The discovery of a second crystal within Eden's core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...
— In-game description
Eden's Verse: Furor (Savage) is a level 80 raid introduced in patch 5.2 with Shadowbringers. The raid is also known as E6S.
Heritors of Fury: Garuda & Ifrit - Abilities and Timeline
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.
Spawns multiple Wind Cutter orbs that create thin green static line AoEs. These line AoEs have the unique ability to cut any tether crossed over top of it.
Storm of Fury
Creates four tethers, attaching to DPS players, and a 12.5y static circle AoE underneath the boss.
Tethers fire a 90 degree spread cone at their target after a few second, dealing moderate magic damage.
If a tether is broken by a Wind Cutter, the spread cone will instead fire at a random player that wasn't the original target.
If there is only one player inside the marker, that player is launched with a powerful knock-up and unable to avoid the lethal follow-up AoE.
Ferostorm
Creates two magical blades on opposite diagonals of the boss, each firing 90-degree static cone AoEs that deal high damage and inflict Vulnerability Up.
Vacuum Slice
Creates a 10y-wide line puddle across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.
Occluded Front (Vacuum)
Always follows Vacuum Slice. One half of the arena has three Tumultuous Nexuses, the other half has four.
Tumultuous Nexuses are also affected by the directional knockback.
Nexuses pulled into the Vacuum Slice puddle are destroyed.
Ifrit's Abilities
Inferno Howl
Unavoidable party-wide damage.
Hands of Flame
A tether attached to the highest enmity player. Ifrit charges the target, inflicting Lightheaded to them and any other players inbetween for 20 seconds.
Eruption, a 10y radius static circle AoE, is created underneath the targeted player and detonates a few seconds later.
If a player already afflicted with Lightheaded is hit by this attack, they become Concussed for 10 seconds—unable to act, move, or be moved by others.
If the tether is broken by a Wind Cutter, Ifrit will instead charge at a random player that was not the original target.
Hands of Hell
A healer or a DPS is marked with a red arrow. This target then has four tethers attached to them—three of them being transferable tethers. Each tether is then attacked by Hands of Flame.
Each transferable tether can only be transferred once, locking on to their new target afterwards.
Instant Incineration
A tankbuster targeting the higher enmity player. If the target is Lightheaded, they will be helplessly launched upwards and unable to avoid the follow-up Meteor Strike.
Meteor Strike
Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.
Strike Spark
Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.
Eruption is placed underneath all players—then all copies of Ifrit cast Hot Foot, kicking any fireballs in front of them 10y away.
Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.
The four players closest to Garuda are debuffed with Hated of the Vortex, preventing them from damaging Ifrit.
The four closest players to Ifrit receive the inverse: Hated of Embers, preventing them from damaging Garuda.
Two healers and two tanks can not receive the same debuff type.
Raktapaksa's Abilities
Hands of Flame/Hell
Functions identically to Ifrit's, but additionally creates two immeasurable static line AoEs covering the arena to Raktapaksa's left and right—leaving only a safe line in front and behind.
The Hands of Hell safe zone will always converge where Raktapaksa originally cast the ability.
Radiant Plume
Covers the entire arena in lethal static circle AoEs with the exception of two small areas on the east and west side of the arena.
Irons of Purgatory
A close tether attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.
If two tethered players move more than 10y apart, or their tether is destroyed by a Wind Cutter AoE, both players are instantly killed.
Twisting Blaze
A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree cone AoE tankbusters at the closest player.
Spread of Fire
A static donut AoE covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.
Conflag Strike
A lethal 270 degree static cone AoE from the front of Raktapaksa.
Spawns multiple Wind Cutter orbs that create thin green static line AoEs. These line AoEs have the unique ability to cut any tether crossed over top of it.
Storm of Fury
Creates four tethers, attaching to DPS players, and a 12.5y static circle AoE underneath the boss.
Tethers fire a 90 degree spread cone at their target after a few second, dealing moderate magic damage.
If a tether is broken by a Wind Cutter, the spread cone will instead fire at a random player that wasn't the original target.
If there is only one player inside the marker, that player is launched with a powerful knock-up and unable to avoid the lethal follow-up AoE.
