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Eden's Verse: Iconoclasm (Savage)

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Eden's Verse: Iconoclasm (Savage)

Level
80 (Sync: 80)
Item Level
480
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 15 
Req. quest
Talk to Lewrey after completing Life Finds a Way
Location
The Halo
Region
Norvrandt
S/S/S
Available
Patch
5.2
The Echo
Permanent +20%
Links
EDB GT TC

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: Iconoclasm (Savage) is a level 80 raid introduced in patch 5.2 with Shadowbringers. The raid is also known as E7S.

Antithesis Conscient: The Idol of Darkness - Abilities and Timeline

Just like the normal version, the fight against The Idol of Darkness takes place on a 40x40 yalm arena. There are no walls or railings—should players walk or be pushed off the edge of the platform, they will fall to their death and their corpse returned to the center after a short period of time.

The arena is split into a 4x4 grid that serves as a range indicator for several attacks throughout the fight.

The Idol of Darkness has a flat enrage timer of 11 minutes and 30 seconds.

The Idol of Darkness' Abilities
Name Description
Empty Wave Unavoidable party-wide damage.
Unshadowed Stake A random tank is targeted with a purple tether. A Line AoE tankbuster is fired at them, inflicting Magic Vulnerability Up. After 2.5 seconds, a wild charge laser is fired at the same target.
Words of Motion Two pairs of swarms appear on the north edge of the arena, each occupying a different column of the 4x4 grid.

Swarms charge straight across the arena in a static line AoE in order of appearance, dealing high damage and inflicting Vulnerability Up to players hit.

Voidgates Several series of red and blue portals are created—first two at the center-south edge of the arena; two portals at the north, four at the east, and four at the west then appear afterwards.

The swarms from Words of Motion will fly into the initial southern portals, then fly out of the eastern and southern portals in the same order they entered.

  • Swarms will always fly out of the southern and eastern portals into the northern and western portals, indicating the pattern for the next set of portals.
  • Swarms will fly out of portals a total of three times.
  • The eastern portals will always be a red-blue-red-blue pattern north-to-south.
  • The western and northern portals will always have alternating colors like their opposite, but will reverse the pattern with each appearance.
Betwixt Worlds Two static line AoEs appear on the east and west of the arena which then become impassable crystalline walls. All players are pushed 10y away from these walls on formation.

Any player inside a crystalline wall, whether by standing inside an AoE or by teleporting into it, is killed instantly.

Words of Spite Four swarms appear on the north edge of the arena, each attaching a spread line tether to a random DPS player.

10 seconds after tethers appear, the swarms charge at their targets, dealing physical damage and inflicting Physical Vulnerability Up.

Away with Thee All players receive a debuff that will teleport them 15 yalms in a direction relative to the character's facing direction. Teleport direction is indicated by the debuff and a visual marker.

The four potential debuffs are: Forward with Thee, Back with Thee, Left with Thee, or Right with Thee, given at random.

Silver Sledge A Stack marker.
False Moonlight Places a 5y radius static circle AoE under all players, then targets all players with ~7y spread circles that become puddles.

Puddles inflict Physical Vulnerability Up to players standing inside.

False Midnight Marks all support players with ~7y spread circles that deal physical damage and inflicts Physical Vulnerability Up.

One random DPS player is marked with Silver Sledge.

Phase 2 Abilities
Idolatry and Blasphemy Three enemy swarms—two Idolatry swarms and one Blasphemy—that will tether to each other if too close together, gaining Vulnerability Down.

The Blasphemy has no enmity table and will rotate either clockwise or counter-clockwise around the arena. The two Idolatry swarms act normally.

