The switch taunts you. You cannot resist. A satisfying "click" and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.
— In-game description
Alphascape V4.0 (Savage) is a level 70 raid introduced in patch 4.4 with Stormblood. The raid is also known as O12S.
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.
Unlike normal mode, players will also notice that a massive Optical Unit is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.
Phase 1 - Subject Simulation
Prior to Phase 1:
Players should assign light parties for Electric Slide.
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for Electric Slide.
Extreme radial knockback centered on Omega-F. Push strength is equal to 70% of the arena's length. Always cast immediately after reforming from Superfluid.
The fluid splits into two, landing on each stack marker. One will become Omega-F and the other Omega-M.
A short introduction of mechanics, Phase 1 involves a quick scuffle with Omega-M, followed by an equally brief fight with Omega-F. The phase will end with Omega splitting into two with Electric Slide, indicating the start of Phase 2.
The party will need to keep an eye out for the Optical Unit, as while it always starts in the north, it will move to a random cardinal position after every cast of Suppression or Advanced Suppression.
Tanks will need to be proactive about where Omega is placed, as attacks such as Discharger can easily result in death if poorly placed.
Omega-M:
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from Discharger later.
Omega-M will cast Suppression, Beyond Defense, and Pile Pitch in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.
Once Beyond Defense hits a player, everyone except the injured player should quickly stack together for Pile Pitch. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.
Omega-M will then cast Subject Simulation F, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.
Omega-F:
After transforming into Omega-F, she will immediately cast Discharger. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.
The tank should move Omega-F to the center of the arena and aim her to face towards the Optical Unit, which will have moved to a random cardinal side.
She will cast Advanced Suppression, Superliminal Motion, and Optimized Fire III, in quick succession.
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for Superliminal Motion becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.
After the AoE disappears, all players must immediately spread out to avoid Optimized Fire III. Clock spots may help with organizing where to spread to.
Finally, Omega-F will cast Subject Simulation M (which is actually Electric Slide), placing a Stack marker on both healers.
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.
The Superfluid will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive Discharger.
If using a knockback resist ability, remember to stay away from Omega-M to avoid Efficient Bladework.
Afterwards, Phase 2 will begin.
Phase 1 Rotation
Attack
Strategy
Suppression +
Beyond Defense
Bring Omega-M to the east or west edge and spread out to one side, staying out of range of Suppression.
The four players closest to Omega-M are debuffed with Packet Filter F, and the four closest to Omega-F are debuffed with Packet Filter M, preventing the afflicted from dealing damage to the listed Omega.
The second cast of Firewall instead swaps all player's Packet Filter debuffs to their opposite.
Resonance
Buffs both Omega-M and Omega-F with either Local Resonance or Remote Resonance at random.
The former buffs Omega with Damage Up and Vulnerability Down if the two are too close to each other, while the latter does the same if the two are too far apart.
The second cast of Resonance will always be the buff that was not used prior.
Fundamental Synergy
All players will receive number markers 1 through 4. The players with Packet Filter F will receive blue square markers while those with Packet Filter M receive purple triangle markers.
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting Magic Vulnerability Up.
For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.
The farther the targeted player was from the initial position of Omega's charge, the less damage they will take.
When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.
Advanced Suppression will always happen halfway through this attack, around the same time as the third charge.
Operational Synergy
A lethal combination attack utilizing Omega-M's and Omega-F's Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either Synthetic Blades or Synthetic Shield.
The second cast will always be the combination not used prior.
Optimized Blizzard III
Static line AoEs from Omega-F's front, back, and sides, aimed towards the direction she is facing.
Superliminal Steel
Two static line AoEs covering the arena to Omega-F's left and right, leaving a safe zone down the center.
Beyond Strength
Omega-M jumps to a random player and prepares a high damage static donut AoE. Always followed immediately by Efficient Bladework.
The two light parties that stacked for Electric Slide will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is extremely crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to Resonance. Once Resonance is cast, the two bosses will either need to be brought together or apart before their buffs take effect.
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the Optical Unit, which will be in a random position.
