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Alphascape V4.0 (Savage)

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This article is about the (Savage) version. For the level 70 story-mode raid, see Alphascape V4.0. For the third tier of Omega (Savage) in general, see Omega: Alphascape (Savage).

Alphascape V4.0 (Savage)

Level
70 (Sync: 70)
Item Level
380
Difficulty
Savage
Party size
Full Party
8 man 2 2 4
Unsyncing
Allowed
Time limit
120 minutes
Phoenix Down
Not Available
Duty Finder
Savage Raids (Stormblood)
Tomestones
Allagan Tomestone of Poetics 30 
Req. quest
Interact with the Magitek Terminal after completing To Kweh under Distant Skies
Location
Creation, The Interdimensional Rift
Region
Gyr Abania
S/S/S
Available
Patch
4.4
The Echo
Permanent +20%
Links
EDB GT TC

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.

Alphascape V4.0 (Savage) Guide Part One
Alphascape V4.0 (Savage) Guide Part Two

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.

Phase 1 Abilities
Attacker Name Description
Optical Unit Suppression After 6 seconds, the eye fires a massive static line AoE down the center of the arena from where it is facing. Inflicts Vulnerability Up, Damage Down, and Healing Magic Down.
Advanced Suppression After 6 seconds, the eye fires a large static cone AoE, covering half of the arena closest to it. Inflicts Vulnerability Up, Damage Down, and Healing Magic Down.
Omega-M Synthetic Shield Omega-M creates a shield, preparing to use shield-based abilities.
Beyond Defense Hits one random player with an untelegraphed 5y spread circle that inflicts Magic Vulnerability Up for 6 seconds. Always followed by Pile Pitch.
Pile Pitch Hits one random player with an untelegraphed Stack marker. Will never target the player previously targeted by Beyond Defense.
  • This attack can still target players that were struck by another player's AoE from Beyond Defense.
Efficient Bladework A 10y static circle AoE centered on Omega-M. Always cast immediately after reforming from Superfluid.
Subject Simulation F Omega becomes Superfluid before transforming into Omega-F.
Omega-F Synthetic Blades Omega-F transforms her legs into blades, preparing blade-based abilities.
Superliminal Motion A 330-degree static cone AoE from Omega's front.
Optimized Fire III Hits all players with untelegraphed 5y spread circles.
Discharger 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.
Electric Slide Omega becomes untargetable Superfluid and places a Stack marker on both healers. Electric Slide inflicts Physical Vulnerability Up for 3 seconds.

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.
Pile Pitch All players except the one with Magic Vulnerability Up should stack.
Subject Simulation F Ensure Omega is on the edge of the arena.
Discharger Stand near Omega or use a knockback resist ability.
Advanced Suppression +

Superliminal Motion

Move Omega-F to the center of the arena facing towards the Optical Unit. Once the AoEs appear, group up behind her.
Optimized Fire III Immediately spread out.
Electric Slide One healer should run towards or opposite to the Optical Unit, and the other to the cardinal edge at its left or right.
Discharger +

Efficient Bladework

Stand near Omega-F or use a knockback resist ability.
Phase 2 Start

Phase 2 - Fundamental Synergy


Phase 2 Abilities
Name Description
Laser Shower Unavoidable party-wide damage.
Solar Ray A circle AoE tankbuster cast simultaneously by both Omega-M and Omega-F.
Firewall 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 markers while those with Packet Filter M receive purple 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 eye
An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.
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 across the full length of the arena without accidentally hitting other players.

During this attack, Advanced Suppression is cast by the Optical Unit, covering the 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 (either blue or purple) will be assigned to stand on the cardinal waymarks while the other color will stand a short distance off to the side, but not on the side with the Optical Unit.
    • Alternatively, the light party assigned with handling of Omega initially at west/east side of ""Optical Unit"" can stand on the cardinal waymarks instead, with the other light party stand a short distance off to the side.
    • 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.
  • 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.
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 instant Beyond 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.
Phase 3 Abilities
Name Description
Optimized Meteor Omega-F places a flare marker on a random tank. Deals tankbuster levels of damage.
Optimized Sagittarius Arrow 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.
Cosmo Memory (Enrage)

Phase 1 - Mechanics & Abilities

Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here's a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.

  • Target Analysis - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a Magic Vulnerability Up debuff. Once applied, Omega will immediately prepare to blast its primary target with Savage Wave Cannon - which involves magic damage.
  • Savage Wave Cannon - a vicious tankbuster against Omega's primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with Magic Vulnerability Up (Target Analysis) should make sure they are standing behind the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.
  • Patch - tethers each tank and healer to a random damage dealer with one of two color tethers - either blue (Remote Regression) or reddish-green (Local Regression). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of Magic Vulnerability Up (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).

Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with Patch tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.

