleanse theirs via the puddles. &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once more, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; and another opportunity for 2x &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; and 2x &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - Shiva will summon &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; around the entire arena, then face north or south while casting &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; with both wings glowing. The entire raid must move behind Shiva to avoid this fatal attack. Next, all &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; will long-cast their reflection of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, which will result in an unavoidable raid-wipe if Shiva is not defeated beforehand.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&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;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573523</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573523"/>
		<updated>2026-10-03T08:45:42Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Diamond Frost: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30095&lt;br /&gt;
| id-edb = 46c4d21a738&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]] - Timeline and Abilities ==&lt;br /&gt;
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.&lt;br /&gt;
&lt;br /&gt;
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.&lt;br /&gt;
&lt;br /&gt;
The battle takes place over a maximum of 14 minutes before Shiva&#039;s enrage cast completes and forcefully defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shiva&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Intermission Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Intermission&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Shattered World&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 1&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 2&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 3&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 4&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Diamond Frost===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;It is recommended to place four [[waymarks]] on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva&#039;s attacks throughout the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack to take note of is &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; combined with either &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.&lt;br /&gt;
&lt;br /&gt;
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.&lt;br /&gt;
&lt;br /&gt;
* If Biting Frost was cast, the mirrors will each create a massive [[Area of Effect#Static Circle AoE|circle AoE]] covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.&lt;br /&gt;
* If Driving Frost was cast, the mirrors will fire 90-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.&lt;br /&gt;
&lt;br /&gt;
Shiva then begins her first attack series: &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Frost: ======&lt;br /&gt;
One tank and one healer will be afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039;. The other tank, healer, and two DPS receive &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]]. Two opposite cardinals will be covered in a [[Area of Effect#Static Circle AoE|static circle AoE]] that will spread clockwise and counter-clockwise over time.&lt;br /&gt;
&lt;br /&gt;
[[Area of Effect#Radial Line AoE|Radial line AoEs]] are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive [[Other Mechanics#Flare Marker|flare markers]]. Both radial line AoEs and flare markers resolve shortly after the [[knockback]] from &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Diamond Frost.gif|alt=A strategy board showcasing a method to safely survive Diamond Frost|thumb|A [https://raidplan.io/plan/pxzzhjf2454p52pe strategy board] showcasing a method to safely survive Diamond Frost.]]&lt;br /&gt;
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three [[Area of Effect#Static Circle AoE|static circle AoEs]] placed underneath them consecutively. Shiva additionally casts &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;—whichever wasn&#039;t used earlier.&lt;br /&gt;
&lt;br /&gt;
* Healers will want to use {{Action icon|Esuna}} to cleanse the Freezing debuff off the party.&lt;br /&gt;
* Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.&lt;br /&gt;
** As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.&lt;br /&gt;
* The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.&lt;br /&gt;
** To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.&lt;br /&gt;
* Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.&lt;br /&gt;
** It is recommended to place the &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.&lt;br /&gt;
*** Daring parties may choose to group all DPS and tanks together and use {{Action icon|Sprint}} to escape the homing AoEs while maintaining DPS uptime.&lt;br /&gt;
* The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.&lt;br /&gt;
&lt;br /&gt;
Should players survive Diamond Frost, Shiva will cast &#039;&#039;&#039;Double Slap&#039;&#039;&#039;, requiring a tank swap, &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, requiring players to look away, and either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Light Rampant ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will cast one of her most notorious and complex attack series of the fight: &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
A tank, a healer, and two DPS will each receive two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;, tethering the four to each other in a square. Two of these players will have 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have none.&lt;br /&gt;
&lt;br /&gt;
The other four players will each be tethered to a random &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two receive 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of &#039;&#039;&#039;Path of Light&#039;&#039;&#039; and tethers become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.&lt;br /&gt;
&lt;br /&gt;
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.&lt;br /&gt;
&lt;br /&gt;
Finally a single four-player Bright Hunger tower remains in the arena&#039;s center.&lt;br /&gt;
----The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: &#039;&#039;&#039;The First Towers and Path of Light&#039;&#039;&#039;, &#039;&#039;&#039;The Second Towers&#039;&#039;&#039;, and &#039;&#039;&#039;Path of Light and The Third Tower&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Tether Shaping.jpg|alt=An image showing which two players can swap positions to create the desired shape.|thumb|Depending on the initial shape, the desired shape can be created by having two players swap positions.]]&lt;br /&gt;
&lt;br /&gt;
====== The First Towers + Path of Light: ======&lt;br /&gt;
The first four towers are most often taken players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.&lt;br /&gt;
&lt;br /&gt;
* To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.&lt;br /&gt;
* The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.&lt;br /&gt;
&lt;br /&gt;
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a [[Clock spots|clock spot]] spread.&lt;br /&gt;
&lt;br /&gt;
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:&lt;br /&gt;
&lt;br /&gt;
# The four players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039; inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player&#039;s orb and stand on the far edge of the arena.&lt;br /&gt;
# Path of Light is taken by the two Refulgent Chain players with 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and the two Holy Light players with 1 stack. The Refulgent Chain players shift &#039;&#039;slightly&#039;&#039; closer to Shiva inside their towers while the Holy Light players stand inside Shiva&#039;s hitbox on the cardinal opposite to their orb.&lt;br /&gt;
# The four Holy Light orb players take the four Path of Light cones by standing inside Shiva&#039;s hitbox in each cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.&lt;br /&gt;
&lt;br /&gt;
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.&lt;br /&gt;
&lt;br /&gt;
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.&lt;br /&gt;
&lt;br /&gt;
Once towers and Path of Light resolve, the Refulgent Chains will become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;, and will explode and wipe the party should any one of the four players be positioned incorrectly.&lt;br /&gt;
&lt;br /&gt;
====== The Second Towers: ======&lt;br /&gt;
The trickiest part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players in the center.&lt;br /&gt;
&lt;br /&gt;
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.&lt;br /&gt;
&lt;br /&gt;
# The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.&lt;br /&gt;
# The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.&lt;br /&gt;
&lt;br /&gt;
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.&lt;br /&gt;
&lt;br /&gt;
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.&lt;br /&gt;
&lt;br /&gt;
* The eastern and western Holy Light players will want to avoid reaching their towers &#039;&#039;too soon&#039;&#039; to prevent their orb from catching up to them inside the tower. For this reason, {{Action icon|Sprint}} is &#039;&#039;not&#039;&#039; recommended.&lt;br /&gt;
* Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. This shape allows them to shift closer to the east and west to avoid orbs if necessary.&lt;br /&gt;
&lt;br /&gt;
Method #2 allows for more freedom for the Holy Light players, but &#039;&#039;requires&#039;&#039; a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.&lt;br /&gt;
&lt;br /&gt;
====== Path of Light and The Third Tower: ======&lt;br /&gt;
[[File:E8S Light Rampant.gif|alt=A strategy board showcasing one of many methods to surviving Light Rampant.|thumb|A [https://raidplan.io/plan/2eq2q8v9jr468rdv strategy board] showcasing one of many methods to surviving Light Rampant.]]&lt;br /&gt;
Once the second set of towers resolve, &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; will vanish and all Holy Orbs will shrink to a safe size.&lt;br /&gt;
&lt;br /&gt;
* If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.&lt;br /&gt;
&lt;br /&gt;
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.&lt;br /&gt;
&lt;br /&gt;
* It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.&lt;br /&gt;
&lt;br /&gt;
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.&lt;br /&gt;
&lt;br /&gt;
----Should players survive Light Rampant, Shiva will follow up with another &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; into either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;—whichever wasn&#039;t used prior.&lt;br /&gt;
&lt;br /&gt;
* Mirror, Mirror&#039;s Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
As the mirrors reflect Shiva&#039;s attack, she will begin casting &#039;&#039;&#039;Banish III&#039;&#039;&#039;. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva&#039;s visual and/or audio cues.&lt;br /&gt;
&lt;br /&gt;
* As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermission - Shattered World ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will become untargetable and jump to the north edge of the arena, preparing &#039;&#039;&#039;Shattered World&#039;&#039;&#039; and splitting the arena into two circles. The party will need to divide themselves into two [[Party|light parties]], one in each circle, in preparation for what follows.&lt;br /&gt;
&lt;br /&gt;
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.&lt;br /&gt;
&lt;br /&gt;
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter by 25.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Wave&lt;br /&gt;
!Western Platform&lt;br /&gt;
!Eastern Platform&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|}&lt;br /&gt;
The start of each wave is always accompanied by &#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Electric Aethers&#039;&#039;&#039; should primarily be handled by tanks due to their &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039; and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039; should always be [[Interrupt|interrupted]] shortly after they spawn. The barrier provided by &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039; can be broken, but significantly increases the risk that the enemy successfully reaches the center.&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Aethers&#039;&#039;&#039; simply have a large amount of HP and are the DPS player&#039;s top priority. These enemies can be &#039;&#039;&#039;{{Game icon|Stun|Stunned}}&#039;&#039;&#039;, granting players more time to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;Luminous Aethers&#039;&#039;&#039; appear with each phase. Instead of moving, they aim a [[Tether (mechanic)#Transferable Tether|transferable tether]] at the crystal that must be blocked by a player. Due to the &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039;, each player can only block a single tether.&lt;br /&gt;