If Omega is buffed with Local Resonance, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.
If Omega is buffed with Remote Resonance, both will have to be brought together to either cardinal not aligned with the Optical Unit.
Resonance buffs will expire after Solar Ray, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.
Afterwards, Omega-F or Omega-M will cast Synthetic Blades or Synthetic Shield respectively, indicating the next attack series: Operational Synergy.
Fundamental Synergy:
Limit cut with local resonance and purple triangles closer to eyeAn infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.Limit cut with remote resonance and purple triangles closer to eye
The key component to Fundamental Synergy is the charge's proximity damage. The damage fall-off is extremely precise, with 5y potentially being the difference between life and death.
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.
During this attack, Advanced Suppression is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.
The saving grace of Fundamental Synergy is Omega's charge hitbox. While it is wide, Omega's front will only barely collide with the target—leaving the space behind the target completely safe and untouched.
All this results in one common strategy:
When Fundamental Synergy is cast and number markers are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.
One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal waymarks while the other color/shape will stand a short distance off to the side, but not on the side with the Optical Unit.
Enough distance must be given between the two colors to prevent Omega's wide hitbox from colliding with the player's neighbor. Half-way between the cardinal and inter-cardinal position is ideal.
Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.
On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.
Every time a player is hit by a charge, they will swap positions with the player behind them.
Should players position correctly, everyone should survive the attack.
Operational Synergy (Blade):
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure Optimized Blizzard III casts safely towards the cardinals.
Additionally, an inter-cardinal should be agreed upon as a location stack together in for Pile Pitch + Optimized Blizzard III. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the Superliminal Motion safe zone afterwards.
Operational Synergy (Blade) Rotation
Attack
Superliminal Steel
Pile Pitch + Optimized Blizzard III
Superliminal Motion
Efficient Bladework + Optimized Fire III
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.
Superliminal Steel can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive Pile Pitch and Optimized Blizzard III.
Players can run back towards the center and stack together in the safe zone of Superliminal Motion.
Finally, Omega-M will jump on a random player and begin casting Efficient Bladework. Players should spread out towards clock spot directions around this AoE to ensure an equal spread in time for Optimized Fire III.
Operational Synergy (Shield):
The most space-efficient positions to spread to for Optimized Fire III.
Two players should be assigned to each inter-cardinal for Beyond Defense.
Additionally, a spread pattern should be decided for Optimized Fire III followed by Beyond Strength. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.
Operational Synergy (Shield) Rotation
Attack
Beyond Defense + Optimized Blizzard III
Pile Pitch
Optimized Fire III + Beyond Strength
Efficient Bladework
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.
With Pile Pitch being immediately followed by Optimized Fire III, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren't hit by Beyond Defense.
Immediately after, all players except for the one with Magic Vulnerability Up should stack in the center.
Once Pile Pitch lands, all players must spread out for Optimized Fire III—however, one random player will be the location for Beyond Strength after. The closer the party can spread, the less running players will need to reach the donut AoE.
Some groups may elect to keep a healer in the center for better AoE healing coverage.
Lastly, the instantBeyond Strength AoE disappears, all players must flee from Omega-M to avoid Efficient Bladework.
After the first use of Operational Synergy, Omega will cast Firewall a second time, requiring all players to swap targets and both tanks to Provoke the other Omega.
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.
Phase 2 Rotation
Attack
Strategy
Firewall
Stick with the light parties from Electric Slide in Phase 1.
Resonance
If Local Resonance, separate the two to opposite sides of the arena. If Remote Resonance, bring them together. Always tank Omega on the cardinals to the left or right of the Optical Unit.
Fundamental Synergy
Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.
Laser Shower
--
Solar Ray
Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.
Operational Synergy
Will either be blade combo or shield combo. Plan ahead and execute properly.
Laser Shower
--
Firewall
All players must switch targets. Tanks must use Provoke to swap their enmity targets.
Resonance
Will be the resonance buff opposite to what was used before.
Fundamental Synergy
Handle as before.
