Deltascape V4.0 (Savage)
Deltascape V4.0 (Savage)
- Level
- 70 (Sync: 70)
- Item Level
- 320
- 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
15 - Req. quest
- Interact with the Magitek Terminal after completing The Anomaly
- Location
- The Parapet, Deltascape V4.0
- Region
- Gyr Abania
- S/S/S
- Available
- Patch
- 4.05
The Echo- Permanent +20%
- Links
- EDB GT TC
Taken by curiosity, you activate something called the Savage Initiative at a Garlond Ironworks terminal. Apparently a program to address work-related stress, you are treated to a soothing song composed by a certain minstrel, its lush strains massaging your mind and adding vibrant flourishes to the memories of your trials within the Deltascape...
— In-game description
Deltascape V4.0 (Savage) is a level 70 raid introduced in patch 4.05 with Stormblood. The raid is also known as O4S. Completing this duty, which can be done with an Unrestricted Party (unsynced), is needed to unlock The Unending Coil of Bahamut (Ultimate).
Strategy
This is the first savage raid that introduced checkpoints. Once players succeed in passing Phase 1, any wipes or fight resets will place players at the start of Phase 2 against Neo Exdeath.
- The checkpoint occurs after Neo Exdeath becomes targetable. Should players experience a delayed death during the transition cutscene, they will not trigger the checkpoint and start back from Phase 1.
The duty time limit has additionally been increased to 120 minutes, up from the usual 90. Should players abandon the instance or time-out, they will have to restart from Phase 1.
Prior to the fight, players will want to assign boss-relative clock spots. While Phase 1 will want melee positioned in the south, Phase 2 onwards ideally has melee in the northern positions.
Exdeath has a hard enrage of around 4:50.
Neo Exdeath has a hard enrage of ~12:45.
Phase 1:
Exdeath
| Name | Description |
|---|---|
| Dualcast | Exdeath's next cast of Fire III, Blizzard III, or Thunder III happens twice in a row.
|
| Blizzard III | Five random players have simple circle AoEs placed underneath them. Dualcast causes five more to appear after the first set resolves.
|
| Thunder III | A tankbuster that inflicts Lightning Resistance Down II for 6 seconds. Dualcast causes a second tankbuster aimed at the highest enmity player.
|
| Fire III | Hits all DPS with unmarked spread circle AoEs; Dualcast causes all tanks and healers to be hit a few seconds later.
|
| White Hole | Players not at full HP are Petrified for 10 seconds. Players with less than 50% HP are instantly killed. |
| The Decisive Battle | Eight vines sprout from the center in a rotation pattern, a proximity AoE is placed in the center that deals knockback, and a healer is targeted by a Stack marker.
A tree rises from the center and aims a Zombification cone AoE at a random player; at the same time, 1 tank, 1 healer, and 1 DPS are targeted by flare markers.
|
| Vacuum Wave | A powerful radial knockback emitted from Exdeath that pushes players almost the full length of the arena. Can be resisted with Arm's Length or Surecast. |
| Black Hole | Eight black holes are created around the arena, four of which attach chase tethers to the tanks and healers. All players are inflicted with HP Penalty for the duration of the attack. |
| Holy | A Stack marker placed on a healer. |
| Meteor | Extremely high unavoidable party-wide damage. |
This phase acts as a DPS check. Players must push Exdeath to 60% HP before they finish their second cast of Meteor to initiate the next phase.
Many of the attacks Exdeath uses are quite deadly and must be handled with precision and caution.
- Dualcast Blizzard III and Fire III can be handled utilizing clock spots, but Dualcast Thunder III requires a tank swap during its cast to ensure each tank takes a single tankbuster each.
The first key attack to look out for is The Decisive Battle, which combines multiple attacks into a deadly chain of events:
All players should stack up in front of the last vine that sprouts from the ground, hugging its front to survive the incoming knockback from the proximity AoE.
Next, all players will need to run away from their current position to avoid the incoming Zombification breath.
Lastly, the three players marked by Flare markers must spread out equally in a triangle formation at the edges while the rest of the party move to an edge between two of the Flares. All players must be on an edge to ensure Exdeath re-appears on an edge for the upcoming Vacuum Wave.
Dodge the Void Spell used after Exdeath appears, then either run to Exdeath in preparation for Vacuum Wave or use a knockback resistance ability.