** The tether results in a small 2.5y radius [[Area of Effect#Static Circle AoE|circle AoE]]. Other players should avoid standing near the one taking the tether.&lt;br /&gt;
** In an emergency, a tank can use an invulnerability to survive a second tether.&lt;br /&gt;
&lt;br /&gt;
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.&lt;br /&gt;
&lt;br /&gt;
* If the party only has one [[Physical Ranged DPS|physical ranged DPS]], it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform&#039;s interrupts can be handled by a single tank, but the western platform cannot.&lt;br /&gt;
* Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use &#039;&#039;&#039;{{Game icon|interject}}&#039;&#039;&#039; on the Earthen Aether before moving to take the tether afterwards.&lt;br /&gt;
* Melee DPS should only take a tether in a wave without an Aqueous Aether.&lt;br /&gt;
* Healers and Ranged DPS can safely be assigned to any wave&#039;s tether.&lt;br /&gt;
&lt;br /&gt;
Should players fail and a total of four Aethers succeed in charging the crystal, the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter will fill and the party will be defeated.&lt;br /&gt;
&lt;br /&gt;
However, should players succeed in perfectly clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second &#039;&#039;&#039;{{Game icon|Grace of Light}}&#039;&#039;&#039; buff at the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2 - Opening===&lt;br /&gt;
----After a transitional animation, showing Shiva merging with Hraesvelgr into a new form that is unique to savage mode, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
Shiva will continuously auto-attack the top two players in the enmity list during the entirety of phase 2 for considerable damage. Due to this fact, both the main and off-tank must ensure that they have more enmity (aggro) than everyone else in the group at all possible times. Just to be safe, all players should give both tanks the opportunity to generate enmity before nuking the boss. If someone other than a tank reaches number 1-2 on the enmity list, they risk taking tremendous (likely fatal) damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akh Morn&#039;&#039;&#039; - causes Shiva to blast the top two players in the enmity list with multiple consecutive hits of shareable magic damage that will also apply a &#039;&#039;&#039;Hated of Frost&#039;&#039;&#039; or &#039;&#039;&#039;Hated of the Wyrm&#039;&#039;&#039; debuff to those hit by the blasts. For example, if both tanks are number 1 and 2 on the enmity list, one tank will be blasted with shareable damage that applies &#039;&#039;&#039;Hated of Frost&#039;&#039;&#039;, while the other tank will be blasted with shareable damage that applies &#039;&#039;&#039;Hated of the Wyrm&#039;&#039;&#039;. While these debuffs persist, any player that is hit by the other stack will take unsurvivable damage. As a result of this mechanic, the raid must split into two groups and have each group stack with a tank, giving one half of the raid &#039;&#039;&#039;Hated of Frost&#039;&#039;&#039; debuff and the other half the &#039;&#039;&#039;Hated of the Wyrm&#039;&#039;&#039; debuff. For each time this is cast, the number of hits increases by one (e.g. the first cast hits 3 times, the second 4 times etc.).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;&#039;&#039; - causes Shiva to blast her primary target with a vicious blast of shareable damage. &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; can either be shared by the entire raid to prevent fatal damage, or taken by the primary target alone using an invulnerability skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - causes Shiva to summon a &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; in the east or west of the arena, a &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; in the remaining east or west spot, and a &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; to the north of the arena.&lt;br /&gt;
&lt;br /&gt;
As explained earlier, all mirrors will reflect/mimic Shiva&#039;s next ability and each reflected ability will be delayed depending on the colour of the mirror. As described earlier, &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; will reflect Shiva&#039;s next ability &#039;&#039;as soon as it is cast&#039;&#039;, &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; will reflect Shiva&#039;s ability &#039;&#039;shortly &#039;&#039;&#039;after&#039;&#039;&#039; it has been cast&#039;&#039;, and &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; will reflect Shiva&#039;s next ability &#039;&#039;after a much longer delay&#039;&#039;. In short, &#039;&#039;&#039;&#039;&#039;Blue&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Green&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Red&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The inclusion of &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; in this phase means that all players must react to Shiva&#039;s next ability AND the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; ability at the same time, then position themselves to deal with the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039;, and finally, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; - causes Shiva to leap to the centre of the arena and stretch out her wings, with one of the two wings gaining a very noticeable effect. After &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; has been fully cast, Shiva will blast tremendous AoE damage in the direction of the glowing wing, covering 50% of the arena. For example - if Shiva&#039;s left wing is glowing while &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; is being cast, all players must move to the right side of the arena to avoid being blasted. To complicate matters further, the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; will reflect this ability at the same time it is cast (and in the same direction). So, if Shiva&#039;s left-wing is glowing while &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039;, she will blast 50% of the arena to her left, and the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; will blast 50% of the arena to its left as well, leaving only a quarter of the arena as a &#039;&#039;safe spot&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players must quickly identify the safe side of Shiva and also the direction that the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; will fire, then immediately move into the safe quadrant. Once the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; has fired, the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; will reflect &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; in the same direction (relative to where it is facing), and lastly, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will do the same.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: If you notice the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the west (or &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; to the east), then the reflected abilities will force the raid to move in a counter-clockwise motion. Vice-versa also applies. If you notice the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; to the west (or &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the east), players will need to move in a clockwise motion.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and brands all tanks and healers with a &#039;&#039;&#039;(Red) Wyrmclaw&#039;&#039;&#039; debuff, and all damage-dealers with a &#039;&#039;&#039;(Blue) Wyrmclaw&#039;&#039;&#039; debuff. Debuffs of both colours will have set durations per player, ranging from 13s-38s (Red) and 20s-44s (Blue). Simultaneously, a &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; will spawn at the north of the arena and begin to rotate around the platform in either a clockwise or counter-clockwise rotation. This &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; must be used by players to cleanse their debuffs.&lt;br /&gt;
&lt;br /&gt;
If a debuff naturally expires (without being cleansed), that player will immediately be slain, and because every player will have a different duration, players with the lowest durations will need to cleanse themselves before those of higher durations.&lt;br /&gt;
&lt;br /&gt;
*Players with &#039;&#039;&#039;(Red) Wyrmclaw&#039;&#039;&#039; can cleanse their debuff by touching the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;, which will inflict moderate damage on contact and cause that player to drop a small glowing puddle at their current location.&lt;br /&gt;
&lt;br /&gt;
*Players with &#039;&#039;&#039;(Blue) Wyrmclaw&#039;&#039;&#039; can cleanse their debuff by touching one of the above-mentioned glowing puddles.&lt;br /&gt;
&lt;br /&gt;
To complicate the process further, Shiva will periodically cast &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; towards the side of the arena that the dragon is travelling, forcing the raid to cleanse themselves based on their debuff durations whilst avoiding fatal AoE blasts.&lt;br /&gt;
&lt;br /&gt;
To combat the overlapped mechanics, players must quickly identify who has the shorted (Red) duration and have them immediately cleanse themselves as soon as the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; has spawned, then immediately move back to the centre to avoid upcoming &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; blasts. Shortly afterwards, Shiva will blast 50% of the platform with &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; (in the direction the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; is travelling), making cleansing unsafe. Once &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; has resolved, the (Blue) player with the lowest duration must run into the glowing puddle to cleanse their own debuff, whilst the player with the lowest (Red) timer quickly touches the &#039;&#039;&#039;Dragon Head&#039;&#039;&#039; to cleanse themself before the next &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; cast, and so on.&lt;br /&gt;
&lt;br /&gt;
Once all debuffs have been resolved, Shiva will &#039;&#039;&#039;Redress&#039;&#039;&#039;. Before this happens, all players should make sure they are positioned in the centre of the arena very close to Shiva. If anyone died due to not cleansing the debuff, the party will wipe to &#039;&#039;&#039;Joyless Dragonsong&#039;&#039;&#039; as she does so.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress (Ice Form)&#039;&#039;&#039; - causes Shiva to transform into her original form and blanket the entire arena in thin ice. During this time, any player who moves will slide slightly less than the diameter of the arena in whatever direction they moved. To combat the next wave of mechanics, the entire raid should have positioned themselves in the arena centre close to Shiva. Shortly after, Shiva will begin to cast one of two abilities at random. However, &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; will resolve halfway through the cast of this ability. Due to this fact, players must &#039;&#039;&#039;avoid moving&#039;&#039;&#039; until the ice has disappeared, then immediately react to the upcoming ability as it will leave a very short window to react.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; - causes Shiva to use &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; immediately followed by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. Once &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; has resolved, players will have a very short opportunity to move directly behind Shiva to avoid the frontal attack, then move in front of her to avoid the backward cone.