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Eden's Promise: Anamorphosis (Savage)

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Eden's Promise: Anamorphosis (Savage)

Level
80 (Sync: 80)
Item Level
510
Difficulty
Savage
Party size
Full Party
8 players • 2 2 4
Unsyncing
Allowed
Time limit
90 minutes
Phoenix Down
Not Available
Duty Finder
Savage Raids (Shadowbringers)
Tomestones
Allagan Tomestone of Poetics 30 
Req. quest
Talk to Lewrey after completing Where I Belong
Location
Bygone Gaol
Region
Norvrandt
S/S/S
Available
Patch
5.4
The Echo
Permanent +20%
Links
EDB GT TC

Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...

— In-game description

Eden's Promise: Anamorphosis (Savage) is a level 80 raid introduced in patch 5.4 with Shadowbringers. The raid is also known as E11S.

Dread Hope: The Fatebreaker

The battle against Fatebreaker takes place upon a 20y radius circular arena with no walls or railings. 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.

The floor features a pattern of eight equidistant 10y radius circles lining the perimeter and a dark 10y radius circle in the arena's center—all of which can be used as visual guides for several of Fatebreaker's attacks.

A top-down view of the arena floor.
A top-down view of the arena floor.

Abilities and Timeline

Fatebreaker's Abilities
Name Description
Elemental Break Fatebreaker will be surrounded by either Fire, Lightning, or Light. At the end of the cast, all players are hit by 30-degree spread cones.

Depending on the aspect used during the cast, Fatebreaker will follow up with one of three possible attacks:

  • Fire: Four players (prioritizing DPS roles) are struck by untelepraphed 8y radius stack markers.
  • Lightning: All living players are struck by untelegraphed 5y radius spread circles.
  • Light: Three untelegraphed stack cones are fired at players, prioritizing the two healers and the highest enmity player.
Burnt Strike Fatebreaker will be surrounded by either Fire, Lightning, or Light and face a random direction. At the end of the cast, he will fire an untelegraphed hitbox-width static line AoE from his front and back.

Depending on the aspect used during the cast, one of three effects will occur after the initial line AoE:

  • Fire: Creates an untelegraphed bi-directional knockback shortly after the initial AoE, pushing players 15y away from the line. Can be resisted.
  • Lightning: The line AoE detonates a second time, but twice as wide.
  • Light: Invisible 5y radius static circle AoEs are placed under all players which detonate 3 seconds later.
Bound of Faith Fatebreaker will be surrounded by either Fire, Lightning, or Light, tethering to a DPS or healer and marking them with Prey.

At the end of the cast the target is immobilized with Floating Fetters and, depending on the aspect used, one of three effects will occur:

  • Fire: The targeted player is hit with an untelegraphed Stack marker.
  • Lightning: The closest two players to the target have 120-degree cone AoE tankbusters fired at them. The target is also afflicted with a powerful Electrocution for 8 seconds.
  • Light: The target and any other player within 5y of them is afflicted with Mortal Powder Mark for 4 seconds, detonating into high unavoidable party-wide damage on debuff expiration or death.
    • If the targeted player dies before Bound of Faith finishes casting, Fatebreaker will instead attack a random player without any indication.
Burnished Glory Unavoidable party-wide damage that inflicts all players with an incurable Bleeding for 15 seconds.
  • Mitigations applied during the cast additionally reduce the damage of the status effect.
Powder Mark A moderate damage tankbuster that afflicts the highest enmity player with Powder Mark and Physical Vulnerability Up for 18 seconds.

On expiration or player death, Powder Mark detonates into an untelegraphed high damage 10y radius circle AoE tankbuster centered on the afflicted.

Turn of the Heavens Fatebreaker is surrounded by either Fire or Lightning, then creates nine circles around the arena, each being either fire or lightning.

Circles matching Fatebreaker's aspect detonate in 10y radius circle AoEs, while the others detonate into 5y radius circle AoEs.