The other attack series to look out for is Black Hole.
The tanks and healers should run to clock spot edges and all run the same direction either clockwise or counter clockwise. The DPS must spread out around the center avoiding Black Holes and each other's Fire III or Blizzard III AoEs.
For the first Black Hole cast, all players will want to stack back in the center immediately after the second hit of Fire III to share the Holy Stack marker.
For the second Black Hole cast, instead the players targeted by Flare markers will want to spread around the edges again while the rest of the party moves to the center for safety.
Should players fail to bring Exdeath to 60% HP in time, he will cast a third Meteor that instantly wipes the party.
| Attack | Strategy |
|---|---|
| Dualcast | -- |
| Blizzard III | Spread out to clock spots. |
| Dualcast | -- |
| Thunder III | Tank swap during the cast and mitigate. |
| Dualcast | -- |
| Fire III | Spread out to clock spots. |
| White Hole | Heal the party to full HP to avoid DPS loss from Petrification. |
| The Decisive Battle | Stack in front of the last vine to appear. After the knockback, run from the breath AoE while spreading the Flares out. All players should stand on the edge of the platform. |
| Random Void Spell | React accordingly. |
| Vacuum Wave | Either run to Exdeath or use a knockback resist ability. |
| White Hole | Heal the party to full HP to avoid DPS loss from Petrification. |
| Black Hole | Tanks and DPS should spread out to cardinals and rotate clockwise or counter-clockwise. |
| Dualcast | -- |
| Fire III | DPS should spread out in the center. |
| Holy | After Fire III hits the tanks and healers, players should stack together in the center. |
| White Hole | Heal the party to full HP to avoid DPS loss from Petrification. |
| Dualcast | -- |
| Thunder III | Tank swap during the cast and mitigate. |
| Meteor | Use heavy party mitigations and shields. |
| The Decisive Battle | Handle as before. |
| Random Void Spell | React accordingly. |
| Vacuum Wave | Handle as before. |
| White Hole | Heal the party to full HP to avoid DPS loss from Petrification. |
| Black Hole | Handle as before. |
| Dualcast | -- |
| Blizzard III | Spread out and stay mobile to dodge the AoEs. |
| Flare | Players with Flare should move to the edges while all others move towards the center. |
| White Hole | Heal the party to full HP to avoid DPS loss from Petrification. |
| Dualcast | -- |
| Thunder III | Tank swap during the cast and mitigate. |
| Meteor | This is the party's last chance to bring Exdeath to 60% HP before enrage. |
| Meteor (Enrage) | |
Phase 2:
Neo Exdeath
After a long transitory cutscene, Neo Exdeath appears. A checkpoint is created here—any party wipes afterwards will restart the fight from Phase 2.
| Name | Description |
|---|---|
| Almagest | High unavoidable party-wide damage that inflicts Almagest on all players for 15 seconds, dealing a painful amount of damage over time. |
| Aero III | A tankbuster. Despite its visuals, it is not an AoE. |
| Delta Attack | Exdeath uses Dualcast Blizzard III, Dualcast Fire III, and Dualcast Thunder III simultaneously. |
| Terminal Antilight | A wild charge attack. Indicated by Exdeath casting Flood of Naught and a constellation appearing in front of him. |
| Inner/Outer Antilight | A giant simple line AoE, either from Exdeath's center or his left and right sides. Indicated by a cast of Flood of Naught and either large blue orbs in front of him (indicating a center AoE) or from the mouths on his sides (left and right AoEs). |
| Edge of Death | Exdeath begins casting Flood of Naught, with a White Wound and Black Wound orb appearing to his left and right. Each half of the arena will be hit by the indicated Wound.
Players hit will be debuffed with a White Wound or Black Wound matching the side they stood on. Any existing Wound debuffs will be replaced.
|
| Double Attack | Attaches a proximity tether to the highest enmity player, then attacks with a large shared AoE tankbuster that deals heavy knockback to those hit—away from Exdeath. |
| Emptiness | Three moving AoEs are placed around the arena. Has a multiple potential placement patterns. |
| Earth Shaker | Marks the two highest enmity players with brown spread cone arrows. |
| Vacuum Wave | A blue simple circle AoE underneath Exdeath that deals extreme knockback. |
| Light and Darkness | One tank, one healer, and one DPS are marked with flare markers while the other healer is targeted by a Stack marker. |
| Meteor | Creates four destructible Arcane Spheres that slowly attempt to pull meteors to the ground. Always immediately followed by Edge of Death. |
| Charybdis | Sets every player's HP to 1. |
| Grand Cross Alpha | Resets enmity. All players are inflicted with Hysteria for 3 seconds, Acceleration Bomb for 15 seconds, and either White Wound or Black Wound at random.