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Silence&#039;&#039;&#039; - is an inverse version, causing Shiva to use &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;. Once &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; has resolved, players must move directly in front of Shiva to avoid the backward cone, then behind her to avoid the massive frontal attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Slap&#039;&#039;&#039; - Shiva executes a vicious tank-buster against her primary target, applying &#039;&#039;Physical Vulnerability&#039;&#039;, requiring an tank-swap whilst Shiva is casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039; - causes Shiva to &#039;&#039;&#039;Redress&#039;&#039;&#039; into her Hraesvelgr form&#039;&#039;&#039;,&#039;&#039;&#039; placing an &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoE under every player once the transformation is complete (i.e. Hraesvelgr&#039;s wings sprouting from Shiva&#039;s back). &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; is a multi-hitting AoE blast will form at the location players were standing at the time. This requires all players to immediately move away from where they were when the transformation completed in order to avoid the AoEs. To make the mechanic easier, the raid should stack together in order to bait the blasts behind Shiva (around max melee distance) before immediately moving to the flanks and front of Shiva once her wings sprout to avoid being hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - causes Shiva to summon either a &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; to the west and &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the east or vice-versa. Once the mirrors are summoned, Shiva will leap to the northern or southern edge of the arena and begin channelling &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;. Unlike previous versions of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, both of Shiva&#039;s wings will glow this time, indicating that everything in front of Shiva will be blasted by her AoE instead of her left or right side. To avoid, players must position themselves directly &#039;&#039;&#039;behind&#039;&#039;&#039; Shiva. &lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; has concluded, all participants should move directly in front of the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039;, which will blast the raid with unavoidable damage, inflict &#039;&#039;Magic Vulnerability&#039;&#039; on the &#039;&#039;&#039;four closest players&#039;&#039;&#039; to the mirror, and knock-back the entire group a set distance across the platform. After a moderate delay, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will do the exact same thing. Players will have a brief opportunity to heal up from the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; blast and have the four players who are unaffected by the &#039;&#039;Magic Vulnerability Debuff&#039;&#039; stand close to the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039;, as being blasted with a stack of &#039;&#039;Magic Vulnerability&#039;&#039; from the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; will be fatal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons two &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; to the east and west, two &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; to the north and south, and four &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; in each inter-cardinal position (corners).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress (Holy Form)&#039;&#039;&#039; - causes Shiva to change clothes, forcing the raid to look away to avoid being stunned. At this point, all mirrors will also reflect the gaze attack. As explained before, &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; reflect at the same time Shiva casts an ability, whereas &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; reflect after a short delay, and &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; reflect after a much longer delay.&lt;br /&gt;
&lt;br /&gt;
The goal is to look away from Shiva (and the &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;) at the same time, then avoid looking at &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039;, and finally, avoid looking at &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; (in that order). This can easily be achieved by pulling Shiva directly in front of a &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; before she redresses and have the entire group look to the left or right when the gaze attack is about to go off. Once concluded, the &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; will despawn. Players can then run through Shiva and turn to look in the direction of where their chosen &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; was previously located, which will cause everyone to avoid the gaze attack from the &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Before the &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; reflect their gaze attack, Shiva will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039; - spawning a proximity marker in the centre of the arena. Simliar to &#039;&#039;&#039;Banish&#039;&#039;&#039; earlier in the encounter, this proximity marker will either stay as a single proximity marker in the centre of the arena or split into eight proximity markers the line the edge of the arena depending on the amount of orbs hovering over Shiva&#039;s head while &#039;&#039;&#039;Holy&#039;&#039;&#039; was being cast. If Shiva has &#039;&#039;&#039;one orb&#039;&#039;&#039; circling her head while casting, the ability will stay as a proximity marker in the centre forcing the raid to position themselves at the outer edge of the arena whilst also looking away from &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039;. If Shiva has &#039;&#039;&#039;four orbs&#039;&#039;&#039; circling her head while casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, the proximity marker will split along the edge of the arena, so instead of moving to the outer-edges players will need to position themselves in the centre of the arena while looking away from &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and &#039;&#039;&#039;Holy&#039;&#039;&#039; have concluded, Shiva will cast one of two abilities:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; - causes Shiva to unleash a &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; , followed by an &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;. In this case, players will need to move into her hitbox (or stand very far away if Shiva is still toward an edge of the arena) to avoid the donut attack, then stay away from her to avoid the point-blank circle AoE.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039; - a reverse of the above. Shiva will first use her &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;, followed by the &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;. Players will need to move as far away from Shiva as possible at first, then move into her hit-box (or move far away if she is toward an edge of the arena) to avoid the follow-up donut AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; will cast as soon as Shiva has transformed. Just like earlier, the raid should stack behind Shiva and move specifically to her front in order to avoid the attack and prepare for an upcoming mechanic. The &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will reflect &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; after a delay, forcing the raid to bait another set of &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoEs. This time however, the party should split into two light parties, with one going east and the other going west. This is because an &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast as the &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoEs are executing, requiring the party to split in order to not overlap stacks&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;&#039;&#039; - blasts her primary target with shareable damage. Once again, &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; can either be shared by the entire raid to prevent fatal damage, or soaked by the main target using an invulnerability skill.&lt;br /&gt;
&lt;br /&gt;
====Mini-Phase #4 - Icelit Dragonsong====&lt;br /&gt;
&lt;br /&gt;
Shiva teleports to the centre of the arena and bombards the raid with a massive wave of overlapping mechanics.&lt;br /&gt;
&lt;br /&gt;
Similar to the &#039;&#039;&#039;Light Rampant&#039;&#039;&#039; mini-phase earlier in the fight, players will have to contend with &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; debuffs (which will instantly slay anyone who acquires 5 stacks), &#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039; (which will explode, killing any chained players who move too close or too far away from their partners), three waves of &#039;&#039;&#039;Meteor Towers&#039;&#039;&#039; (which will require a certain amount of players to stand within each tower to avoid meteor wipes), &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; AoE markers that will eventually drop exploding star-like markers at all victims locations, &#039;&#039;&#039;Freezing&#039;&#039;&#039; debuffs which can completely freeze people in place if not dispelled, and &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; knockback from the centre of the arena..&lt;br /&gt;
&lt;br /&gt;
Remember - being hit by certain mechanics during this mini-phase will apply a stack of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, thus they must all be resolved without any player acquiring 5 stacks, or the raid will very likely suffer a wipe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freezing&#039;&#039;&#039; will be applied to 2 tanks and 2 damage-dealers. These can be dispelled via &#039;&#039;&#039;Esuna&#039;&#039;&#039;, but should be left on both tanks.&lt;br /&gt;
&lt;br /&gt;
*Three waves of &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers will spawn during the mini-phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039; will connect all tanks and healers together, forcing them to remain at a set distance from one another to avoid detonation. As a result of &#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039;, all tanks and healers will need to soak the first two waves of &#039;&#039;&#039;Meteor Towers&#039;&#039;&#039; - one player per tower.&lt;br /&gt;
&lt;br /&gt;
*All four damage-dealers will be afflicted with an AoE circle marker (&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;) that will eventually detonate for moderate damage and &#039;&#039;&#039;heavy&#039;&#039;&#039; debuffs, leaving behind a star-patterned AoE markers at their location, which will explode later, eventually creating straight-line AoE&#039;s in star-patterns across the arena that all players must avoid.&lt;br /&gt;
&lt;br /&gt;
*Shiva will also cast &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039; - a raid-wide knockback from the centre of the arena that all players must use to avoid the star-pattern explosions, followed by even more &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers.&lt;br /&gt;
&lt;br /&gt;
*DPS will also have to contend with &#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039;, causing three AoE circles to spawn underneath them, one after another.&lt;br /&gt;
&lt;br /&gt;
*Shiva will eventually cast &#039;&#039;&#039;Banish&#039;&#039;&#039; at a random tank, which identically to earlier will either be a stack on the targeted tank or a spread on both tanks depending on how many orbs are circling her head while it is being cast, with a single orb over her head meaning stack, whereas four orbs over her head indicates spread.&lt;br /&gt;
&lt;br /&gt;
*Lastly, the entire phase concludes with Shiva unleashing &#039;&#039;&#039;The House Of Light&#039;&#039;&#039;, causing her to aim conal attacks in the direction of ALL players, inflicting stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; to everyone caught in the blast. Due to overlap being unavoidable, all players must resolve this complex phase with every players having no more than 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, or the raid will wipe.&lt;br /&gt;
&lt;br /&gt;
In summary, healers should immediately dispel &#039;&#039;&#039;Freezing&#039;&#039;&#039; from any non-tanks who have acquired it. Meanwhile, the tanks and healers (who will be chained together for the duration of the phase) should each move into the single-soak &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers, preferably with healers taking east and west towers, while tanks take the north and south towers. Simultaneously, all damage-dealers affected by &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; should move to the outer-edge of the arena, dropping their star-like markers at inter-cardinal positions (NE,NW,SE,SW). Once &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; detonates, all damage-dealers will be &#039;&#039;&#039;heavy&#039;&#039;&#039;, thus they must rush to the centre as soon as possible via sprint or gap-closers to avoid being knocked over the edge by the upcoming &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039; knockback.&lt;br /&gt;
&lt;br /&gt;
Just before &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; detonates, both tanks will be frozen solid due to the undispelled &#039;&#039;&#039;Freezing&#039;&#039;&#039; debuffs, rendering them immune to the knockback and rooting them in place. At the same time, two &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers will spawn at the outer-edge of the arena to the east and west, and the star-pattern explosions dropped by &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; will become telegraphed. If done correctly, both healers will be knocked into the east and west &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers (which will be safe from the star-explosions), both tanks will be frozen in a safe-spot from the star-explosions, and damage-dealers will be free to move to the north and south side of Shiva to be knocked into safe-spots. If damage-dealers get knocked into &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers (by standing to the east or west), they will acquire additional stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; and likely wipe the raid. If they remain in diagonal positions during &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, they will be knocked into star-pattern AoE&#039;s and likely perish.&lt;br /&gt;