Laser Shower
--
Solar Ray
Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.
Operational Synergy
Will be the combo that was not used before.
Laser Shower
--
Phase 3 Start
Phase 3 - Cosmo Memory
Omega-F and Omega-M will begin bombarding the raid with their own versions of Limit Breaks, forcing the party to use every resource they have to survive.
The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.
Omega-M places a red spread line arrow placed on a random tank. Deals tankbuster levels of damage.
Optimized Bladedance
A heavy-hitting tankbuster cast simultaneously by both Omega-M and Omega-F.
Cosmo Memory
Deals lethal amounts of unavoidable party-wide damage.
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.
The two attacks that must be taken into consideration this phase are Optimized Meteor + Sagittarius Arrow and Cosmo Memory.
The former requires the tank marked by Optimized Meteor to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by Sagittarius Arrow will want to separate slightly to the side of the group to avoid hitting them with the spread line AoE.
This attack is always paired with Suppression (first cast) or Advanced Suppression (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.
The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye's left, all others to the right), or the party can call out positions in chat prior to the cast.
The other attack, Cosmo Memory, will kill the party if unmitigated. If players are using the Minimum IL duty modifier, a combined total of at least ~30% damage reduction is required to survive.
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank Limit Break to survive one cast, with all party mitigations used for the other.
Daring parties may opt to use a tank Limit Break to ignore the first round of Optimized Meteor + Sagittarius Arrow, allowing for greater DPS up-time. The party will be required to mitigate Cosmo Memory normally, but will regain a large amount of their Limit Break Gauge from doing so.
Omega then follows up with a simple Laser Shower and a hard-hitting Optimized Bladedance on both tanks before repeating the attack rotation.
During Laser Shower, one tank can Provoke the other tank's Omega, then use an invincibility action to negate both Optimized Bladedances.
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their Packet Filter debuffs—allowing everyone to attack the remaining Omega.
If Omega is not defeated after the second Optimized Bladedance, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.
Phase 3 Rotation
Attack
Strategy
Optimized Meteor + Arrow
+ Suppression
The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.
Cosmo Memory
Either use a tank Limit Break or several party mitigations. Immediately heal the party afterwards.
Laser Shower
--
Optimized Bladedance
Mitigate and heal.
Optimized Meteor + Arrow
+ Advanced Suppression
Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.
Cosmo Memory
Either use a tank Limit Break or several party mitigations. Immediately heal the party afterwards.
Laser Shower
--
Optimized Bladedance
Mitigate and heal. This is the party's last chance to defeat Omega-F and Omega-M.
One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius spread circle that inflicts Magic Vulnerability Up for 5 seconds.
This attack is immediately followed by Savage Wave Cannon, a shared tankbusterwild charge laser aimed at the previously targeted player.
The damage increase from Magic Vulnerability Up is countered by the damage reduction provided by not being the player closest to Omega's Savage Wave Cannon.
Oversampled Wave Cannon
Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y circle AoE tankbusters.
If there are more than two players on the indicated side, two will be chosen at random.
Diffuse Wave Cannon
Two 120-degree static cone AoEs fired either from Omega's front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.
Patch
All support roles are tethered to DPS roles. One healer tether and one tank tether will be Local Regression, with the other healer and tank tether being Remote Regression.
All tethers have a 26 second timer. When a tether breaks, the debuff expires, or a tethered player dies, moderate magic damage is dealt to the entire party and all are inflicted with Magic Vulnerability Up for 2 seconds.
When a tether breaks, the Regression debuff is cleansed from the two respective players.
Matching the names of Resonance from the Omega-F and Omega-M, Local Regression is a red+green far tether that breaks when too close, while Remote Regression is a blue close tether.
Hello, World
Deals party-wide damage, inflicts one tank with Critical Overflow Bug, two DPS with Critical Synchronization Bug, and the other tank, one healer, and one other DPS with Latent Defect.
Critical Overflow Bug
An 8 second debuff that explodes into a high damage 20y radius circle AoE on expiration or death. Other players hit by the AoE are inflicted with Critical Overflow Bug.