Ferostorm
Creates two magical blades on opposite diagonals of the boss, each firing 90-degree static cone AoEs that deal high damage and inflict Vulnerability Up.
Vacuum Slice
Creates a 10y-wide line puddle across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.
Occluded Front (Vacuum)
Always follows Vacuum Slice. One half of the arena has three Tumultuous Nexuses, the other half has four.
Tumultuous Nexuses are also affected by the directional knockback.
Nexuses pulled into the Vacuum Slice puddle are destroyed.
A short phase with simple mechanics, the only attacks to look out for are Storm of Fury, Air Bump, and Vacuum Slice.
General Notes:
Players will need to be assigned into four pairs for Air Bump. As the attack always targets support players, each will need to be partnered with a DPS player.
The party will additionally need to be split into two light parties for Vacuum Slice. As it is random whether the arena is split between north and south or east and west, each light party should be assigned to an opposite inter-cardinal.
Storm of Fury:
All DPS will be targeted by tethers while two Wind Cutter AoEs divide the arena into thirds.
DPS must avoid crossing over the line AoEs to ensure their tether is not cut—which would result in another random player becoming the target and potentially being hit by two cones simultaneously.
The four DPS players should split to the two open sides of Garuda, spreading apart to prevent being hit by the other cones.
The unmarked support players can either stack with a DPS player to ensure they only take the damage of one cone AoE, or cross over the line AoE and attempt to dodge between the cones.
Air Bump:
It is helpful to place down waymarks for each pair to stack together on. Placing these waymarks on inter-cardinals will help further during Phase 4.
Players can not stack two markers together, as the Magic Vulnerability Up would result in the death of all players inside.
All players must run out of the static circle AoE created afterwards, which is intended to kill any players that failed to stack with any others.
Vacuum Slice:
After splitting into two light parties on the two different halves of the arena, one random half will have three Tumultuous Nexuses while the other half has four. All DPS players will receive Storm of Fury tethers again.
While the tethered DPS must split to opposite sides of their half, supports can stack on a DPS player of their choice.
On the side with three Tumultuous Nexuses, players can stand between two Nexuses while also hugging the arena wall.
On the side with four Tumultuous Nexuses, players must stand in-line with one of the Nexuses farthest to the sides—these Nexuses will be pulled into the death-puddle and destroyed.
After finishing the first rotation set, Garuda will fly away.
A tether attached to the highest enmity player. Ifrit charges the target, inflicting Lightheaded to them and any other players inbetween for 20 seconds.
Eruption, a 10y radius static circle AoE, is created underneath the targeted player and detonates a few seconds later.
If a player already afflicted with Lightheaded is hit by this attack, they become Concussed for 10 seconds—unable to act, move, or be moved by others.
If the tether is broken by a Wind Cutter, Ifrit will instead charge at a random player that was not the original target.
Hands of Hell
A healer or a DPS is marked with a red arrow. This target then has four tethers attached to them—three of them being transferable tethers. Each tether is then attacked by Hands of Flame.
Each transferable tether can only be transferred once, locking on to their new target afterwards.
Instant Incineration
A tankbuster targeting the highest enmity player. If the target is Lightheaded, they will be helplessly launched upwards and unable to avoid the follow-up Meteor Strike.
Meteor Strike
Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.
Strike Spark
Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.
Eruption is placed underneath all players—then all copies of Ifrit cast Hot Foot, kicking any fireballs in front of them 10y away.
Ifrit enters the arena with a proximity AoE, starting Phase 2. Often chaining his attacks together into combinations, players will need to look out for Hands of Flame, Hands of Hell, and Strike Spark.
Hands of Flame:
This attack requires a tank swap as it is always followed by Instant Incineration and Meteor Strike—which would kill the main tank due to receiving Lightheaded.
After Instant Incineration, tanks must remember to move a short distance away from their prior position to avoid the Meteor Strike.
Hands of Hell:
In this phase, Hands of Hell can be handled by having healers, ranged DPS, and magical DPS take the tethers and moving them away from Ifrit.
All untethered players should avoid standing in the path of a tether to prevent receiving unnecessary Lightheaded debuffs.
Tanks should avoid Hands of Hell entirely in Phase 2, as the second cast is immediately followed by Hands of Flame.