&lt;br /&gt;
As soon as the star-markers explode, &#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; will begin dropping three consecutive AoE circles underneath each damage dealer one after another, forcing them to rotate around the outer edge of the arena in a clockwise or counter-clockwise pattern to avoid overlapping other damage-dealers. Simultaneously, Shiva will begin to cast &#039;&#039;&#039;Banish&#039;&#039;&#039; on a random tank, which may be spread or stack. At the same time, another &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower will spawn within Shiva&#039;s hitbox that requires two players. While determining if &#039;&#039;&#039;Banish&#039;&#039;&#039; is spread or stack, both tanks should stay inside the north and south edges of the &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower, standing apart on the edges of the tower if &#039;&#039;&#039;Banish&#039;&#039;&#039; is spread or stacking in the middle if &#039;&#039;&#039;Banish&#039;&#039;&#039; is stack. This will fulfil the requirement of the &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower shortly after &#039;&#039;&#039;Banish&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
If done correctly, four players will have 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, while the remaining four players only have 2 stacks. All four players with 2 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; must stand in the final 4-person &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower so that the entire raid ends up with 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; each.&lt;br /&gt;
&lt;br /&gt;
Finally, Shiva will begin to cast &#039;&#039;&#039;The House Of Light&#039;&#039;&#039;, which will shoot a cone attack towards every single player in the group simultaneously. Once the final 4-person &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; has been soaked, all players must spread out around Shiva at clock positions so that only one person is hit per cone attack, resulting in the entire raid having exactly 4 stacks of &#039;&#039;&#039;Lighsteeped&#039;&#039;&#039;, which will eventually dissipate.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Ice Form)&#039;&#039;&#039;, blanketing the entire platform in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;. It is wise to pull Shiva to the north of the platform before &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; lands. Once done, Shiva will begin to &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;. As soon Shiva sprouts her wings, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will cover the arena in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; and players should immediately slide to the south to avoid &#039;&#039;&#039;Akh Rhai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and then brands two tanks and two damage dealers with the &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, whereas the two remaining damage-dealers and both healers will acquire the &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; debuff. This time however, two &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will spawn - one to the north and one to the south - which will both rotate in either a clockwise or counter-clockwise motion for the duration of the mechanic. Similar to before, &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will be used by players to cleanse their  debuffs, whilst the pools of light left behind by cleansed (Red) debuffs will be used to cleanse (Blue) debuffs. However, players will be able to cleanse themselves two at a time during this mini-phase.&lt;br /&gt;
&lt;br /&gt;
To complicate the cleansing process, Shiva will periodically bombard both tanks with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; which will require all players present for the increasing number of consecutive hits on both light parties.&lt;br /&gt;
&lt;br /&gt;
As soon as the first &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; has concluded, Shiva will begin casting &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, the shareable tank-buster that can either be soaked by the whole raid, or taken solo by a tank using an invulnerability skill, which can make it significantly easier for tanks to cleanse their debuffs. Once two &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuffs have been cleansed by touching the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;, two &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players can remove their debuffs using the puddles that were left behind. Shortly afterward, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once again, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;. If successfully soaked, two more players can cleanse their &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, allowing two more &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players to cleanse theirs via the puddles. &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once more, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; and another opportunity for 2x &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; and 2x &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - Shiva will summon &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; around the entire arena, then face north or south while casting &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; with both wings glowing. The entire raid must move behind Shiva to avoid this fatal attack. Next, all &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; will long-cast their reflection of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, which will result in an unavoidable raid-wipe if Shiva is not defeated beforehand.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&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;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573460</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1573460"/>
		<updated>2026-10-03T06:46:48Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Intermission - Shattered World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30095&lt;br /&gt;
| id-edb = 46c4d21a738&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]] - Timeline and Abilities ==&lt;br /&gt;
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.&lt;br /&gt;
&lt;br /&gt;
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.&lt;br /&gt;
&lt;br /&gt;
The battle takes place over a maximum of 14 minutes before Shiva&#039;s enrage cast completes and forcefully defeats the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Shiva&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Intermission Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|Targets the two highest enmity players with untelegraphed [[Stack marker#Multi-hit stack|multi-hit stacks]].&lt;br /&gt;
The stack targeting the highest enmity player inflicts &#039;&#039;&#039;{{Game icon|Hated of Frost}}&#039;&#039;&#039;, the other stack inflicts &#039;&#039;&#039;{{Game icon|Hated of the Wyrm}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both debuffs increase the damage the player would receive from the opposite stack marker.&lt;br /&gt;
* With each cast, an additional hit is added to each stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;&lt;br /&gt;
|A high damage {{Game icon|Stack marker}} targeting the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drachen Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an &#039;&#039;&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&#039;&#039; pillar of flame at each players location, repeatedly detonating for high damage and inflicting &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Come to me, Hraesvelgr!&amp;quot;&#039;&#039;&lt;br /&gt;
* The location [[snapshot]] of the Akh Rhai pillars occurs when Shiva&#039;s wings appear.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Shiva&#039;s wings glows blue. At the end of the cast, a 180-degree [[Area of Effect#Static Cone AoE|cone AoE]] fires to side matching the glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hallowed Wings (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Wild Charge|wild charge]] from Shiva&#039;s front. The four closest players are afflicted with &#039;&#039;&#039;{{Game icon|Magic Vulnerability Up}}&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039;&lt;br /&gt;
|Four players are debuffed with &#039;&#039;&#039;{{Game icon|Wyrmclaw}}&#039;&#039;&#039; and the other four &#039;&#039;&#039;{{Game icon|Wyrmfang}}&#039;&#039;&#039;. Both debuffs kill the player on expiration.&lt;br /&gt;
Creates a &#039;&#039;&#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;&#039;&#039; that rotates around the arena, exploding into a large ~10y radius [[Area of Effect#Static Circle AoE|circle AoE]] when collided with and shrinking with each detonation.&lt;br /&gt;
&lt;br /&gt;
* The Drachen Wanderer&#039;s collision AoE will cleanse players of &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;. Players without Wyrmclaw are instantly killed.&lt;br /&gt;
** The collision AoE is centered on the colliding player, not the Drachen Wanderer.&lt;br /&gt;
* Each time the Drachen Wanderer is detonated, it drops a single-use [[Area of Effect#Puddle|puddle]] at that location that cleanses &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; when stepped into.&lt;br /&gt;
* If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Frost Armor&#039;&#039;&#039;&lt;br /&gt;
|Creates an [[Other Mechanics#Ice Floor|ice floor]] for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;Resplendant ice, grant me strength!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Silence&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Holy&#039;&#039;&#039;&lt;br /&gt;
|Creates a [[Other Mechanics#Proximity AoE|proximity AoE]] in the arena&#039;s center and a ring of one or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva&#039;s head, the proximity AoE will stay in the center as normal.&lt;br /&gt;
* If there are four orbs above Shiva&#039;s head, the proximity AoE will split away from the center and instead cover the arena&#039;s perimeter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Icelit Dragonsong&#039;&#039;&#039;&lt;br /&gt;
|Functions similarly to &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;, but assigns debuffs differently.&lt;br /&gt;
&lt;br /&gt;
* Both tanks and healers are afflicted with &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;.&lt;br /&gt;
* All DPS players receive the [[Area of Effect#Spread Circle|spread circles]] from &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;, inflicting &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; and creating [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations, and are chased by [[Area of Effect#Homing AoE|homing AoEs]] later.&lt;br /&gt;
* Both tanks and two random DPS players are afflicted with a cleanseable &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~10y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banish&#039;&#039;&#039;&lt;br /&gt;
|Functions near identically to &#039;&#039;&#039;Banish III&#039;&#039;&#039; but only targets tanks, creating either a single [[Stack marker#Shared Tankbuster|shared tankbuster]] or two [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The House of Light&#039;&#039;&#039;&lt;br /&gt;
|Targets all players with 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. Inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Intermission&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Shattered World&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 1&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 2&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 3&lt;br /&gt;
# Heart Asunder +&lt;br /&gt;
#* Wave 4&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Akh Morn (3)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (One Wing) x2 +&lt;br /&gt;
#* Reflected Wings x3&lt;br /&gt;
# Wyrm&#039;s Lament +&lt;br /&gt;
#* Hallowed Wings (One Wing) x4&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Twin Stillness / Silence&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Mirrors&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
# Drachen Armor&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings) +&lt;br /&gt;
#* Reflected Wings x2&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Shining Armor +&lt;br /&gt;
#* Reflected Shine x3&lt;br /&gt;
#* Holy&lt;br /&gt;
# Embittered / Spiteful Dance&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Drachen Armor +&lt;br /&gt;
#* Reflected Drachen&lt;br /&gt;