On expiration, the afflicted is buffed with Overflow Debugger, protecting that player from being afflicted by Critical Overflow Bug again for a single hit, after-which the buff is removed. This buff does not provide protection from damage.
If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.
Critical Synchronization Bug
A debuff that acts as a 2-player Stack marker with a 5y radius on expiration. Other players hit by the AoE are inflicted with Critical Synchronization Bug for 8 seconds.
On expiration, the afflicted is buffed with Synchronization Debugger, protecting that player from being afflicted by Critical Synchronization Bug again for a single hit, after-which the buff is removed. This buff does not provide protection from damage.
When Hello, World is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.
Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.
If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.
Latent Defect
A 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either Critical Overflow Bug or Critical Synchronization Bug.
Critical Error
Always cast roughly 30 seconds after Hello, World. The entire party is hit by a half-damage Critical Overflow Bug, afflicting all players not protected by Overflow Debugger.
Archive Peripheral
An arm appears on the northeast, north, and northwest edge of the arena. Each fires a static line AoE with a random type of rotating arrow.
Index & Archive Peripherals
Three arms appear on a random edge of the arena and attach a proximity tether to a random tank, healer, and DPS. After 8 seconds, these arms fire a spread line laser at the their target.
Always paired with Wave Cannon, hitting the four closest players with unmarked spread line lasers.
These proximity tethers will not change appearance when a safe distance has been reached.
Archive All
A static line AoE is aimed in a random direction across the center of the arena and given a random type of rotating arrow. Omega then turns to a random end of the AoE and casts Electric Slide, an unmarked proximity AoE at the edge it's facing.
Six destructible Arm Units appear around the edges of the arena, three on each side of the Line AoE. Each begin casting Colossal Blow, a lethal 10y radius static circle AoE.
Delta Attack
Always used during Archive All. A static circle AoE is placed under four random players, four random players are marked by spread circles, and one random player is targeted by a Stack marker.
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are Patch and Hello, World.
The party should still take note of Ion Efflux, which is cast regularly throughout the fight. While not as hard-hitting as Cosmo Memory, the party will still need to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.
Patch:
The goal of Patch is to break all four tethers intentionally before they expire naturally—which would line up with the cast of Ion Efflux and defeat the party. Tethers must be broken one-at-a-time, however, as the Magic Vulnerability Up will kill the party if two tethers are broken near simultaneously.
Which order the tethers are broken are completely up to the party's personal preference—and often vary across Data Centers.
The party should also agree on positions to stand prior to the cast of Patch, not only to give a clear view of which type of tether is between each player, but to give everyone time to move closer or away from their partner depending on the tether type received.
While tethers are active, Omega will cast Diffuse Wave Cannon followed by Oversampled Wave Cannon. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.
The timing on when to break tethers is fairly consistent:
The first tether can be broken the instant Patch finishes casting.
The second tether can be broken during or shortly after Diffuse Wave Cannon.
The third tether can be broken after Oversampled Wave Cannon completes.
Alternatively, three tethers can be broken prior to Oversampled Wave Cannon with quick coordination.
The final tether can be broken after the Magic Vulnerability Up expires from the third tether, prior to the Ion Efflux cast.
The party will need to be careful not to break a tether during Oversampled Wave Cannon's cast, as the vulnerability debuff would result in the death of both tanks.
Lastly, there are a few useful notes to keep in mind in regards to the tethers:
Both tether types break with a 10 yalm distance, with red/green far tethers breaking when within 10y of each other, and blue close tethers breaking when 10y away from each other.
Two players tethered with Local Regression can stay on opposite sides of Omega in melee range and still not break their tether.
The tank with Remote Regression must break their tether sometime prior to Oversampled Wave Cannon, as the AoE tankbuster would kill their partner.
Hello, World:
One of many potential methods to surviving Hello, World.
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:
The three players with Latent Defect must be hit by either the first Critical Overflow Bug or the 8-second Critical Synchronization Bug.
As Critical Synchronization only hits one other player, only one of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.