An example of Strike Spark. In this situation, the east edge is the safe spot.
Strike Spark:
Ifrit creates a square of fireballs and several copies of himself at random positions, ready to kick the fireballs in different cardinal directions.
Players should first stack in the center waiting for Eruptions to appear before moving into whichever area will be safe.
Some copies of Ifrit may instead have their back turned to the fireballs, in which case their Hot Foot will not hit anything.
The safe spot will be at an Ifrit copy that is correctly kicking away a fireball, and does not have another copy aiming a fireball at their location.
There will only ever be one safe spot, and it will never be the center of the arena.
Knowing the above, players can quickly locate the safe spot by looking for the Ifrit copy aiming at the center, then tracing the chain of Ifrit copies backwards to its starting point.
At the end of the rotation set, Ifrit will jump away from the arena.
Ifrit
Hands of Flame
Instant Incineration
Meteor Strike
Inferno Howl
Hands of Hell (Healer)
Strike Spark
Hands of Hell (DPS)
Hands of Flame
Instant Incineration
Meteor Strike
Phase 3: Garuda & Ifrit
Garuda & Ifrit's Abilities
Name
Description
Hated of the Vortex / Embers
Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.
The four players closest to Garuda are debuffed with Hated of the Vortex, preventing them from damaging Ifrit.
The four closest players to Ifrit receive the inverse: Hated of Embers, preventing them from damaging Garuda.
Two healers and two tanks can not receive the same debuff type.
Both Garuda and Ifrit will return to the arena simultaneously, forcing the party to deal with both.
General Notes:
This phase always begins with Hated of the Vortex and Hated of Embers. As the debuffs are distributed based on proximity, the group can pre-assign light parties to each boss for consistency.
The two bosses do not need to be separated.
As a tank swap can not occur this phase, the tank handling Ifrit must break their Hands of Flame tether utilizing a Wind Cutter line AoE. This will instead send the attack at a different random player and thus allow the tank to safely survive Instant Incineration.
Alternatively, the tank can use an invulnerability.
Vacuum Slice:
All players should stack on the same side of the arena for Vacuum Slice. Garuda does not cast Storm of Fury in this phase, so there is no need to split into light parties. This additionally makes it easier to dodge Garuda's Ferostorm afterwards.
During Occluded Front (Vacuum), Ifrit will remove one safe zone with a copy casting Hot Foot, forcing the party to move to the other safe zone.
Prior to the directional knockback, all players will have an Eruption AoE placed underneath them. The party should stack near the arena's center initially, only moving to the safe zone once the Eruption AoEs appear.
After Ferostorm, Ifrit and Garuda will leave the arena one last time.
Functions identically to Ifrit's, but additionally creates two immeasurable static line AoEs covering the arena to Raktapaksa's left and right—leaving only a safe line in front and behind.
The Hands of Hell safe zone will always converge where Raktapaksa originally cast the ability.
Radiant Plume
Covers the entire arena in lethal static circle AoEs with the exception of two small areas on the east and west side of the arena.
Irons of Purgatory
A close tether attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.
If two tethered players move more than 10y apart, or their tether is destroyed by a Wind Cutter AoE, both players are instantly killed.
Twisting Blaze
A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree cone AoE tankbusters at the closest player.
Spread of Fire
A static donut AoE covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.
Conflag Strike
A lethal 270 degree static cone AoE from the front of Raktapaksa.
Ifrit and Garuda will merge together, becoming Raktapaksa and beginning the final phase of the fight.
Raktapaksa will attack with deadlier attacks much more frequently, as well as adding new abilities to their repertoire.
Raktapaksa Opening:
Unlike in Phase 2, Raktapaksa uses Hands of Hell twice in quick succession, forcing the party to divide the eight attacks across all party members.
Additionally, all tethered players will need to run at least 10y away from Raktapaksa to ensure their Eruption AoE does not cover the safe-zone created at the attack's origin.
The first Hands of Hell always targets a random healer. All supports should grab these tethers and bring them away from Raktapaksa, running back into the safe zone after tethers resolve.
The second Hands of Hell always targets a random DPS player. As all supports will have Lightheaded, the other DPS players must take the tethers and repeat the process.