# Akh Morn (4)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Icelit Dragonsong&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Icelit Dragonsong&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Frigid Stone x4&lt;br /&gt;
# Draconic Strike&lt;br /&gt;
# Bright Hunger x3 + &lt;br /&gt;
#* Banish&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# The House of Light&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Frost Armor&lt;br /&gt;
# Reflected Frost Armor +&lt;br /&gt;
#* Drachen Armor&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Double Slap&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 - Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Wyrm&#039;s Lament&lt;br /&gt;
# Akh Morn (5)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (6)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Akh Morn (7)&lt;br /&gt;
# Morn Afah&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Hallowed Wings (Two Wings)&lt;br /&gt;
# &#039;&#039;&#039;Reflected Wings (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Diamond Frost===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Frost&#039;&#039;&#039;&lt;br /&gt;
|A 270-degree [[Area of Effect#Static Cone AoE|frontal cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Driving Frost&#039;&#039;&#039;&lt;br /&gt;
|A 90-degree [[Area of Effect#Static Cone AoE|rear cone AoE]]. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Slap&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts &#039;&#039;&#039;{{Game icon|Physical Vulnerability Up}}&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;&lt;br /&gt;
|Creates several colored mirrors around the perimeter of the arena that will copy Shiva&#039;s next ability, repeating it from the mirror&#039;s location after a delay.&lt;br /&gt;
&lt;br /&gt;
* Players can see when a mirror&#039;s cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror&#039;s edge.&lt;br /&gt;
** Alternatively, the cast bar for all mirrors can also be seen in the enmity list.&lt;br /&gt;
* Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly, followed by green mirrors, and lastly red mirrors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;&lt;br /&gt;
|Deals party wide damage, creates a 12y radius [[Area of Effect#Static Circle AoE|static circle AoE]] on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.&lt;br /&gt;
&lt;br /&gt;
* One tank and one healer are afflicted with a cleanseable 10-second &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; debuff. Those same players are then targeted by [[Other Mechanics#Flare Marker|flare markers]].&lt;br /&gt;
** If not cleansed, &#039;&#039;&#039;Freezing&#039;&#039;&#039; becomes &#039;&#039;&#039;{{Game icon|Deep Freeze}}&#039;&#039;&#039; on expiration. Frozen players are completely immune to [[knockback]].&lt;br /&gt;
* The other tank and healer, as well as two random DPS players will be marked with &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;—&#039;&#039;&#039;[[Area of Effect#Spread Circle|spread circles]] that inflict &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; for 18 seconds and create [[Area of Effect#Radial Line AoE|radial line AoEs]] at their locations.&lt;br /&gt;
* The two unmarked DPS will be targeted by [[Area of Effect#Homing AoE|homing AoEs]] 18 seconds after the initial cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Shiva that pushes players ~15y away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shining Armor&#039;&#039;&#039;&lt;br /&gt;
|An uncasted [[Other Mechanics#Gaze|gaze]] attack from Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039; for 9 seconds. Telegraphed by Shiva shouting &amp;quot;&#039;&#039;The Light shall usher in peace!&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axe Kick&#039;&#039;&#039;&lt;br /&gt;
|A 16y radius [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Shiva. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Shiva with a safe-zone matching her hitbox. Inflicts &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;It is recommended to place four [[waymarks]] on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva&#039;s attacks throughout the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack to take note of is &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; combined with either &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.&lt;br /&gt;
&lt;br /&gt;
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.&lt;br /&gt;
&lt;br /&gt;
* If Biting Frost was cast, the mirrors will each create a massive [[Area of Effect#Static Circle AoE|circle AoE]] covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.&lt;br /&gt;
* If Driving Frost was cast, the mirrors will fire 90-degree [[Area of Effect#Static Cone AoE|cone AoEs]]. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.&lt;br /&gt;
&lt;br /&gt;
Shiva then begins her first attack series: &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Diamond Frost: ======&lt;br /&gt;
A tank and a healer will be afflicted with &#039;&#039;&#039;{{Game icon|Freezing}}&#039;&#039;&#039; while the other two plus two DPS receive &#039;&#039;&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]]. Two opposite cardinals will be covered in a [[Area of Effect#Static Circle AoE|static circle AoE]] that will spread clockwise and counter-clockwise over time.&lt;br /&gt;
&lt;br /&gt;
[[Area of Effect#Radial Line AoE|Radial line AoEs]] are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive [[Other Mechanics#Flare Marker|flare markers]]. Both radial line AoEs and flare markers resolve shortly after the [[knockback]] from &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Diamond Frost.gif|alt=A strategy board showcasing a method to safely survive Diamond Frost|thumb|A [https://raidplan.io/plan/pxzzhjf2454p52pe strategy board] showcasing a method to safely survive Diamond Frost.]]&lt;br /&gt;
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three [[Area of Effect#Static Circle AoE|static circle AoEs]] placed underneath them consecutively. Shiva additionally casts &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;—whichever wasn&#039;t used earlier.&lt;br /&gt;
&lt;br /&gt;
* Healers will want to use {{Action icon|Esuna}} to cleanse the Freezing debuff off the party.&lt;br /&gt;
* Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.&lt;br /&gt;
** As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.&lt;br /&gt;
* The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.&lt;br /&gt;
** To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.&lt;br /&gt;
* Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.&lt;br /&gt;
** It is recommended to place the &#039;&#039;&#039;{{Game icon|Heavy}}&#039;&#039;&#039; players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.&lt;br /&gt;
*** Daring parties may choose to group all DPS and tanks together and use {{Action icon|Sprint}} to escape the homing AoEs while maintaining DPS uptime.&lt;br /&gt;
* The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.&lt;br /&gt;
&lt;br /&gt;
Should players survive Diamond Frost, Shiva will cast &#039;&#039;&#039;Double Slap&#039;&#039;&#039;, requiring a tank swap, &#039;&#039;&#039;Shining Armor&#039;&#039;&#039;, requiring players to look away, and either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Diamond Frost&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Absolute Zero&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Biting / Driving Frost +&lt;br /&gt;
#* Reflected Frost x2&lt;br /&gt;
# Diamond Frost&lt;br /&gt;
# Heavenly Strike&lt;br /&gt;
# Biting / Driving Frost&lt;br /&gt;
# Double Slap&lt;br /&gt;
# Shining Armor&lt;br /&gt;
# Axe / Scythe Kick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Light Rampant ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a tank, a healer, and two random DPS with two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039; and all players with varying amounts of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;&lt;br /&gt;
|Initially a harmless visual indicator—but on expiration becomes &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; for 10 seconds, a combined [[Tether (mechanic)#Paired / Close Tether|close tether]] &#039;&#039;and&#039;&#039; [[Tether (mechanic)#Spread / Far Tether|far tether]].&lt;br /&gt;
Detonates into lethal party-wide damage if two tethered players are closer than ~5y or farther than ~20y to each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;&lt;br /&gt;
|A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|Shiva fires 60-degree [[Area of Effect#Static Cone AoE|cone AoEs]] at the four closest players, inflicting a stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Four large orbs that attach [[Tether (mechanic)#Chase Tether|chase tethers]] to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* If collided with when large, detonates into high unavoidable party-wide damage, inflicting &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; to all players.&lt;br /&gt;
* If collided with when small, detonates into a small 5y radius [[Area of Effect#Static Circle AoE|circle AoE]] that inflicts &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
** If the player detonating the orb is not the one tethered to it, they also receive &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
*If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with &#039;&#039;&#039;{{Game icon|Damage Down}}&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Banish III&#039;&#039;&#039;&lt;br /&gt;
|Targets all DPS players with a {{Game icon|Stack marker}} and places a ring of either one orb or four orbs above Shiva&#039;s head.&lt;br /&gt;
&lt;br /&gt;
* If there is only one orb above Shiva, stack markers remain as-is and act normally.&lt;br /&gt;
* If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius [[Area of Effect#Spread Circle|spread circle]] placed on all players.&lt;br /&gt;
* The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will cast one of her most notorious and complex attack series of the fight: &#039;&#039;&#039;Light Rampant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Timeline: ======&lt;br /&gt;
A tank, a healer, and two DPS will each receive two &#039;&#039;&#039;{{Game icon|Refulgent Chain|Refulgent Chains}}&#039;&#039;&#039;, tethering the four to each other in a square. Two of these players will have 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two have none.&lt;br /&gt;
&lt;br /&gt;
The other four players will each be tethered to a random &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; while the other two receive 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Four one-player &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of &#039;&#039;&#039;Path of Light&#039;&#039;&#039; and tethers become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.&lt;br /&gt;
&lt;br /&gt;
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.&lt;br /&gt;
&lt;br /&gt;
Finally a single four-player Bright Hunger tower remains in the arena&#039;s center.&lt;br /&gt;
----The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: &#039;&#039;&#039;The First Towers and Path of Light&#039;&#039;&#039;, &#039;&#039;&#039;The Second Towers&#039;&#039;&#039;, and &#039;&#039;&#039;Path of Light and The Third Tower&#039;&#039;&#039;.&lt;br /&gt;
[[File:E8S Tether Shaping.jpg|alt=An image showing which two players can swap positions to create the desired shape.|thumb|Depending on the initial shape, the desired shape can be created by having two players swap positions.]]&lt;br /&gt;
&lt;br /&gt;
====== The First Towers + Path of Light: ======&lt;br /&gt;
The first four towers are most often taken players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.&lt;br /&gt;
&lt;br /&gt;
* To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.&lt;br /&gt;
* The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.&lt;br /&gt;
&lt;br /&gt;
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a [[Clock spots|clock spot]] spread.&lt;br /&gt;
&lt;br /&gt;
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:&lt;br /&gt;
&lt;br /&gt;
# The four players with &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039; inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player&#039;s orb and stand on the far edge of the arena.&lt;br /&gt;
# Path of Light is taken by the two Refulgent Chain players with 0 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039; and the two Holy Light players with 1 stack. The Refulgent Chain players shift &#039;&#039;slightly&#039;&#039; closer to Shiva inside their towers while the Holy Light players stand inside Shiva&#039;s hitbox on the cardinal opposite to their orb.&lt;br /&gt;
# The four Holy Light orb players take the four Path of Light cones by standing inside Shiva&#039;s hitbox in each cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.&lt;br /&gt;
&lt;br /&gt;
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.&lt;br /&gt;
&lt;br /&gt;
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.&lt;br /&gt;
&lt;br /&gt;