  • The AoE range of matching aspects correspond to the circle patterns on the arena floor. The AoE range of opposing aspects matches their shadow.
Shifting Sky Fatebreaker is surrounded by either Fire or Lightning, then begins a combination attack.
  1. A radial knockback is created in the center. Demi-Gukumatz lands at this location and creates a deadly puddle around itself.
  2. Eight Turn of the Heavens circles are created—four lightning in the east and four fire in the west. One player is targeted by a Fire Bound of Faith and another a Lightning Bound of Faith.
    • Demi-Gukumatz creates a static donut AoE with a 10y radius safe zone in the center, detonating at the same time as the above.
  3. Two Fatebreakers appear at different adjacent cardinals or inter-cardinals, one charged with Lightning and the other Fire. The former casts Burnt Strike first, followed by the other seconds later.
    • If the Bound of Faith Fatebreakers appeared on cardinals, the Burnt Strike clones will be on inter-cardinals and vice-versa.
Phase 2 Abilities
Right of the Heavens Fatebreaker will be surrounded by either Fire or Lightning, then four 10y squares are created—two lightning and two fire—one on each cardinal direction.

After a delay, all squares will fire static line AoEs from both faces. Squares matching Fatebreaker's aspect will have additional 5y squares appear to their sides, doubling the width of their AoE.

Sundered Sky Fatebreaker is surrounded by either Fire or Lightning, then begins a combination attack.
  1. A radial knockback is created in the center and Right of the Heavens squares appear. Demi-Gukumatz lands in the center, creates a deadly puddle, and faces at a random player's position.
  2. One player is targeted by a Fire Bound of Faith and another a Light Bound of Faith. Demi-Gukumatz attacks with an untelegraphed 270-degree static cone AoE in the direction it is facing.
  3. Three Fatebreakers appear at different adjacent cardinals or inter-cardinals, one charged with Light, one Lightning, and one Fire. Light casts Burnt Strike first, followed by Lightning, then Fire.
    • The Light Fatebreaker will always be on the exact opposite side of the arena as the Fire Fatebreaker.
Phase 3 Abilities
Prismatic Deception The arena will be covered in fog and eight Fatebreaker clones will appear, one on each cardinal and inter-cardinal edge of the arena—but will only be visible to players standing right next to them.

A random three of the eight clones will have their sword raised. After 5 seconds, all clones become completely invisible. After 12 seconds, the three clones that had their swords raised fire a static line AoE across the arena.

  • A sword-raising clone will never be directly opposite to another sword-raising clone, always resulting in three distinct line AoEs.
Phase 4 Abilities
Cycle of Faith Fatebreaker will be surrounded by either Fire, Lightning, or Light, mark a DPS or healer with Prey, then attack with Elemental Break, Burnt Strike, and Bound of Faith in that order.
Phase 1
  1. Elemental Break
  2. Burnt Strike
  3. Bound of Faith
  4. Burnished Glory
  5. Powder Mark +
    • Turn of the Heavens
  6. Burnt Strike
  7. Bound of Faith
  8. Elemental Break
  9. Shifting Sky
Phase 2
  1. Elemental Break
  2. Burnished Glory
  3. Elemental Break (Light)
  4. Burnt Strike (Light)
  5. Bound of Faith (Light)
  6. Burnished Glory
  7. Powder Mark +
    • Right of the Heavens
  8. Burnt Strike
  9. Bound of Faith
  10. Elemental Break
  11. Sundered Sky
Phase 3
  1. Elemental Break
  2. Burnished Glory
  3. Turn of the Heavens +
    • Elemental Break
  4. Powder Mark +
    • Right of the Heavens
    • Bound of Faith
  5. Prismatic Deception
Phase 4
  1. Burnished Glory
  2. Cycle of Faith
  3. Burnished Glory
  4. Cycle of Faith
  5. Burnished Glory
  6. Cycle of Faith
  7. Burnished Glory
  8. Burnished Glory (Enrage)

Detailed Phase Explanations

Phase 1

Name Description
Elemental Break Fatebreaker will be surrounded by either Fire, Lightning, or Light. At the end of the cast, all players are hit by 30-degree spread cones.

Depending on the aspect used during the cast, Fatebreaker will follow up with one of three possible attacks:

  • Fire: Four players (prioritizing DPS roles) are struck by untelepraphed 8y radius stack markers.
  • Lightning: All living players are struck by untelegraphed 5y radius spread circles.
  • Light: Three stack cones are fired at players, prioritizing the two healers and the highest enmity player.
Burnt Strike Fatebreaker will be surrounded by either Fire, Lightning, or Light and face a random direction. At the end of the cast, he will fire a hitbox-width static line AoE from his front and back.