One tank, one healer, and one DPS are debuffed with Allagan Field while all other players are debuffed with Off-Balance. Exdeath then casts Terminal Antilight and Edge of Death.
|
| Grand Cross Delta | Resets enmity. Each player is given two debuffs based on their role, and all players are given White Wound or Black Wound at random. Always followed by Inner/Outer Antilight.
|
A brutal onslaught of attacks, players will need to have strategies and positions prepared ahead of time to survive. DPS players may want to swap clock spot positions to have melee DPS up north, as Exdeath will no longer move from the edge of the platform.
- All players will want to keep an eye on their White Wound or Black Wound debuff, as they must stand on the opposite side of Edge of Death to survive. These debuffs will not only swap with each Edge of Death, but are randomized with each cast of Grand Cross Alpha and Grand Cross Delta.
- Delta Attack can be handled utilizing clock spot positions and a tank swap. Players should stack together during the initial cast to consolidate the first Blizzard III AoEs, then run to clock spots. After the first set of Fire III explosions, DPS can move back towards the center while tanks and healers stay near the edge for the second Fire III. The off-tank will also need to Provoke during the cast to split the Thunder III.
- When Double Attack begins, both tanks should run to the center of the arena and mitigate while the rest of the party runs to the edge of the arena underneath Exdeath.
- Alternatively, one tank can use an invulnerability and stand directly underneath Exdeath while all other players stand at max melee range.
- Unless dodging an attack, Melee DPS and tanks should try to stay at the edge of Exdeath's targeting ring to have time to escape Vacuum Wave.
The two most dangerous attacks to look out for are Grand Cross Alpha and Grand Cross Delta. Additionally, as these attacks reset enmity, a tank should cast Provoke afterwards to re-establish enmity lead.
During the cast of Grand Cross Alpha, all players must stack in the center of the arena to avoid running off the platform due to Hysteria.
Once control is regained, players with Off-Balance should run towards Exdeath to survive the massive knockback caused by Terminal Antilight. The tank with Off-Balance must be the player closest to Exdeath however in order to take the brunt of the attack.
All players with Allagan Field should stand in the back, away from Exdeath, to ensure they take the least amount of damage. As these players do not have Off-Balance, they will not suffer any knockback.
Afterwards, simply hold still for Acceleration Bomb before finally positioning for Edge of Death.

Grand Cross Delta requires much more strict positioning, as players will not only have to avoid looking at those with Cursed Shriek, but stack for Compressed Water, take a fatal hit, and all while avoiding being knocked off the platform by Off-Balance.
The two DPS players with Acceleration Bomb can simply keep attacking Exdeath, only stopping to avoid punishment from their debuff. These players should stay in melee range of Exdeath to ensure they avoid the Cursed Shriek gaze from the other players.
The healer with Cursed Shriek and Compressed Water should run to edge opposite of Exdeath with the tank and DPS inflicted by Beyond Death.
The other tank and healer should be at different cardinal edges of the arena to avoid hitting others with Forked Lightning.
All players in the stack must look away from both Cursed Shriek players and aimed to get knocked towards Exdeath. Shortly afterwards Exdeath casts Inner or Outer Antilight at random, and all Beyond Death players must take the hit to remove their debuff. If players are too far from Exdeath when hit by Inner/Outer Antilight, they are likely to be knocked off the platform to their death.