Once towers and Path of Light resolve, the Refulgent Chains will become &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039;, and will explode and wipe the party should any one of the four players be positioned incorrectly.&lt;br /&gt;
&lt;br /&gt;
====== The Second Towers: ======&lt;br /&gt;
The trickiest part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; players in the center.&lt;br /&gt;
&lt;br /&gt;
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.&lt;br /&gt;
&lt;br /&gt;
# The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.&lt;br /&gt;
# The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.&lt;br /&gt;
&lt;br /&gt;
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.&lt;br /&gt;
&lt;br /&gt;
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.&lt;br /&gt;
&lt;br /&gt;
* The eastern and western Holy Light players will want to avoid reaching their towers &#039;&#039;too soon&#039;&#039; to prevent their orb from catching up to them inside the tower. For this reason, {{Action icon|Sprint}} is &#039;&#039;not&#039;&#039; recommended.&lt;br /&gt;
* Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still &#039;&#039;&#039;{{Game icon|Refulgent Chain}}&#039;&#039;&#039;. This shape allows them to shift closer to the east and west to avoid orbs if necessary.&lt;br /&gt;
&lt;br /&gt;
Method #2 allows for more freedom for the Holy Light players, but &#039;&#039;requires&#039;&#039; a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.&lt;br /&gt;
&lt;br /&gt;
====== Path of Light and The Third Tower: ======&lt;br /&gt;
[[File:E8S Light Rampant.gif|alt=A strategy board showcasing one of many methods to surviving Light Rampant.|thumb|A [https://raidplan.io/plan/2eq2q8v9jr468rdv strategy board] showcasing one of many methods to surviving Light Rampant.]]&lt;br /&gt;
Once the second set of towers resolve, &#039;&#039;&#039;{{Game icon|Refulgent Fate}}&#039;&#039;&#039; will vanish and all Holy Orbs will shrink to a safe size.&lt;br /&gt;
&lt;br /&gt;
* If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.&lt;br /&gt;
&lt;br /&gt;
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.&lt;br /&gt;
&lt;br /&gt;
* It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.&lt;br /&gt;
&lt;br /&gt;
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of &#039;&#039;&#039;{{Game icon|Lightsteeped}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.&lt;br /&gt;
&lt;br /&gt;
----Should players survive Light Rampant, Shiva will follow up with another &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; into either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;—whichever wasn&#039;t used prior.&lt;br /&gt;
&lt;br /&gt;
* Mirror, Mirror&#039;s Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
As the mirrors reflect Shiva&#039;s attack, she will begin casting &#039;&#039;&#039;Banish III&#039;&#039;&#039;. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva&#039;s visual and/or audio cues.&lt;br /&gt;
&lt;br /&gt;
* As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 1 - Light Rampant&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Light Rampant&lt;br /&gt;
# Bright Hunger x4 +&lt;br /&gt;
#* Path of Light&lt;br /&gt;
#* Holy Light x4&lt;br /&gt;
# Bright Hunger x2&lt;br /&gt;
# Path of Light&lt;br /&gt;
# Bright Hunger&lt;br /&gt;
# Mirror, Mirror&lt;br /&gt;
# Axe / Scythe Kick +&lt;br /&gt;
#* Reflected Kick&lt;br /&gt;
# Banish III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermission - Shattered World ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shattered World&#039;&#039;&#039;&lt;br /&gt;
|Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage that deals 55% of the player&#039;s maximum HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Aether&#039;&#039;&#039;&lt;br /&gt;
|A low-health enemy that buffs itself with &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039;, dealing moderate magic damage to attackers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039;&lt;br /&gt;
|A moderate-health enemy that casts an [[Interrupt|interruptible]] &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039;, granting itself a sizeable [[Barrier|health barrier]] if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039;&lt;br /&gt;
|A high-health enemy. Susceptible to &#039;&#039;&#039;{{Game icon|Stun}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luminous Aether&#039;&#039;&#039;&lt;br /&gt;
|An untargetable entity that creates a [[Tether (mechanic)#Transferable Tether|transferable tether]] towards the center. If blocked by a player, deals minor &amp;lt;u&amp;gt;Light&amp;lt;/u&amp;gt; damage in an AoE and inflicts &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039; for 45 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shiva will become untargetable and jump to the north edge of the arena, preparing &#039;&#039;&#039;Shattered World&#039;&#039;&#039; and splitting the arena into two circles. The party will need to divide themselves into two [[Party|light parties]], one in each circle, in preparation for what follows.&lt;br /&gt;
&lt;br /&gt;
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.&lt;br /&gt;
&lt;br /&gt;
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter by 25.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Wave&lt;br /&gt;
!Western Platform&lt;br /&gt;
!Eastern Platform&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Aqueous Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2x Electric Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|&#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1x Earthen Aether&lt;br /&gt;
* 1x Luminous Aether&lt;br /&gt;
|}&lt;br /&gt;
The start of each wave is always accompanied by &#039;&#039;&#039;Heart Asunder&#039;&#039;&#039;, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Electric Aethers&#039;&#039;&#039; should primarily be handled by tanks due to their &#039;&#039;&#039;{{Game icon|Paralyzing Spikes|Shock Spikes}}&#039;&#039;&#039; and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Aethers&#039;&#039;&#039; should always be [[Interrupt|interrupted]] shortly after they spawn. The barrier provided by &#039;&#039;&#039;{{Game icon|Stoneskin}}&#039;&#039;&#039; can be broken, but significantly increases the risk that the enemy successfully reaches the center.&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Aethers&#039;&#039;&#039; simply have a large amount of HP and are the DPS player&#039;s top priority. These enemies can be &#039;&#039;&#039;{{Game icon|Stun|Stunned}}&#039;&#039;&#039;, granting players more time to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;Luminous Aethers&#039;&#039;&#039; appear with each phase. Instead of moving, they aim a [[Tether (mechanic)#Transferable Tether|transferable tether]] at the crystal that must be blocked by a player. Due to the &#039;&#039;&#039;{{Game icon|Light Resistance Down}}&#039;&#039;&#039;, each player can only block a single tether.&lt;br /&gt;
** The tether results in a small 2.5y radius [[Area of Effect#Static Circle AoE|circle AoE]]. Other players should avoid standing near the one taking the tether.&lt;br /&gt;
** In an emergency, a tank can use an invulnerability to survive a second tether.&lt;br /&gt;
&lt;br /&gt;
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.&lt;br /&gt;
&lt;br /&gt;
* If the party only has one [[Physical Ranged DPS|physical ranged DPS]], it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform&#039;s interrupts can be handled by a single tank, but the western platform cannot.&lt;br /&gt;
* Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use &#039;&#039;&#039;{{Game icon|interject}}&#039;&#039;&#039; on the Earthen Aether before moving to take the tether afterwards.&lt;br /&gt;
* Melee DPS should only take a tether in a wave without an Aqueous Aether.&lt;br /&gt;
* Healers and Ranged DPS can safely be assigned to any wave&#039;s tether.&lt;br /&gt;
&lt;br /&gt;
Should players fail and a total of four Aethers succeed in charging the crystal, the &#039;&#039;&#039;&#039;&#039;Flood of Light&#039;&#039;&#039;&#039;&#039; meter will fill and the party will be defeated.&lt;br /&gt;
&lt;br /&gt;
However, should players succeed in perfectly clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second &#039;&#039;&#039;{{Game icon|Grace of Light}}&#039;&#039;&#039; buff at the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2 - Opening===&lt;br /&gt;
----After a transitional animation, showing Shiva merging with Hraesvelgr into a new form that is unique to savage mode, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
Shiva will continuously auto-attack the top two players in the enmity list during the entirety of phase 2 for considerable damage. Due to this fact, both the main and off-tank must ensure that they have more enmity (aggro) than everyone else in the group at all possible times. Just to be safe, all players should give both tanks the opportunity to generate enmity before nuking the boss. If someone other than a tank reaches number 1-2 on the enmity list, they risk taking tremendous (likely fatal) damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akh Morn&#039;&#039;&#039; - causes Shiva to blast the top two players in the enmity list with multiple consecutive hits of shareable magic damage that will also apply a &#039;&#039;&#039;Hated of Frost&#039;&#039;&#039; or &#039;&#039;&#039;Hated of the Wyrm&#039;&#039;&#039; debuff to those hit by the blasts. For example, if both tanks are number 1 and 2 on the enmity list, one tank will be blasted with shareable damage that applies &#039;&#039;&#039;Hated of Frost&#039;&#039;&#039;, while the other tank will be blasted with shareable damage that applies &#039;&#039;&#039;Hated of the Wyrm&#039;&#039;&#039;. While these debuffs persist, any player that is hit by the other stack will take unsurvivable damage. As a result of this mechanic, the raid must split into two groups and have each group stack with a tank, giving one half of the raid &#039;&#039;&#039;Hated of Frost&#039;&#039;&#039; debuff and the other half the &#039;&#039;&#039;Hated of the Wyrm&#039;&#039;&#039; debuff. For each time this is cast, the number of hits increases by one (e.g. the first cast hits 3 times, the second 4 times etc.).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;&#039;&#039; - causes Shiva to blast her primary target with a vicious blast of shareable damage. &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; can either be shared by the entire raid to prevent fatal damage, or taken by the primary target alone using an invulnerability skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - causes Shiva to summon a &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; in the east or west of the arena, a &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; in the remaining east or west spot, and a &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; to the north of the arena.&lt;br /&gt;
&lt;br /&gt;
As explained earlier, all mirrors will reflect/mimic Shiva&#039;s next ability and each reflected ability will be delayed depending on the colour of the mirror. As described earlier, &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; will reflect Shiva&#039;s next ability &#039;&#039;as soon as it is cast&#039;&#039;, &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; will reflect Shiva&#039;s ability &#039;&#039;shortly &#039;&#039;&#039;after&#039;&#039;&#039; it has been cast&#039;&#039;, and &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; will reflect Shiva&#039;s next ability &#039;&#039;after a much longer delay&#039;&#039;. In short, &#039;&#039;&#039;&#039;&#039;Blue&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Green&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Red&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The inclusion of &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; in this phase means that all players must react to Shiva&#039;s next ability AND the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; ability at the same time, then position themselves to deal with the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039;, and finally, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; - causes Shiva to leap to the centre of the arena and stretch out her wings, with one of the two wings gaining a very noticeable effect. After &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; has been fully cast, Shiva will blast tremendous AoE damage in the direction of the glowing wing, covering 50% of the arena. For example - if Shiva&#039;s left wing is glowing while &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; is being cast, all players must move to the right side of the arena to avoid being blasted. To complicate matters further, the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; will reflect this ability at the same time it is cast (and in the same direction). So, if Shiva&#039;s left-wing is glowing while &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039;, she will blast 50% of the arena to her left, and the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; will blast 50% of the arena to its left as well, leaving only a quarter of the arena as a &#039;&#039;safe spot&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players must quickly identify the safe side of Shiva and also the direction that the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; will fire, then immediately move into the safe quadrant. Once the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; has fired, the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; will reflect &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; in the same direction (relative to where it is facing), and lastly, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will do the same.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: If you notice the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the west (or &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; to the east), then the reflected abilities will force the raid to move in a counter-clockwise motion. Vice-versa also applies. If you notice the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; to the west (or &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the east), players will need to move in a clockwise motion.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and brands all tanks and healers with a &#039;&#039;&#039;(Red) Wyrmclaw&#039;&#039;&#039; debuff, and all damage-dealers with a &#039;&#039;&#039;(Blue) Wyrmclaw&#039;&#039;&#039; debuff. Debuffs of both colours will have set durations per player, ranging from 13s-38s (Red) and 20s-44s (Blue). Simultaneously, a &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; will spawn at the north of the arena and begin to rotate around the platform in either a clockwise or counter-clockwise rotation. This &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; must be used by players to cleanse their debuffs.&lt;br /&gt;