Depending on the aspect used during the cast, one of three effects will occur after the initial line AoE:

  • Fire: Creates a bi-directional knockback shortly after the initial AoE, pushing players 15y away from the line. Can be resisted.
  • Lightning: The line AoE detonates a second time, but twice as wide.
  • Light: Invisible 5y radius static circle AoEs are placed under all players which detonate 3 seconds later.
Bound of Faith Fatebreaker will be surrounded by either Fire, Lightning, or Light, tethering to a DPS or healer and marking them with Prey.

At the end of the cast the target is immobilized with Floating Fetters and, depending on the aspect used, one of three effects will occur:

  • Fire: The targeted player is hit with an untelegraphed Stack marker.
  • Lightning: The closest two players to the target have 120-degree cone AoE tankbusters fired at them. The target is also afflicted with a powerful Electrocution for 8 seconds.
  • Light: The target and any other player within 5y of them is afflicted with Mortal Powder Mark for 4 seconds, detonating into high unavoidable party-wide damage on debuff expiration or death.
    • If the targeted player dies before Bound of Faith finishes casting, Fatebreaker will instead attack a random player without any indication.
Burnished Glory Unavoidable party-wide damage that inflicts all players with an incurable Bleeding for 15 seconds.
  • Mitigations applied during the cast additionally reduce the damage of the status effect.
Powder Mark A moderate damage tankbuster that afflicts the highest enmity player with Powder Mark and Physical Vulnerability Up for 18 seconds.

On expiration or player death, Powder Mark detonates into a high damage 10y radius circle AoE tankbuster centered on the afflicted.

Turn of the Heavens Fatebreaker is surrounded by either Fire or Lightning, then creates nine circles around the arena, each being either fire or lightning.

Circles matching Fatebreaker's aspect detonate in 10y radius circle AoEs, while the others detonate into 5y radius circle AoEs.

  • The AoE range of matching aspects correspond to the circle patterns on the arena floor. The AoE range of opposing aspects matches their shadow.
Shifting Sky Fatebreaker is surrounded by either Fire or Lightning, then begins a combination attack.
  1. A radial knockback is created in the center. Demi-Gukumatz lands at this location and creates a deadly puddle around itself.
  2. Eight Turn of the Heavens circles are created—four lightning in the east and four fire in the west. One player is targeted by a Fire Bound of Faith and another a Lightning Bound of Faith.
    • Demi-Gukumatz creates a static donut AoE with a 10y radius safe zone in the center, detonating at the same time as the above.
  3. Two Fatebreakers appear at different adjacent cardinals or inter-cardinals, one charged with Lightning and the other Fire. The former casts Burnt Strike first, followed by the other seconds later.
    • If the Bound of Faith Fatebreakers appeared on cardinals, the Burnt Strike clones will be on inter-cardinals and vice-versa.

An execution-heavy fight, Fatebreaker tests player's ability to position precisely and respond to attacks based on the aspect he charges himself with.

The first phase of the fight will introduce players to the core of Fatebreaker's abilities.

General Notes:
  • Players will need to assign clock spot positions to handle several attacks throughout the fight. It is recommended to place tanks on the north and south, healers on the east and west, and DPS on inter-cardinals.
  • Supports will often need to stack with a DPS neighbor. The party should agree on either a clockwise or counter-clockwise rotation with only support or only DPS moving to meet their partner when needed.
  • Though Fatebreaker will often re-position to the center before attacks, tanks should attempt to keep the boss centered as often as possible.
  • All players should use party mitigations to reduce the damage of Burnished Glory when possible, as the damage reduction will snapshot to the Bleeding effect, significantly reducing its potency.
  • In Phase 1, Fatebreaker will only use Fire or Lightning aspects.

Elemental Break:

Each time Elemental Break is cast, players will need to begin in clock spot positions to avoid overlapping the spread cones.

Once the cast ends and cones are fired, players will need to quickly respond in one of two ways depending on which aspect was used:

  • Fire: Each DPS must stack with a different support player. Either all support or all DPS should rotate in the same direction to group with their neighbor, creating four 2-player stacks.
  • Lightning: All players must spread out to avoid overlapping spread circles.