  • Diffuse Wave Cannon - causes Omega to fire beams across the arena from either its front & rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega's front & rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, Diffuse Wave Cannon will be fired from its sides.
  • Oversampled Wave Cannon - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage can overlap, so make sure you do not stack with your fellow tank whilst being blasted.
  • Ion Efflux - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved Patch tethers will be forcefully detonated by Ion Efflux, causing tethered players to instantly die.

  • Hello, World #1 - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.
  • EXAMPLE SOLUTION : https://streamable.com/24iuj
  • Debuff: Critical Overflow Bug - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh Critical Overflow Bug debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a Debugger debuff, rendering them immune to further Critical Overflow Bug and Critical Synchronization Bug applications - (see below).
  • Debuff: Critical Synchronization Bug - applied to two random damage dealers (unaffected by Critical Overflow Bug). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply Critical Synchronization Bug to anyone caught in the blast. Just like Critical Overflow Bug, exploded players will receive Debugger, rendering them immune to further applications of Critical Overflow Bug and Critical Synchronization Bug debuffs (see above).
  • Debuff: Latent Defect - a 10-second durability debuff against a random tank (whichever is not effected by Critical Overflow Bug), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse Latent Defect, afflicted players must be hit by (any) source of damage.

NOTE: One healer and one damage dealer will receive absolutely no debuffs from Hello, World. Seeing as two Bug debuffs can re-apply themselves to anyone without Debugger, and seeing as two players can only cleanse Latent Defect by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.

As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as 'explosion' points for Critical Synchronization Bug and Critical Overflow Bug. In the beginning, only one player (a tank) will have the massive (Overflow) explosion, whereas two players (damage dealers) will have the medium (Synchronization) explosions and will need to share this damage with at least one other player each. Players with Latent Defect can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with Debugger (previously exploded players) can help soak freshly created Synchronization debuffs as they will no longer be able to receive the debuff.

How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.


  • Critical Error - afflicts raidwide damage and applies Debuff: Critical Overflow Bug to all players that do not have Debugger, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, Critical Error typically results in three players being debuffed.
  • Archive Peripheral - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a 'rotation' indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of Archive Peripheral, Omega will also cast Target Analysis - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.
  • Index & Archive Peripherals - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize Wave Cannon, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the Wave Cannon blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.
  • Archive All - creates mechanical arms around the outer edge of the platform that will begin to cast Colossal Blow, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast Electric Slide, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.

Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for Electric Slide. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of Electric Slide collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using Delta Attack.

  • Delta Attack - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating Archive All beam (and the need to destroy the chosen mechanical arm before Colossal Blow causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. Colossal Blow will detonate shortly after Delta Attack resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.

  • Hello, World #2 - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (Critical Underflow Bug) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.
  • EXAMPLE SOLUTION: https://streamable.com/oxyx2
  • Extra Debuff: Critical Underflow Bug - 15-second duration debuff against the healer who was not affected by Latent Defect. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, Underflow can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special Debugger, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.
  • Debuff: Critical Overflow Bug - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have Debugger (just like before).
  • Debuff: Critical Synchronization Bug - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have Debugger (just like before).
  • Debuff: Latent Defect - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get Overflow. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.
  • Cascading Latent Defect - represented by three circular pillars of light through the center of the arena that requires at least one player with Critical Underflow Bug to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by Latent Defect, forcing them to intentionally take damage to cleanse themselves.

NOTE: The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous Hello, World, except now, they will also need to intentionally pass the new Overflow debuff to other players so that the light-pillars can be soaked.

Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as 'explosion' points for Critical Synchronization Bug and Critical Overflow Bug. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired Latent Defect debuffs.


Assuming the raid successfully handles the second Hello, World, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another Hello, World would be cast, it will instead use Program Omega - a soft enrage.

  • Program Omega - causes Omega to repeatedly cast Ion Efflux, gaining a stackable Damage Up buff with each successful cast. On reaching 5 stacks of Damage Up, Omega will obliterate the raid with one final cast of Ion Efflux.

Phase 1: Mechanical Timeline


Here's a quick run-down of the mechanical timeline:

  • Target Analysis - applies Magic Vulnerability Up to one of the two players with the highest enmity.
  • Savage Wave Cannon - blasts the primary target with a shareable tankbuster. Tank with Magic Vulnerability Up should stand behind the other tank to share it or they'll likely take fatal damage.
  • Patch - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as Patch has been cast.
  • Diffuse Wave Cannon - Omega fires beams towards the front & rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their Patch tether at this point.
  • Oversampled Wave Cannon - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their Patch tether at this point.
  • Ion Efflux - raidwide damage that will also slay any players who haven't removed their Patch tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.
  • Hello, World #1 - raidwide damage accompanied by various debuffs that need to be handled in specific ways.
  • Overflow + Synchronization - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that Synch (medium) explosions need to be soaked by an additional player each.
  • Latent Defect - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.
  • Synchronization - 12 second duration debuffs will detonate.
  • Re-Applied Debuffs - Variable depending on how the raid decided to handle the above.
  • Critical Error - inflicts raidwide damage and applies Critical Overflow Bug to anyone who doesn't have Debugger.
  • Ion Efflux - raidwide damage.
  • Archive Peripheral - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.
  • Target Analysis - applies Magic Vulnerability Up to one of the two players with the highest enmity. Happens during Archive Peripheral beams.
  • Savage Wave Cannon - shareable tankbuster. Happens during Archive Peripheral beams. Tank with Magic Vulnerability Up must be extra careful.
  • Diffuse Wave Cannon - Omega fires beams towards the front & rear, or to the sides, same as before.
  • Oversampled Wave Cannon - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.
  • Index & Archive Peripherals - mechanical arms tether to random players and prepare to fire straight-line AoEs at them.
  • Wave Cannon - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).
  • Target Analysis - applies Magic Vulnerability Up to one of the two players with the highest enmity.
  • Savage Wave Cannon - shareable tankbuster. Happens during Archive Peripheral beams. Tank with Magic Vulnerability Up must be extra careful.
  • Patch - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.
  • Diffuse Wave Cannon - Omega fires beams towards the front & rear, or to the sides, just like before.
  • Oversampled Wave Cannon - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.
  • Ion Efflux - raidwide damage that will also slay any players who haven't removed their Patch tethers. The final pair of tethers will need to be exploded beforehand.
  • Archive All - creates mechanical arms around the outer edge of the platform that will begin to cast Colossal Blow. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.
  • Electric Slide - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.
  • Delta Attack - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm and avoiding the rotating beam. Colossal Blow concludes after Delta Attack, wiping the raid if the chosen arm wasn't destroyed in time.
  • Diffuse Wave Cannon - Omega fires beams towards the front & rear, or to the sides, just like before.
  • Hello, World #2 - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (Critical Underflow Bug) and three soakable light-pillars (Cascading Latent Defect).
  • Cascading Latent Defect - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by Critical Underflow Bug. Failure to soak a tower results in a wipe. Success inflicts Latent Defect on the soaker.
  • Critical Error - inflicts raidwide damage and applies Critical Overflow Bug to anyone who doesn't have Debugger.
  • Ion Efflux - raidwide damage.

Omega now loops the mechanics between the first and second Hello, World. Rather than cast a third Hello, World afterwards, Omega will soft-enrage via Program Omega, involving 5x Ion Efflux (with each one buffing Omega's damage), followed by one final Ion Efflux to wipe the raid.

Loot

See also: Omega Weapons

Treasure Coffer 1

Name Type Item Level Rarity Quantity
Paladin's Omega Arms (IL 405) Other 1 CBlue 1
Omega Battleaxe Marauder's Arm 405 CBlue 1
Omega Claymore Dark Knight's Arm 405 CBlue 1
Omega Bayonet Gunbreaker's Arm 405 CBlue 1
Omega Trident Lancer's Arm 405 CBlue 1
Omega Zaghnal Reaper's Arm 405 CBlue 1
Omega Knuckles Pugilist's Arm 405 CBlue 1
Omega Samurai Blade Samurai's Arm 405 CBlue 1
Omega Sickles Rogue's Arm 405 CBlue 1
Omega Bow Archer's Arm 405 CBlue 1
Omegafire Machinist's Arm 405 CBlue 1
Omega Chakrams Dancer's Arm 405 CBlue 1
Omega Rod Two-handed Thaumaturge's Arm 405 CBlue 1
Omega Grimoire Arcanist's Grimoire 405 CBlue 1
Omega Smallsword Red Mage's Arm 405 CBlue 1
Omega Cane Two-handed Conjurer's Arm 405 CBlue 1
Omega Codex Scholar's Arm 405 CBlue 1
Omega Torquetum Astrologian's Arm 405 CBlue 1
Omega Wings Sage's Arm 405 CBlue 1
Omega Chest Gear Coffer (IL 400) Other 1 ABasic 1

Treasure Coffer 2

Name Type Item Level Rarity Quantity
Omega Weapon Coffer (IL 405) Other 1 ABasic 1
OMG Minion N/A ABasic 1
Model O Identification Key Other 1 ABasic 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
I Am the Savage Alpha, I Am the Savage Omega I 5 Complete Omega: Alphascape (Savage). - 4.4
I Am the Savage Alpha, I Am the Savage Omega II 10 Complete Omega: Alphascape (Savage) 5 times. - 4.4
I Am the Savage Alpha, I Am the Savage Omega III 20 Complete Omega: Alphascape (Savage) 10 times. - 4.4
Mightier than the Alpha 5 Complete Alphascape V4.0 (Savage) with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. - 5.45

Music

Section Theme
Phase 1 Heartless
Phase 2 From the Heavens