&lt;br /&gt;
If a debuff naturally expires (without being cleansed), that player will immediately be slain, and because every player will have a different duration, players with the lowest durations will need to cleanse themselves before those of higher durations.&lt;br /&gt;
&lt;br /&gt;
*Players with &#039;&#039;&#039;(Red) Wyrmclaw&#039;&#039;&#039; can cleanse their debuff by touching the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;, which will inflict moderate damage on contact and cause that player to drop a small glowing puddle at their current location.&lt;br /&gt;
&lt;br /&gt;
*Players with &#039;&#039;&#039;(Blue) Wyrmclaw&#039;&#039;&#039; can cleanse their debuff by touching one of the above-mentioned glowing puddles.&lt;br /&gt;
&lt;br /&gt;
To complicate the process further, Shiva will periodically cast &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; towards the side of the arena that the dragon is travelling, forcing the raid to cleanse themselves based on their debuff durations whilst avoiding fatal AoE blasts.&lt;br /&gt;
&lt;br /&gt;
To combat the overlapped mechanics, players must quickly identify who has the shorted (Red) duration and have them immediately cleanse themselves as soon as the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; has spawned, then immediately move back to the centre to avoid upcoming &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; blasts. Shortly afterwards, Shiva will blast 50% of the platform with &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; (in the direction the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; is travelling), making cleansing unsafe. Once &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; has resolved, the (Blue) player with the lowest duration must run into the glowing puddle to cleanse their own debuff, whilst the player with the lowest (Red) timer quickly touches the &#039;&#039;&#039;Dragon Head&#039;&#039;&#039; to cleanse themself before the next &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; cast, and so on.&lt;br /&gt;
&lt;br /&gt;
Once all debuffs have been resolved, Shiva will &#039;&#039;&#039;Redress&#039;&#039;&#039;. Before this happens, all players should make sure they are positioned in the centre of the arena very close to Shiva. If anyone died due to not cleansing the debuff, the party will wipe to &#039;&#039;&#039;Joyless Dragonsong&#039;&#039;&#039; as she does so.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress (Ice Form)&#039;&#039;&#039; - causes Shiva to transform into her original form and blanket the entire arena in thin ice. During this time, any player who moves will slide slightly less than the diameter of the arena in whatever direction they moved. To combat the next wave of mechanics, the entire raid should have positioned themselves in the arena centre close to Shiva. Shortly after, Shiva will begin to cast one of two abilities at random. However, &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; will resolve halfway through the cast of this ability. Due to this fact, players must &#039;&#039;&#039;avoid moving&#039;&#039;&#039; until the ice has disappeared, then immediately react to the upcoming ability as it will leave a very short window to react.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; - causes Shiva to use &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; immediately followed by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. Once &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; has resolved, players will have a very short opportunity to move directly behind Shiva to avoid the frontal attack, then move in front of her to avoid the backward cone.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Silence&#039;&#039;&#039; - is an inverse version, causing Shiva to use &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;. Once &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; has resolved, players must move directly in front of Shiva to avoid the backward cone, then behind her to avoid the massive frontal attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Slap&#039;&#039;&#039; - Shiva executes a vicious tank-buster against her primary target, applying &#039;&#039;Physical Vulnerability&#039;&#039;, requiring an tank-swap whilst Shiva is casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039; - causes Shiva to &#039;&#039;&#039;Redress&#039;&#039;&#039; into her Hraesvelgr form&#039;&#039;&#039;,&#039;&#039;&#039; placing an &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoE under every player once the transformation is complete (i.e. Hraesvelgr&#039;s wings sprouting from Shiva&#039;s back). &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; is a multi-hitting AoE blast will form at the location players were standing at the time. This requires all players to immediately move away from where they were when the transformation completed in order to avoid the AoEs. To make the mechanic easier, the raid should stack together in order to bait the blasts behind Shiva (around max melee distance) before immediately moving to the flanks and front of Shiva once her wings sprout to avoid being hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - causes Shiva to summon either a &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; to the west and &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the east or vice-versa. Once the mirrors are summoned, Shiva will leap to the northern or southern edge of the arena and begin channelling &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;. Unlike previous versions of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, both of Shiva&#039;s wings will glow this time, indicating that everything in front of Shiva will be blasted by her AoE instead of her left or right side. To avoid, players must position themselves directly &#039;&#039;&#039;behind&#039;&#039;&#039; Shiva. &lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; has concluded, all participants should move directly in front of the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039;, which will blast the raid with unavoidable damage, inflict &#039;&#039;Magic Vulnerability&#039;&#039; on the &#039;&#039;&#039;four closest players&#039;&#039;&#039; to the mirror, and knock-back the entire group a set distance across the platform. After a moderate delay, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will do the exact same thing. Players will have a brief opportunity to heal up from the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; blast and have the four players who are unaffected by the &#039;&#039;Magic Vulnerability Debuff&#039;&#039; stand close to the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039;, as being blasted with a stack of &#039;&#039;Magic Vulnerability&#039;&#039; from the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; will be fatal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons two &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; to the east and west, two &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; to the north and south, and four &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; in each inter-cardinal position (corners).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress (Holy Form)&#039;&#039;&#039; - causes Shiva to change clothes, forcing the raid to look away to avoid being stunned. At this point, all mirrors will also reflect the gaze attack. As explained before, &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; reflect at the same time Shiva casts an ability, whereas &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; reflect after a short delay, and &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; reflect after a much longer delay.&lt;br /&gt;
&lt;br /&gt;
The goal is to look away from Shiva (and the &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;) at the same time, then avoid looking at &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039;, and finally, avoid looking at &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; (in that order). This can easily be achieved by pulling Shiva directly in front of a &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; before she redresses and have the entire group look to the left or right when the gaze attack is about to go off. Once concluded, the &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; will despawn. Players can then run through Shiva and turn to look in the direction of where their chosen &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; was previously located, which will cause everyone to avoid the gaze attack from the &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Before the &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; reflect their gaze attack, Shiva will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039; - spawning a proximity marker in the centre of the arena. Simliar to &#039;&#039;&#039;Banish&#039;&#039;&#039; earlier in the encounter, this proximity marker will either stay as a single proximity marker in the centre of the arena or split into eight proximity markers the line the edge of the arena depending on the amount of orbs hovering over Shiva&#039;s head while &#039;&#039;&#039;Holy&#039;&#039;&#039; was being cast. If Shiva has &#039;&#039;&#039;one orb&#039;&#039;&#039; circling her head while casting, the ability will stay as a proximity marker in the centre forcing the raid to position themselves at the outer edge of the arena whilst also looking away from &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039;. If Shiva has &#039;&#039;&#039;four orbs&#039;&#039;&#039; circling her head while casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, the proximity marker will split along the edge of the arena, so instead of moving to the outer-edges players will need to position themselves in the centre of the arena while looking away from &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and &#039;&#039;&#039;Holy&#039;&#039;&#039; have concluded, Shiva will cast one of two abilities:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; - causes Shiva to unleash a &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; , followed by an &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;. In this case, players will need to move into her hitbox (or stand very far away if Shiva is still toward an edge of the arena) to avoid the donut attack, then stay away from her to avoid the point-blank circle AoE.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039; - a reverse of the above. Shiva will first use her &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;, followed by the &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;. Players will need to move as far away from Shiva as possible at first, then move into her hit-box (or move far away if she is toward an edge of the arena) to avoid the follow-up donut AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; will cast as soon as Shiva has transformed. Just like earlier, the raid should stack behind Shiva and move specifically to her front in order to avoid the attack and prepare for an upcoming mechanic. The &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will reflect &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; after a delay, forcing the raid to bait another set of &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoEs. This time however, the party should split into two light parties, with one going east and the other going west. This is because an &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast as the &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoEs are executing, requiring the party to split in order to not overlap stacks&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;&#039;&#039; - blasts her primary target with shareable damage. Once again, &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; can either be shared by the entire raid to prevent fatal damage, or soaked by the main target using an invulnerability skill.&lt;br /&gt;