Burnt Strike:

Fatebreaker will rotate to face a random direction and begin casting a static line AoE. All players must run to one of his sides and prepare to do one of two things based on the aspect the cast was charged with:

  • Fire: Once the cast ends and the line AoE is fired, players must run into the arena's center to avoid being pushed off the platform. Alternatively, Arm's Length or Surecast can be used.
  • Lightning: Players must run away from Fatebreaker to avoid the second, much larger line AoE. The width of the second AoE will match the diameter of the dark circle on the arena floor.

Bound of Faith:

A random DPS or healer will be tethered and marked with Prey, indicating that they are the target of the attack. Based on Fatebreaker's aspect, one of two things must happen:

  • Fire: All players must stack with the target.
  • Lightning: All other DPS and healers must run to the opposite side of Fatebreaker away from the target. The tanks must stand to the target's left and right to aim the cone AoE tankbusters away from the party and each other.
    • Tanks should use mitigations to reduce the damage of the attack. Healers must be prepared to quickly heal not only the tanks, but the target who will be taking heavy Electrocution damage afterwards.

Powder Mark + Turn of the Heavens:

Against Powder Mark, the main tank should use a minor mitigation and a tank-swap must occur due to the Physical Vulnerability Up.

While the Powder Mark is ticking down, Fatebreaker will cast a Fire-Charged Turn of the Heavens.

  • There will be four lightning rings on the east side of the arena. Players will want to nestle between two lightning rings, avoiding the fire rings.
  • The party will want to group up in one of the three safe zones while the tank afflicted with Powder Mark occupies a separate safe zone alone.
    • This tank should use a strong mitigation to survive the damage dealt by their own Powder Mark.

Shifting Sky:

A long combination attack, players will first need to identify whether Fatebreaker empowers himself with Fire or Lightning.

After a radial knockback, Lightning rings will appear in the east and Fire rings in the west.

  • Players will need to run to the side opposite to what Fatebreaker initially charged himself with. Players must also take care to avoid the deadly puddle in the center of the arena.

Two non-tank players will be marked with a Fire Bound of Faith and a Lightning Bound of Faith while Demi-Gukumatz begins casting a static donut AoE.

  • The two marked players should split towards the north and south while still remaining inside the dark center circle on the arena floor.
  • While the DPS and Healers stack with the Fire Bound of Faith player, the tanks must stand around the Lightning Bound of Faith player and aim the cone AoE tankbusters away from the party and each other.
    • The Lightning Bound of Faith player should try to stand halfway between the center puddle and the edge of the dark circle to give tanks space to safely position.

Lastly, a Lightning Fatebreaker clone and a Fire clone will appear at the edges of the arena and cast Burnt Strike—starting with Lightning and followed by Fire.

  • While this mechanic can be avoided visually, players can also run to the location of either Bound of Faith clone to safely avoid the Lightning AoE.
  • Once the Lightning AoE resolves, players must either run towards the center or use a knockback resist ability to avoid being pushed off the arena by the Fire AoE.


Should players survive the Shifting Sky combination attack, the second phase will begin.

Phase 1
  1. Elemental Break
  2. Burnt Strike
  3. Bound of Faith
  4. Burnished Glory
  5. Powder Mark +
    • Turn of the Heavens
  6. Burnt Strike
  7. Bound of Faith
  8. Elemental Break
  9. Shifting Sky

Phase 2


Name Description
Right of the Heavens Fatebreaker will be surrounded by either Fire or Lightning, then four 10y squares are created—two lightning and two fire—one on each cardinal direction.

After a delay, all squares will fire static line AoEs from both faces. Squares matching Fatebreaker's aspect will have additional 5y squares appear to their sides, doubling the width of their AoE.

Sundered Sky Fatebreaker is surrounded by either Fire or Lightning, then begins a combination attack.
  1. A radial knockback is created in the center and Right of the Heavens squares appear. Demi-Gukumatz lands in the center, creates a deadly puddle, and faces at a random player's position.
  2. One player is targeted by a Fire Bound of Faith and another a Light Bound of Faith. Demi-Gukumatz attacks with a 270-degree static cone AoE in the direction it is facing.
  3. Three Fatebreakers appear at different adjacent cardinals or inter-cardinals, one charged with Light, one Lightning, and one Fire. Light casts Burnt Strike first, followed by Lightning, then Fire.
    • The Light Fatebreaker will always be on the exact opposite side of the arena as the Fire Fatebreaker.

After a random type of Fire or Lightning Elemental Break, Fatebreaker will introduce the party to Light aspected abilities.