There can only be a maximum of three players with Critical Overflow Bug at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.
At least five players must be buffed with Overflow Debugger prior to the cast of Critical Error to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.
A total of three Critical Overflow Bug expirations can happen prior to Critical Error (the first being given to the tank from Hello, World).
If a player receives a Critical Overflow Bug from the third expiration, they will be killed by Critical Error due to receiving a second copy of the debuff.
Critical Synchronization Bug will only stop spreading once shared with a player buffed with Synchronization Debugger—or when taken solo.
This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.
Hello, World is extremely healing intensive, and due to Critical Overflow Bug's 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.
Should the party survive Hello, World, the attacks that come after should feel significantly easier to handle by comparison.
Archive Peripheral:
Two examples of positioning for Archive Peripheral.
A consistent rule to remember for multiple rotating arrows is "Orange on the left, blue on the right".
Players should stand in the center of the arena and face towards the rotating arms, looking at the left (northwestern) arm.
If this arm has an orange rotating arrow, the party should run to the north edge of the arena to start.
If this arm has a blue rotating arrow, the party should run to the south edge of the arena.
If all arrows are the same color, players can simply run to the east edge (all orange) or the west edge (all blue).
Assuming all arrows are not the same color, everyone should now be standing in the middle Line AoE on either the north or south edge of the arena. The party then simply has to move left or right towards the line AoE that is rotating in a different direction to the other two, placing players into the correct safe zone.
This will always be combined with Target Analysis. The targeted tank should move towards the arena's edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena's center as the Line AoEs rotate away.
Index & Archive Peripherals:
The three players with proximity tethers must run to the exact opposite side of the arena from the arm targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by Wave Cannon.
As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.
While specific assignments can be given, due to the long length of the cast and the random nature of the arm placement, players often have enough time to safely spread out without the need for prior planning.
Archive All:
A DPS check and reaction-time check, players must quickly identify which Arm Unit to kill before it can cast Colossal Blow in order to create a safe-zone for all players to stand inside.
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting Electric Slide at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact opposite edge.
The party will need to focus their attention to one of the two Arm Units adjacent to each side of the static line AoE. Whichever Arm Unit the AoE is rotating away from is the one that the party must destroy as fast as possible.
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega's Electric Slideproximity AoE.
This will then be followed by Delta Attack. All players must run out of the static circle AoEs that appear initially, then any players withoutspread circles must run back to where the Arm Unit was to group with the Stack marker.
The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.
Players should not panic once the spread circles appear. Those not marked by spread circles should focus entirely on moving out of the static circle AoEs, then moving back into position the instant the static circle AoEs disappear.
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the Colossal Blows from the other five Arm Units.
Should players survive Omega's first onslaught of attacks, Phase 2 will begin with an even more dangerous version of Hello, World.
Phase 1 Rotation
Attack
Strategy
Target Analysis
(Savage Wave Cannon)
The targeted tank should stay away from others until the AoE hits, then run behind the other tank.
Patch
Break the first tether immediately.
Diffuse Wave Cannon
Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.
Oversampled Wave Cannon
Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.
Ion Efflux
Break the last tether, then use party mitigations and heal.
Hello, World
Handle based on the party's preferred strategy.
Critical Error
Heal the party before players with Critical Overflow Bug position accordingly.
Ion Efflux
Use party mitigations and heal.
Archive Peripheral
Identify the correct safe zone and stack inside.
Target Analysis
(Savage Wave Cannon)
The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.
Diffuse Wave Cannon
Dodge the AoEs.
Oversampled Wave Cannon
Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.
Index & Archive Peripherals
Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.
Target Analysis
(Savage Wave Cannon)
The targeted tank should stay away from others until the AoE hits, then run behind the other tank.
Patch
Break the first tether immediately.
Diffuse Wave Cannon
Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.
Oversampled Wave Cannon
Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.
Ion Efflux
Break the last tether, then use party mitigations and heal.
Archive All
Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the Arm Unit the Static Line AoE is rotating away from.
Delta Attack
Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.
Diffuse Wave Cannon
Dodge the AoEs.