  • Once one Idolatry swarm has been killed, the other will begin an enrage cast of Explosion.
  • If Blasphemy is killed first, both Idolatry swarms will enrage.
Overwhelming Force Four thin static line AoEs from the Blasphemy aimed towards each DPS player.
Insatiable Light A Stack marker cast by Idolatry targeting one of the four closest players.
Advent of Light An interruptible cast by Idolatry that deals lethal party-wide damage if successful.
Strength in Numbers Either a static circle AoE or a static donut AoE from Idolatry depending on the attack's visual. Deals high damage and inflicts Damage Down for 30 seconds.
  • A horizontal, lotus-like spin creates a 10y radius circle AoE; a vertical ring creates a 15y radius donut with a ~7.5y safezone in the center.
Unearned Envy Unavoidable party-wide damage dealt by Blasphemy. Only cast after both Idolatry swarms are killed.
Phase 3 Abilities
Unjoined Aspect Four players are afflicted with Astral Effect and four others Umbral Effect. Debuffs are distributed by role.

Players receive increased damage and knockback from attacks matching the color of the debuff, and decreased damage from attacks of opposite color.

  • When players are hit by an Umbral or Astral attack, their debuff will then change to the color of that attack.
Words of Unity Two Astral swarms and two Umbral swarms appear on the north edge of the arena. The swarms on the northeast and northwest will each attach a proximity tether to the closest player.

The tethered swarms will charge at their target with a weak wild charge attack; the two untethered swarms charge straight south.

Words of Entrapment A swarm appears on the north, east, west, and south edge of the arena. Two will be Umbral, and the other two Astral. After a few seconds, each swarm tethers to the closest player.

A tower then appears in each corner of the arena, two being Umbral towers, and the other two Astral.

  • Swarms will strafe along their edge to line-up with their tether target before charging straight across the arena.
  • Same-color swarms will always be on opposite edges of the arena (i.e if the north swarm is Umbral, the south swarm will also be Umbral).
  • The north will always have one Astral tower and one Umbral tower, as will the south.
Words of Night Functions similarly to Words of Motion, but two swarms will be Astral and the other two Umbral. Additionally, all swarms fire simultaneously and cannot be avoided.
False Dawn Places a 5y radius static circle AoE under all players.
Silver/Stygian Sword Places an Astral or Umbral spread circle on all players. Will always be the same color as the player's current debuff when created.
Phase 4 Abilities
Crusade An epicentral knockback that pushes players 15y away.
Words of Fervor Combines three moving AoEs with a rotating arrow around the center, dividing the arena into three rotating sections.

A set of three Astral or Umbral orbs appear; one in the northeast, northwest, and south—three times in total. Orbs will explode into lethal party-wide damage if not detonated manually by a player.

  • On collision, orbs detonate into a 5y radius circle AoE that will damage all players in range. Players matching the color of the orb are instantly killed.
  • All orbs spawn in predetermined locations with predetermined colors.
  • The moving AoEs inflict Damage Down and deal Umbral damage.
Threefold Grace The arena is split into an inner, middle, and outer ring, each possessing an Astral or Umbral color at random.

At the end of the cast, players receive Astral or Umbral damage matching the ring they are stood on.

Phase 1
  1. Empty Wave
  2. Unshadowed Stake
  3. Words of Motion +
    • Voidgates
  4. Voidgates x3
  5. Betwixt Worlds
  6. Words of Spite +
    • Away with Thee
    • Silver Sledge x2
  7. Empty Wave
  8. Unshadowed Stake
  9. Words of Motion +
    • False Moonlight
  10. Words of Motion +
    • Away with Thee
    • False Midnight
Phase 2
  1. Idolatry and Blasphemy
  2. Overwhelming Force
  3. Insatiable Light x2
  4. Advent of Light
  5. Overwhelming Force
  6. Insatiable Light x2 +
    • Overwhelming Force
  7. Strength in Numbers
  8. Away with Thee +
    • Insatiable Light x2
  9. Strength in Numbers
  10. Insatiable Light x2
Phase 3
  1. Unjoined Aspect
  2. Words of Unity
  3. Words of Entrapment
  4. Words of Unity
  5. Unjoined Aspect
  6. Words of Night +
    • Voidgates
  7. Voidgates
  8. False Dawn +
    • Voidgates
  9. Silver/Stygian Sword +
    • Voidgates
  10. Empty Wave
  11. Unshadowed Stake
Phase 4
  1. Crusade
  2. Unjoined Aspect
  3. Words of Fervor
  4. Threefold Grace x3
  5. Empty Wave x2
  6. Unjoined Aspect
  7. Words of Fervor
  8. Threefold Grace x3
  9. Empty Wave x4[1]
  10. Empty Flood (Enrage)