Light Aspect Abilities:
  • Against a Light Elemental Break, players will need to split to clock spots as usual for the spread cones, then quickly create three groups for the stack cones aimed at the two healers and the highest enmity player.
    • Once the spread cones resolve, DPS players can shift to their closest healer neighbor, creating two 3-player stacks. The off-tank should quickly run through Fatebreaker to stack with the main tank.
  • Against Light Burnt Strike, players should stack together on Fatebreaker's sides. After the line AoE, Fatebreaker will fire a pulse of light into the ground, indicating the creation of invisible static circle AoEs. All players can then rotate 90 degrees around the boss to dodge them.
  • Against Light Bound of Faith, all players should stay on the opposite side of the boss away from the marked player to prevent multiple Mortal Powder Mark status effects from being created. Healers will need to mitigate and heal everyone quickly once the status effect expires.

Powder Mark + Right of the Heavens:
An image showing the safe areas against Right of the Heavens.
The safe areas against Right of the Heavens.

As before, a tank-swap must occur with the Powder Mark cast. Afterwards, Right of the Heavens is cast, creating two Fire squares and two Lightning squares.

All squares will fire large static line AoEs from both faces, with the squares matching Fatebreaker's aspect doubling in width.

  • There will always be a safe zone in the middle for the majority of the group to use. The tank afflicted with Powder Mark will want to use one of the outer safe zones at the edges next to the squares of the opposite aspect.

Sundered Sky:
A strategy board showcasing how to survive Sundered Sky, assuming Fatebreaker is charged with Fire.
A strategy board showcasing how to survive Sundered Sky, assuming Fatebreaker is charged with Fire.

Like with Shifting Sky, Fatebreaker will charge himself with either Lightning or Fire, and a radial knockback is created where Demi-Gukumatz lands—creating a deadly puddle. This time, however, Right of the Heavens squares will appear prior to the knockback.

  • Whichever aspect Fatebreaker charged himself with will be the same squares players must be be pushed between initially. Demi-Gukumatz will face a random player on landing and begin casting a 270-degree static cone AoE, which must be aimed away from the Right of the Heavens safe zones.
  • Once the knockback resolves and all players are inbetween the dangerous squares, all players must quickly rotate to the opposite side of the arena to an agreed upon safe zone. Sprint is recommended.

One random non-tank player will be marked by a Fire Bound of Faith and another a Light Bound of Faith.

  • The party will need to agree on which safe zone the party will stack inside with the Fire player, and which safe zone the Light player takes alone.
    • Though most of it is covered by Demi-Gukumatz's puddle, there is still a small safe zone near the center remaining, which is the quickest safe zone for players reach.

Once all attacks resolve, three Fatebreaker clones will appear and begin casting Burnt Strike, starting with Light, then Lightning, and lastly Fire.

  • The party will want to stack together in a safe spot for the Light AoE, then rotate in one direction to avoid both the static circle AoEs and the Lightning line AoE, before finally running towards the center for the Fire AoE.
    • As the Light line AoE is not wide, players can stack at the edge halfway between a cardinal and inter-cardinal point and always be safe regardless of the attack direction.
  • Alternatively, the party can stack just at the edge of the inner brown circle just outside the Light Burnt Strike, then wait until the Mortal Burn Mark AoE resolves, and run to the edge of the arena on the same cardinal/intercardinal to dodge the subsequent Lightning and Fire Burnt Strikes. Players can use knockback immunities.[1]


Should players survive Sundered Sky, the third phase will begin.

Phase 2
  1. Elemental Break
  2. Burnished Glory
  3. Elemental Break (Light)
  4. Burnt Strike (Light)
  5. Bound of Faith (Light)
  6. Burnished Glory
  7. Powder Mark +
    • Right of the Heavens
  8. Burnt Strike
  9. Bound of Faith
  10. Elemental Break
  11. Sundered Sky

Phase 3


Name Description
Prismatic Deception The arena will be covered in fog and eight Fatebreaker clones will appear, one on each cardinal and inter-cardinal edge of the arena—but will only be visible to players standing right next to them.

A random three of the eight clones will have their sword raised. After 5 seconds, all clones become completely invisible. After 12 seconds, the three clones that had their swords raised fire a static line AoE across the arena.

  • A sword-raising clone will never be directly opposite to another sword-raising clone, always resulting in three distinct line AoEs.