Should players survive for 5 minutes and 45 seconds, Exdeath will cast Grand Cross Omega, indicating the half-way point of the fight.
| Attack | Strategy |
|---|---|
| Almagest | Heavy AoE healing required for the length of the debuff. |
| Aero III | Mitigate and heal. |
| Delta Attack | Stack up together during the cast, then spread out to clock spots. |
| Grand Cross Alpha | Stack in the center during the cast. Players with Allagan Field should stand away from Exdeath. |
| Terminal Antilight | All players with Off-Balance should run towards Exdeath with the tank being up front. |
| Edge of Death | Players must stand on the side opposite to their Wound debuff. |
| Double Attack | Tanks should stack and mitigate in the center or one tank use an invulnerability directly underneath Exdeath. All other players should stay away from the targeted tank. |
| Emptiness | Avoid the AoEs. |
| Inner/Outer Antilight | Avoid the AoEs. |
| Aero III | Mitigate and heal. |
| Grand Cross Delta | Move to pre-assigned positions while looking away from the gaze attacks. Players in the stack must aim to be knocked towards Exdeath. |
| Inner/Outer Antilight | Players with Beyond Death must intentionally be hit by this attack. All others must dodge. |
| Almagest | Heavy AoE healing required for the length of the debuff. |
| Aero III | Mitigate and heal. |
| Earth Shaker | Both tanks should stand to opposite sides of Exdeath to aim the attacks away from the party. |
| Vacuum Wave | Move away from Exdeath. |
| Emptiness | -- |
| Light and Darkness | Flares should run away and spread to cardinal edges while the rest of the party stacks underneath Exdeath. |
| Inner/Outer Antilight | -- |
| Meteor | Destroy the Arcane Spheres as quickly as possible. |
| Edge of Death | Players must stand on the side opposite to their Wound debuff. |
| Charybdis | Heal all players back to full HP. |
| Double Attack | Handle as before. |
| Almagest | Heavy AoE healing required for the length of the debuff. |
| Aero III | Mitigate and heal. |
| Emptiness | -- |
| Grand Cross Alpha | Handle as before. |
| Terminal Antilight | Handle as before. |
| Edge of Death | Players must stand on the side opposite to their Wound debuff. |
| Delta Attack | Handle as before. |
| Inner/Outer Antilight | -- |
| Grand Cross Omega | |
Phase 3: Grand Cross Omega

Exdeath will place another large series of debuffs on all players based on roles and begin a long sequence of attacks.
- All players are inflicted with Hysteria for 3 seconds and a random White Wound or Black Wound debuff.
- One tank, one healer, and one DPS are inflicted with a 10 second Forked Lightning. The other healer has a 10 second Compressed Water.
- Two DPS are inflicted with a 30 second Cursed Shriek while all other players have a 30 second Acceleration Bomb.
- One tank, one healer, and one DPS have a 43 second Allagan Field while all other players have a 43 second Beyond Death and Off-Balance.
He then casts The Final Battle. This attack causes Exdeath to teleport to the opposite side of the arena, and then do three randomly chosen casts of Edge of Death or Inner/Outer Antilight, teleporting to a new location with each attack.
The assault is then finalized with Terminal Antilight.
Like with Grand Cross Alpha, players will want to start by stacking in the center during the cast of Grand Cross Omega to avoid running off the platform from Hysteria.
Once control is regained, all players without Forked Lightning will want to stack under Exdeath with the Compressed Water healer. Those with Forked Lightning should spread out elsewhere.
Exdeath will teleport to the opposite side of the arena and begin casting a random Flood of Naught. Players in the Compressed Water stack should aim to be knocked towards Exdeath into whichever area is safest.
All players should correctly dodge the first two Flood of Naughts. If Edge of Death is cast, players will need to remember to run towards Exdeath to ensure they are not shoved off the platform by Off-Balance.
Players with Beyond Death should intentionally fail the third Flood of Naught to cleanse their debuff, but still must take care not to be pushed off the platform.
After the third Flood of Naught, the two DPS with Cursed Shriek should stand in the center while all other players look away and hold still for Acceleration Bomb.
Finally, Terminal Antilight can be handled the same way as usual. Players with Allagan Field should stay distant from Exdeath while all others should be close, with the Off-Balance tank as the closest player.
Heavy healing and party mitigations should be used to keep players healthy before and after the expiration of Allagan Field.
Should the players survive Grand Cross Omega, the fight will continue with its usual attacks until after 11 minutes.
Exdeath will soft enrage with Neverwhere, slowly gaining Damage Up stacks overtime; then repeatedly cast Frenzied Fists—dealing rapid instances of unavoidable party-wide damage.