Detailed Phase Explanations

Phase 1

Phase 1 Abilities
Name Description
Empty Wave Unavoidable party-wide damage.
Unshadowed Stake A random tank is targeted with a purple tether. A Line AoE tankbuster is fired at them, inflicting Magic Vulnerability Up. After 2.5 seconds, a wild charge laser is fired at the same target.
Words of Motion Two pairs of swarms appear on the north edge of the arena, each occupying a different column of the 4x4 grid.

Swarms charge straight across the arena in a static line AoE in order of appearance, dealing high damage and inflicting Vulnerability Up to players hit.

Voidgates Several series of red and blue portals are created—first two at the center-south edge of the arena; two portals at the north, four at the east, and four at the west then appear afterwards.

The swarms from Words of Motion will fly into the initial southern portals, then fly out of the eastern and southern portals in the same order they entered.

  • Swarms will always fly out of the southern and eastern portals into the northern and western portals, indicating the pattern for the next set of portals.
  • Swarms will fly out of portals a total of three times.
  • The eastern portals will always be a red-blue-red-blue pattern north-to-south.
  • The western and northern portals will always have alternating colors like their opposite, but will reverse the pattern with each appearance.
Betwixt Worlds Two static line AoEs appear on the east and west of the arena which then become impassable crystalline walls. All players are pushed 10y away from these walls on formation.

Any player inside a crystalline wall, whether by standing inside an AoE or by teleporting into it, is killed instantly.

Words of Spite Four swarms appear on the north edge of the arena, each attaching a spread line tether to a random DPS player.

10 seconds after tethers appear, the swarms charge at their targets, dealing physical damage and inflicting Physical Vulnerability Up.

Away with Thee All players receive a debuff that will teleport them 15 yalms in a direction relative to the character's facing direction. Teleport direction is indicated by the debuff and a visual marker.

The four potential debuffs are: Forward with Thee, Back with Thee, Left with Thee, or Right with Thee, given at random.

Silver Sledge A Stack marker.
False Moonlight Places a 5y radius static circle AoE under all players, then targets all players with ~7y spread circles that become puddles.

Puddles inflict Physical Vulnerability Up to players standing inside.

False Midnight Marks all support players with ~7y spread circles that deal physical damage and inflicts Physical Vulnerability Up.

One random DPS player is marked with Silver Sledge.

The first phase against the Idol of Darkness can be broken into three sections: Voidgates, Betwixt Worlds, and False Moonlight.

General Notes:
  • The tank marked by Unshadowed Stake should aim the line AoE tankbuster away from the group, but be ready to run behind the rest of the party for the follow-up wild charge laser. The unmarked tank should pre-emptively stand in front of the party in preparation.
    • Alternatively, the attack can be handled by both tanks using heavy mitigations—or the marked tank using an invulnerability.

Voidgates:

The swarms summoned by Words of Motion will fly from the north across the arena into the two portals in the south. The party must remember the order, as these swarms will then launch back out of the eastern and southern portals of the arena soon after, and into the western and northern portals to repeat the process.

  • As the southern portals only cover the center two columns, it is wise for the party the stand on either the eastern or western edges so that only the eastern portals need to be dodged.
  • Players will still need to keep a watchful eye on the northern or western portals to know the attack order of the next voidgates.
  • The swarms will never use the same color voidgate twice. Players only need to memorize which portal will fire first, as the second swarm will always fire from the opposite color.