&lt;br /&gt;
====Mini-Phase #4 - Icelit Dragonsong====&lt;br /&gt;
&lt;br /&gt;
Shiva teleports to the centre of the arena and bombards the raid with a massive wave of overlapping mechanics.&lt;br /&gt;
&lt;br /&gt;
Similar to the &#039;&#039;&#039;Light Rampant&#039;&#039;&#039; mini-phase earlier in the fight, players will have to contend with &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; debuffs (which will instantly slay anyone who acquires 5 stacks), &#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039; (which will explode, killing any chained players who move too close or too far away from their partners), three waves of &#039;&#039;&#039;Meteor Towers&#039;&#039;&#039; (which will require a certain amount of players to stand within each tower to avoid meteor wipes), &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; AoE markers that will eventually drop exploding star-like markers at all victims locations, &#039;&#039;&#039;Freezing&#039;&#039;&#039; debuffs which can completely freeze people in place if not dispelled, and &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; knockback from the centre of the arena..&lt;br /&gt;
&lt;br /&gt;
Remember - being hit by certain mechanics during this mini-phase will apply a stack of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, thus they must all be resolved without any player acquiring 5 stacks, or the raid will very likely suffer a wipe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freezing&#039;&#039;&#039; will be applied to 2 tanks and 2 damage-dealers. These can be dispelled via &#039;&#039;&#039;Esuna&#039;&#039;&#039;, but should be left on both tanks.&lt;br /&gt;
&lt;br /&gt;
*Three waves of &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers will spawn during the mini-phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039; will connect all tanks and healers together, forcing them to remain at a set distance from one another to avoid detonation. As a result of &#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039;, all tanks and healers will need to soak the first two waves of &#039;&#039;&#039;Meteor Towers&#039;&#039;&#039; - one player per tower.&lt;br /&gt;
&lt;br /&gt;
*All four damage-dealers will be afflicted with an AoE circle marker (&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;) that will eventually detonate for moderate damage and &#039;&#039;&#039;heavy&#039;&#039;&#039; debuffs, leaving behind a star-patterned AoE markers at their location, which will explode later, eventually creating straight-line AoE&#039;s in star-patterns across the arena that all players must avoid.&lt;br /&gt;
&lt;br /&gt;
*Shiva will also cast &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039; - a raid-wide knockback from the centre of the arena that all players must use to avoid the star-pattern explosions, followed by even more &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers.&lt;br /&gt;
&lt;br /&gt;
*DPS will also have to contend with &#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039;, causing three AoE circles to spawn underneath them, one after another.&lt;br /&gt;
&lt;br /&gt;
*Shiva will eventually cast &#039;&#039;&#039;Banish&#039;&#039;&#039; at a random tank, which identically to earlier will either be a stack on the targeted tank or a spread on both tanks depending on how many orbs are circling her head while it is being cast, with a single orb over her head meaning stack, whereas four orbs over her head indicates spread.&lt;br /&gt;
&lt;br /&gt;
*Lastly, the entire phase concludes with Shiva unleashing &#039;&#039;&#039;The House Of Light&#039;&#039;&#039;, causing her to aim conal attacks in the direction of ALL players, inflicting stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; to everyone caught in the blast. Due to overlap being unavoidable, all players must resolve this complex phase with every players having no more than 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, or the raid will wipe.&lt;br /&gt;
&lt;br /&gt;
In summary, healers should immediately dispel &#039;&#039;&#039;Freezing&#039;&#039;&#039; from any non-tanks who have acquired it. Meanwhile, the tanks and healers (who will be chained together for the duration of the phase) should each move into the single-soak &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers, preferably with healers taking east and west towers, while tanks take the north and south towers. Simultaneously, all damage-dealers affected by &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; should move to the outer-edge of the arena, dropping their star-like markers at inter-cardinal positions (NE,NW,SE,SW). Once &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; detonates, all damage-dealers will be &#039;&#039;&#039;heavy&#039;&#039;&#039;, thus they must rush to the centre as soon as possible via sprint or gap-closers to avoid being knocked over the edge by the upcoming &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039; knockback.&lt;br /&gt;
&lt;br /&gt;
Just before &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; detonates, both tanks will be frozen solid due to the undispelled &#039;&#039;&#039;Freezing&#039;&#039;&#039; debuffs, rendering them immune to the knockback and rooting them in place. At the same time, two &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers will spawn at the outer-edge of the arena to the east and west, and the star-pattern explosions dropped by &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; will become telegraphed. If done correctly, both healers will be knocked into the east and west &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers (which will be safe from the star-explosions), both tanks will be frozen in a safe-spot from the star-explosions, and damage-dealers will be free to move to the north and south side of Shiva to be knocked into safe-spots. If damage-dealers get knocked into &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers (by standing to the east or west), they will acquire additional stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; and likely wipe the raid. If they remain in diagonal positions during &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, they will be knocked into star-pattern AoE&#039;s and likely perish.&lt;br /&gt;
&lt;br /&gt;
As soon as the star-markers explode, &#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; will begin dropping three consecutive AoE circles underneath each damage dealer one after another, forcing them to rotate around the outer edge of the arena in a clockwise or counter-clockwise pattern to avoid overlapping other damage-dealers. Simultaneously, Shiva will begin to cast &#039;&#039;&#039;Banish&#039;&#039;&#039; on a random tank, which may be spread or stack. At the same time, another &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower will spawn within Shiva&#039;s hitbox that requires two players. While determining if &#039;&#039;&#039;Banish&#039;&#039;&#039; is spread or stack, both tanks should stay inside the north and south edges of the &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower, standing apart on the edges of the tower if &#039;&#039;&#039;Banish&#039;&#039;&#039; is spread or stacking in the middle if &#039;&#039;&#039;Banish&#039;&#039;&#039; is stack. This will fulfil the requirement of the &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower shortly after &#039;&#039;&#039;Banish&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
If done correctly, four players will have 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, while the remaining four players only have 2 stacks. All four players with 2 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; must stand in the final 4-person &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower so that the entire raid ends up with 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; each.&lt;br /&gt;
&lt;br /&gt;
Finally, Shiva will begin to cast &#039;&#039;&#039;The House Of Light&#039;&#039;&#039;, which will shoot a cone attack towards every single player in the group simultaneously. Once the final 4-person &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; has been soaked, all players must spread out around Shiva at clock positions so that only one person is hit per cone attack, resulting in the entire raid having exactly 4 stacks of &#039;&#039;&#039;Lighsteeped&#039;&#039;&#039;, which will eventually dissipate.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Ice Form)&#039;&#039;&#039;, blanketing the entire platform in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;. It is wise to pull Shiva to the north of the platform before &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; lands. Once done, Shiva will begin to &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;. As soon Shiva sprouts her wings, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will cover the arena in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; and players should immediately slide to the south to avoid &#039;&#039;&#039;Akh Rhai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and then brands two tanks and two damage dealers with the &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, whereas the two remaining damage-dealers and both healers will acquire the &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; debuff. This time however, two &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will spawn - one to the north and one to the south - which will both rotate in either a clockwise or counter-clockwise motion for the duration of the mechanic. Similar to before, &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will be used by players to cleanse their  debuffs, whilst the pools of light left behind by cleansed (Red) debuffs will be used to cleanse (Blue) debuffs. However, players will be able to cleanse themselves two at a time during this mini-phase.&lt;br /&gt;
&lt;br /&gt;
To complicate the cleansing process, Shiva will periodically bombard both tanks with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; which will require all players present for the increasing number of consecutive hits on both light parties.&lt;br /&gt;
&lt;br /&gt;
As soon as the first &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; has concluded, Shiva will begin casting &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, the shareable tank-buster that can either be soaked by the whole raid, or taken solo by a tank using an invulnerability skill, which can make it significantly easier for tanks to cleanse their debuffs. Once two &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuffs have been cleansed by touching the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;, two &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players can remove their debuffs using the puddles that were left behind. Shortly afterward, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once again, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;. If successfully soaked, two more players can cleanse their &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, allowing two more &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players to cleanse theirs via the puddles. &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once more, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; and another opportunity for 2x &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; and 2x &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - Shiva will summon &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; around the entire arena, then face north or south while casting &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; with both wings glowing. The entire raid must move behind Shiva to avoid this fatal attack. Next, all &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; will long-cast their reflection of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, which will result in an unavoidable raid-wipe if Shiva is not defeated beforehand.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&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;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
</feed>