After a random aspect of Elemental Break and a Burnished Glory, Fatebreaker will begin to combine several abilities together in new patterns.

Turn of the Heavens + Elemental Break:
An image showing the safe zones for Turn of the Heavens.
The pattern and safe zones for Turn of the Heavens. Shapes outlined in white are safe zones—light-blue for Lightning and orange for Fire.

With a cast of either Fire or Lightning Turn of the Heavens, Fatebreaker will cover the arena in nine circles again. The center will have a Lightning circle while the outskirts will be an alternating pattern of Lightning and Fire circles.

As the circles detonate, Fatebreaker will also complete a cast of either a Fire or Lightning Elemental Break, forcing players to position carefully before resolving the follow-up mechanic after.

  • Players will all need to spread out into different safe zones to avoid overlapping the spread cones from Elemental Break.
    • The safest strategy is to have all players spread out to clock spot positions against the edge of the arena, then all rotate clockwise or counter-clockwise to the next safe zone. While the safe-zones on the edge are small, they are clearly marked on the floor. Players must avoid standing inside the circular ring on the arena's floor that mark the matching-aspect circle AoEs as well as the shadow of the opposing-aspect circles.
    • If (and only if) Turn of the Heavens is Fire aspected, players may choose to utilize the center inter-cardinals to maintain melee DPS uptime throughout the attack. It is possible to have all eight players around the center by precisely positioning to the sides of each safe zone.
  • While running to the safe zones, players will need to also take note of what aspect Elemental Break is charged with—grouping or spreading apart once the cones and elemental circles resolve.

Powder Mark + Right of the Heavens + Bound of Faith:

Similar to before, a tank will be afflicted with Powder Mark and Right of the Heavens will be cast before it detonates.

While the attack can be handled similarly to Phase 2, there is one caveat: Bound of Faith will target a random DPS or Healer and will be either Fire or Light at random.

  • If Fire, players may safely group up in the center as usual.
  • If Light, the marked player must separate to the third safe zone not already in use by the exploding tank. Healers will need to be ready to respond to the damage afterwards.

Prismatic Deception:

Fatebreaker will leave the arena and cover it in a dense fog. Eight clones will appear, one on each cardinal and inter-cardinal edge of the arena, but only three will be real. After 12 seconds, the three real ones will fire a wide static line AoE in front of them, leaving only two areas safe.

As clones are only visible when standing near them, players will need to coordinate and quickly share information to determine which areas are safe (or which are dangerous) before it's too late.

  • All strategies begin by having players run to clock spot positions and identifying their clone. Fake clones will have their sword down, while real ones will have their sword pointed skyward.
    • A common method is to have the three players that find the real clones run into the arena's center. Players directly opposite to those running to the center can also do the same. The two players who remain unmoving at the edge will be where the two safe zones are.
    • Some groups may prefer to have players jump repeatedly if they find a real clone to warn the other players.


After two rounds of Prismatic Deception, Fatebreaker will return to the arena and begin his final phase.

Phase 3
  1. Elemental Break
  2. Burnished Glory
  3. Turn of the Heavens +
    • Elemental Break
  4. Powder Mark +
    • Right of the Heavens
    • Bound of Faith
  5. Prismatic Deception

Phase 4


Name Description
Cycle of Faith Fatebreaker will be surrounded by either Fire, Lightning, or Light, mark a DPS or healer with Prey, then attack with Elemental Break, Burnt Strike, and Bound of Faith in that order.

While Cycle of Faith is simply Elemental Break, Burnt Strike, and Bound of Faith cast in quick succession, the lack of time given inbetween creates an extreme hazard.

Cycle of Faith will be cast three times, one being Fire, one Lightning, and one Light. The order of the aspects, however, is random.

  • Burnt Strike will always be aimed towards where the main tank was standing during the start of the Cycle of Faith cast. The tank should keep Fatebreaker's facing direction consistent to avoid confusion.
    • Due to the above, while DPS and healers will generally already be to Fatebreaker's sides, the tanks will need to remember to move out of Line AoE range the instant Elemental Break ends.
  • Against Fire Cycle of Faith, players have enough time to return to the center of the arena after the knockback to stack for Bound of Faith.
  • The most dangerous casts of Cycle of Faith will be the second and third due to the Bleeding from Burnished Glory persisting through the Elemental Break attack. Party mitigations should be saved for use against the second and third cast of Burnished Glory to reduce the bleed's potency as much as possible.