The other notable attack series is Strike Spark followed by Hands of Flame. While Strike Spark can be handled identically to Phase 2, Raktapaksa begins casting Hands of Flame at the same time the fireballs detonate.
The party must run towards the wall in the safe zone while the tank stands slightly closer to the center. This is to prevent the off-tank (and other party members) from receiving Lightheaded.
The off-tank must Provoke during or after the cast in order to be the target of the follow up Instant Incineration.
All players will need to quickly sprint through Raktapaksa to avoid the Eruption AoE placed underneath the tank from Hands of Flame.
Conflag Strike:
A single long cast of Conflag Strike is combined with several new mechanics over a period of 35 seconds.
The party will need to be split into a support stack and a DPS stack—one being assigned to the east, and the other to the west.
One tank must be assigned to handle the north Twisting Blaze while the other tank handles the southern one.
After Touchdown, the party should split to their assigned east or west side of the arena, preparing to stand in the safe zone between the Radiant Plumes.
During this, all players will receive Irons of Purgatory. Healers will need to quickly identify which tank they become tethered to.
Tanks must then run to their assigned Twisting Blazes. While tanks stand in a corner and aim their tornado AoEs away from the center, healers should stand to the north/south of the tornado and focus on healing their partner.
DPS players should run into melee range of Raktapaksa and focus on dealing damage. Wind Cutter line AoEs will be aimed at the DPS players three times, which must be dodged without letting the AoEs cut the tether.
Dodging the line AoEs can be accomplished via many methods, though a common one is to simply run through Raktapaksa each time a Line AoE appears.
Soon all players will lose their Irons of Purgatory. Instead, Air Bump will be combined with Spread of Fire, forcing players to pair up inside a small static donut AoE without overlapping.
This cast of Air Bump is unique in that it will instead target one player from each tether pair. Because of this, players should pair up based on their tether partner rather than their usual support+DPS assignments.
Additionally, this specific cast of Air Bump does not create a static circle AoE afterwards.
This attack series ends with the end of the Conflag Strike cast. Players must immediately run behind Raktapaksa the instant Air Bump resolves.
Final Phase:
A final onslaught of deadly combination attacks, players will need to coordinate and position precisely, as a single death can easily cascade into additional ones.
Waymarks placed at inter-cardinals 10y away from the center can be used extensively for a majority of this attack series.
The phase begins with Air Bump followed immediately by Storm of Fury. Players can stack into their usual pairs and then handle Storm of Fury identically to Phase 1.
Next is a Hands of Hell targeting a healer, combined with four Wind Cutter AoEs that create box-shape around the center.
All supports should take a tether and bring it to a different corner inside the box created by the Wind Cutter AoEs. DPS players must avoid standing in the path of these tethers.
If using Air Bump waymarks, support players can run towards their assigned position.
Once tethers resolve, players must stand inside the safe zone left in the center. The tank should re-center Raktapaksa as soon as possible.
Third, Hands of Hell is cast again targeting a DPS player. At the same time, Air Bump targets all support players.
All DPS players will need to grab a tether, as the supports will be Lightheaded.
Players will need to pair up into their usual Air Bump pairs away from Raktapaksa, but the supports will need to either be behind or to the side of their DPS partner to avoid being hit by the Hands of Hell attack.
Once again, all players must stack back into the safe zone immediately after.
Lastly, Raktapaksa will cast Hands of Flame, which can be handled as usual—aimed away from the party and with a tank-swap.
If the party is still alive, Raktapaksa will cast two easily-avoided Ferostorms before jumping away and beginning a 10-second enrage cast of Conflag Strike, defeating the party if successful.
Raktapaksa Opening
Hands of Hell (Healer)
Hands of Hell (DPS)
Inferno Howl
Air Bump +
Ferostorm
Strike Spark
Hands of Flame
Instant Incineration
Meteor Strike
Conflag Strike
Touchdown
Irons of Purgatory +
Radiant Plume
Twisting Blaze x5 +
Occluded Front (Cutter) x3
Air Bump +
Spread of Fire
Conflag Strike
Final Phase
Air Bump
Storm of Fury +
Occluded Front (Cutter)
Hands of Hell (Healer) +
Occluded Front (Cutter)
Hands of Hell (DPS) +
Air Bump
Hands of Flame
Instant Incineration
Meteor Strike
Ferostorm x2
Touchdown
Conflag Strike (Enrage)
Condensed Timeline
Attack
Strategy
Superstorm
--
Occluded Front (Cutter)
DPS players should split to two opposite sides of Garuda.