Phase 2 Start
Phase 2 - Hello, World #2
Omega casts Hello, World once more, throwing in new bugs in an attempt to erase the party from existence.
Phase 2 Abilities
Name
Description
Hello, World #2
Functions the same as before with two new additions: the second healer is debuffed with Critical Underflow Bug, and three Cascading Latent Defecttowers appear after 24 seconds.
Critical Underflow Bug
A 15 second debuff that will spread copies of itself to other players via touch, each with a 15 second timer. On expiration, explodes into a 5y radius circle AoE that does not damage the user, but kills any other players in range.
Buffs the afflicted with Underflow Debugger on expiration, completely preventing the player from receiving the Underflow debuff again for 30 seconds. Does not protect against damage.
Cascading Latent Defect
Three towers that appear 24 seconds after Hello, World is cast and resolve after 6 seconds. There is one tower in the east, one in the west, and one in the center of the arena. Unoccupied towers deal extreme party-wide damage.
On resolution, players inside the towers are debuffed with Cascading Latent Defect for 8 seconds.
Cascading Latent Defect will kill the entire party on expiration. This can only be cleansed by being debuffed with Critical Underflow Bug prior, and then having Underflow expire before Cascading Latent Defect does.
Program Omega
A soft enrage. Deals repeated party-wide damage combined with four casts of Ion Efflux that grant Omega one stack of Damage Up each.
One of many methods to survive Hello, World #2.
Mostly a repeat of the prior phase, but the added complexities with Hello, World #2 will intensely test the party's ability to execute strategies exactly to plan.
Hello, World #2:
As before, there are countless viable strategies to solving the new version of this attack. Many strategies from the previous Hello, World can be mostly re-used.
With the addition of Cascading Latent Defecttowers, new goals have been added to survive the onslaught.
Three players (selected via debuffs assigned by Hello, World) must be assigned to the towers, and each must have an active Critical Underflow Bug prior to the towers appearing.
Critical Underflow Bug must be spread at least twice to allow the debuff to expire within the window needed to cure Cascading Latent Defect.
To correctly line up the timing, the three players intending to take the towers must receive Underflow any time between the second and third expiration of Critical Overflow Bug.
All players debuffed with Underflow must take care to not touch other players not intended as Underflow recipients, and to separate from others when the debuff is about to expire.
As it is unknown which healer will receive Underflow from Hello, World, the party may want to keep both healers a short distance away from everyone else until debuffs are assigned.
Should the party survive Hello, World #2, Omega will follow the same attack exact attack pattern as before.
The fight will end with a cast of Program Omega and four casts of Ion Efflux, each granting Omega a stack of Damage Up while doing constant party-wide damage.
After five stacks, 10 minutes and 30 seconds into the fight, Omega will being a 10 second cast of Ion Efflux that will wipe the party.
Phase 2 Rotation
Attack
Strategy
Hello, World #2
Handle based on the party's preferred strategy.
Critical Error +
Cascading Latent Defect
Heal the party before players with Critical Overflow Bug position accordingly.
Players taking towers must be debuffed with Critical Underflow Bug.
Ion Efflux
Use party mitigations and heal.
Archive Peripheral
Identify the correct safe zone and stack inside.
Target Analysis
(Savage Wave Cannon)
The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.
Diffuse Wave Cannon
Dodge the AoEs.
Oversampled Wave Cannon
Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.
Index & Archive Peripherals
Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.
Target Analysis
(Savage Wave Cannon)
The targeted tank should stay away from others until the AoE hits, then run behind the other tank.
Patch
Break the first tether immediately.
Diffuse Wave Cannon
Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.
Oversampled Wave Cannon
Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.
Ion Efflux
Break the last tether, then use party mitigations and heal.
Archive All
Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the Arm Unit the Static Line AoE is rotating away from.
Delta Attack
Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.
Diffuse Wave Cannon
Dodge the AoEs.
Program Omega
Heal the party continuously.
Ion Efflux x4
Continue to mitigate and heal. This is the party's last chance to defeat Omega.