Once all three Cycle of Faiths have concluded, Fatebreaker will cast one more Burnished Glory before beginning a 10-second Burnished Glory (Enrage) cast that will wipe the party if successful.

Phase 4
  1. Burnished Glory
  2. Cycle of Faith
  3. Burnished Glory
  4. Cycle of Faith
  5. Burnished Glory
  6. Cycle of Faith
  7. Burnished Glory
  8. Burnished Glory (Enrage)

Condensed Timeline

Attack Strategy
Elemental Break Spread into clock spot positions, then stack for Fire or spread for Lightning.
Burnt Strike Run to Fatebreaker's sides to dodge the Line AoE. Run into the center (or use knockback resist) after if Fire or away from the center if Lightning.
Bound of Faith Stack with the marked player if Fire or run away if Lightning, letting the tanks aim the cones away from the group.
Burnished Glory Use party mitigations to reduce the bleed damage.
Powder Mark + Turn of the Heavens Tank swap, then stack between the lightning circles to the east. The Powder Mark tank must occupy a separate safe zone and mitigate.
Burnt Strike Will be the opposite aspect as the prior use.
Bound of Faith Will be the opposite aspect as the prior use.
Elemental Break Will be the opposite aspect as the prior use.
Shifting Sky Get knocked to the circles opposite of Fatebreakers aspect, stack with the Fire Bound of Faith while tanks run to the Lightning player, then dodge Line AoEs.
Elemental Break Will be Fire or Lightning at random.
Burnished Glory Use party mitigations to reduce the bleed damage.
Elemental Break Will always be Light. After the spread cones, DPS must stack with their neighboring healers while tanks pair together.
Burnt Strike Will always be Light. Stack to Fatebreaker's sides, then rotate 90 degrees once he fires into the ground.
Bound of Faith Will always be Light. The marked player must separate from the group. Healers must prepare to heal once the debuff expires.
Burnished Glory Use party mitigations to reduce the bleed damage.
Powder Mark + Right of the Heavens Tank Swap. Stack in the center safe zone while the Powder Mark tank occupies an outer safe-zone.
Burnt Strike Will be Light, Fire, or Lightning at random.
Bound of Faith Will be Light, Fire, or Lightning at random.
Elemental Break Will be Light, Fire, or Lightning at random.
Sundered Sky Get knocked between the squares matching Fatebreaker's aspect, then rotate to safe zones on the opposite side, stacking with the Fire player and separating from the Light player. Stack and avoid the Line AoEs afterwards.
Elemental Break Will be Light, Fire, or Lightning at random.
Burnished Glory Use party mitigations to reduce the bleed damage.
Turn of the Heavens + Elemental Break Spread out across the safe zones, then either stack for Fire or stay spread for Lightning.
Powder Mark +
  • Right of the Heavens
  • Bound of Faith
Tank Swap. Stack in the center safe zone while the Powder Mark tank occupies an outer safe-zone. If Bound of Faith is Light, the marked player will have to run to the third unoccupied safe zone.
Prismatic Deception Spread out to clock spots and communicate with others to find the three real clones in the mist. Avoid the Line AoEs and repeat a second time.
Burnished Glory Save party mitigations for later and simply heal through the damage.
Cycle of Faith Will be Light, Fire, or Lightning at random. Spread out to clock spots and handle Elemental Break, run to the sides for Burnt Strike, then respond to Bound of Faith.
Burnished Glory Use party mitigations.
Cycle of Faith Will be one of the two aspects not previously used.
Burnished Glory Use party mitigations.
Cycle of Faith Will be the last unused aspect.
Burnished Glory Heal the damage. This is the party's last chance to defeat Fatebreaker.
Burnished Glory (Enrage)

Loot

Treasure Coffer 1

Name Type Item Level Rarity Quantity
Edenmorn Leg Gear Coffer (IL 530) Other 1 ABasic 1

Treasure Coffer 2

Name Type Item Level Rarity Quantity
Edenmorn Head Gear Coffer (IL 530) Other 1 ABasic 1
Edenmorn Hand Gear Coffer (IL 530) Other 1 ABasic 1
Edenmorn Foot Gear Coffer (IL 530) Other 1 ABasic 1

Music

Section Theme
Main The Legendary Beast