Storm of Fury
DPS players must spread apart while staying inside the line AoEs to prevent their tethers from being cut. Supports can stand with a single DPS player or attempt to find a safe area between cones.
Split into light parties, dividing across the line AoE.
Occluded Front (Vacuum)
Tethered players must split to opposite sides, and all players must find a safe spot from the directional knockback and exploding Nexuses.
Ferostorm
Avoid where the blades are pointing.
Hands of Flame
Aim the tether away from the group and tank swap.
Instant Incineration
Mitigate and heal.
Meteor Strike
Move away from where Ifrit is facing.
Inferno Howl
--
Hands of Hell (Healer)
All healers and ranged DPS should take the tethers and bring them away from the group.
Strike Spark
Stack in the center until Eruptions appear, then run to the safe zone created by copies of Ifrit kicking fireballs away.
Hands of Hell (DPS)
All Healers and ranged DPS can take the tethers again.
Hands of Flame
Aim the tether away from the group and tank swap.
Instant Incineration
Mitigate and heal.
Meteor Strike
Move away from where Ifrit is facing.
Hated of Vortex / Embers
Split into light parties for Garuda and Ifrit.
Occluded Front (Cutter)
The tank handling Ifrit will want to stand by Wind Cutter orb.
Hands of Flame
Either break Ifrits tether using a Wind Cutter line AoE, or use an invulnerability.
Instant Incineration + Vacuum Slice
All players should group on the same side of the Vacuum Slice.
Meteor Strike
Avoid where Ifrit is aiming.
Occluded Front (Vacuum) + Eruption + Hot Foot
Stack near the arena's center until Eruption appears, then run to the safe zone from directional knockback and exploding Nexuses, taking the Ifrit copy into account.
Ferostorm
Avoid where the blades are pointing.
Hands of Hell (Healer)
All supports must grab the tethers and bring them away from Raktapaksa, then run into the safe zone afterwards.
Hands of Hell (DPS)
All DPS must grab the tethers and bring them away from Raktapaksa, then run into the safe zone afterwards.
Inferno Howl
--
Air Bump + Ferostorm
Stack into the usual Air Bump pairs, then dodge the blades.
Strike Spark
Handle as before, but all players except the main tank must hug the wall of the safe zone.
Hands of Flame
The main tank should stand a short distance away from the wall to prevent hitting others. Tank swap while all players run through Raktapaksa and out of the Eruption AoE.
Instant Incineration
Mitigate and heal.
Meteor Strike
Move away from where Raktapaksa is facing.
Touchdown
Split into Support and DPS stacks to the east and west.
Irons of Purgatory + Radiant Plume
Identify your tether partner.
Twisting Blaze x5 + Occluded Front (Cutter) x3
Each tank must run with their healer partner to the Twisting Blaze tornadoes in the north and south. DPS can attack the boss while protecting their tethers from the Wind Cutter line AoEs.
Air Bump + Spread of Fire
Pair up with your tether partner inside the donut AoE. No circle AoE is created afterwards.
Conflag Strike
Stand behind Raktapaksa.
Air Bump
Each support player must pair with a DPS player.
Storm of Fury + Occluded Front (Cutter)
Handle the same way as in Phase 1.
Hands of Hell (Healer) + Occluded Front (Cutter)
All supports must take a tether and bring it to an inter-cardinal, as far away from Raktapaksa as possible without crossing over a Wind Cutter Line AoE.
Hands of Hell (DPS) + Air Bump
All DPS must take a tether, then stack with their Air Bump partner away from Raktapaksa. Support players must avoid standing inside the tether path.
Hands of Flame
Tank swap.
Instant Incineration
Mitigate and heal.
Meteor Strike
Move away from where Raktapaksa is facing.
Ferostorm x2
Avoid where the blades are pointing.
Touchdown
This is the party's last chance to defeat Raktapaksa.