After 16 stacks of Damage Up, Exdeath will begin a 10 second cast of Almagest that will wipe the party.
| Attack | Strategy |
|---|---|
| Grand Cross Omega | Stack in the center during the cast. |
| The Final Battle | During the cast, players without Forked Lightning will want to stack under Exdeath with the Compressed Water healer. |
| Edge of Death or
Inner/Outer Antilight x3 |
Dodge/Survive the first two casts. Players with Beyond Death should intentionally fail the third cast to cleanse their debuff. |
| Terminal Antilight | Players with Allagan Field should stay distant from Exdeath while all others should be close, with the Off-Balance tank as the closest player. |
| Almagest | Heavy AoE healing required. |
| Emptiness | -- |
| Inner/Outer Antilight | -- |
| Aero III | -- |
| Grand Cross Delta | Handle as before. |
| Inner/Outer Antilight | -- |
| Almagest | -- |
| Aero III | -- |
| Earth Shaker | Tanks should split to opposite sides. |
| Vacuum Wave | -- |
| Emptiness | -- |
| Light and Darkness | Stack under boss while Flares spread out to other cardinals. |
| Inner/Outer Antilight | -- |
| Meteor | -- |
| Edge of Death | -- |
| Charybdis | Heal the party quickly. |
| Double Attack | Tanks should stack in the center and mitigate while all others run underneath Exdeath. |
| Almagest | -- |
| Vacuum Wave | -- |
| Aero III | -- |
| Emptiness | -- |
| Grand Cross Alpha | Handle as before. |
| Terminal Antilight | Handle as before. |
| Edge of Death | -- |
| Delta Attack | Handle as before. |
| Inner/Outer Antilight | -- |
| Neverwhere | Soft enrage. A DPS Limit Break should be used if available. |
| Charybdis | Immediately heal the party. |
| Frenzied Fists + Sphere x8 | Keep the party healthy. This is the last chance to defeat Exdeath. |
| Almagest (Enrage) | |
Loot
Treasure Coffer 1
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Paladin's Genji Arms (IL 345) | Other | N/A | Blue | 1 |
| Genji Greataxe | Marauder's Arm | 345 | Blue | 1 |
| Genji Nagamaki | Dark Knight's Arm | 345 | Blue | 1 |
| Genji Naginata | Lancer's Arm | 345 | Blue | 1 |
| Genji Chakrams | Pugilist's Arm | 345 | Blue | 1 |
| Genji Katana | Samurai's Arm | 345 | Blue | 1 |
| Genji Phurpa | Rogue's Arm | 345 | Blue | 1 |
| Genji Greatbow | Archer's Arm | 345 | Blue | 1 |
| Genji Arquebus | Machinist's Arm | 345 | Blue | 1 |
| Genji Rod | Two-handed Thaumaturge's Arm | 345 | Blue | 1 |
| Genji Grimoire | Arcanist's Grimoire | 345 | Blue | 1 |
| Genji Rapier | Red Mage's Arm | 345 | Blue | 1 |
| Genji Cane | Two-handed Conjurer's Arm | 345 | Blue | 1 |
| Genji Codex | Scholar's Arm | 345 | Blue | 1 |
| Genji Ephemeris | Astrologian's Arm | 345 | Blue | 1 |
| Genji Armor Coffer (IL 340) | Other | N/A | Basic | 1 |
Treasure Coffer 2
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Genji Weapon Coffer (IL 345) | Other | N/A | Basic | 1 |
| Wind-up Exdeath | Minion | N/A | Basic | 1 |
| Alte Roite Prism | Other | N/A | Basic | 1 |
Achievements
This duty is associated with the following achievements:
| Name | Points | Task | Reward | Patch |
|---|---|---|---|---|
| I Am the Savage Delta, I Am the Savage Omega I | 5 | Complete Omega: Deltascape (Savage). | - | 4.05 |
| I Am the Savage Delta, I Am the Savage Omega II | 10 | Complete Omega: Deltascape (Savage) 5 times. | - | 4.05 |
| I Am the Savage Delta, I Am the Savage Omega III | 20 | Complete Omega: Deltascape (Savage) 10 times. | - | 4.05 |
| Mightier than the Delta | 5 | Complete Deltascape 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 | Decisions (Omega) |
| Phase 2 | Final, Not Final |