Betwixt Worlds:
An image showing multiple valid positions for Betwixt Worlds.
Multiple positions are valid and can be used for both the DPS and the Supports.

Two crystalline walls are created, splitting the arena into three sections. Swarms target all four DPS with dangerous spread line attacks while both healers are targeted by Stack markers.

To complicate matters, all players will be debuffed by Away with Thee, and must use its teleportation functionality to position themselves for the attack.

  • All players must stand in the center of the arena during the cast of Betwixt Worlds. Any player on the eastern or western edge will be pushed off the platform by the knockback.
  • Each DPS will need to stand in a separate location away from others so that each swarm only hits a single person. Each healer will need to pair up with a tank.
  • There are several valid positions for the party to spread and stack to, though the two DPS tethered to the far eastern and far western swarms should each teleport to the northern corner opposite of their swarm.
    • It is common for the two DPS tethered to the center swarms to aim these swarms straight south, with the support pairs teleporting to the east and west. These positions can be freely swapped, however.

False Moonlight:
A common position to place False Moonlight puddles in.
A common position to place False Moonlight puddles in.

Words of Motion is cast twice: the first always attacks the east and west columns, then the center columns. The second always attacks the center columns, then the outer columns.

False Moonlight is combined with the first Words of Motion, forcing players to both dodge several circle AoEs before spreading out puddles across the arena.

The second cast is combined with Away with Thee and False Midnight, forcing the party to teleport into the center while simultaneously dealing with spread circles and a Stack marker.

  • The party should always stack in the center during the cast of False Moonlight to ensure the circle AoEs are away from where players want to place their spread circle puddles.
  • There are many valid positions to place the eight puddles, but there are consistent rules and restrictions regarding placement:
    • Puddles should ideally be placed along the north and south edges, as well as along the dividing edge between the eastern and western columns.
    • Only three puddles can fit along the north/south edge of the center two columns.
    • Up to four puddles can be placed on a single tile—one being dropped in each corner.
  • After puddles are placed, players must run to the eastern and western edges to avoid the Words of Motion swarms.
  • All players must utilize the Away with Thee debuffs to teleport back to the center tiles to avoid the second group of swarms. DPS players will need to teleport to the same location while support players will need to carefully spread out.
    • There is a very brief window after teleporting before the stack marker and spread circles resolve, allowing players to reposition slightly.


Phase 1
  1. Empty Wave
  2. Unshadowed Stake
  3. Words of Motion +
    • Voidgates
  4. Voidgates x3
  5. Betwixt Worlds
  6. Words of Spite +
    • Away with Thee
    • Silver Sledge x2
  7. Empty Wave
  8. Unshadowed Stake
  9. Words of Motion +
    • False Moonlight
  10. Words of Motion +
    • Away with Thee
    • False Midnight

Phase 2 - Idolatry and Blasphemy


Phase 2 Abilities
Name Description
Idolatry and Blasphemy Three enemy swarms—two Idolatry swarms and one Blasphemy—that will tether to each other if too close together, gaining Vulnerability Down.

The Blasphemy has no enmity table and will rotate either clockwise or counter-clockwise around the arena. The two Idolatry swarms act normally.

  • Once one Idolatry swarm has been killed, the other will begin an enrage cast of Explosion.
  • If Blasphemy is killed first, both Idolatry swarms will enrage.
Overwhelming Force Four thin static line AoEs from the Blasphemy aimed towards each DPS player.
Insatiable Light A Stack marker cast by Idolatry targeting one of the four closest players.
Advent of Light An interruptible cast by Idolatry that deals lethal party-wide damage if successful.
Strength in Numbers Either a static circle AoE or a static donut AoE from Idolatry depending on the attack's visual. Deals high damage and inflicts Damage Down for 30 seconds.
  • A horizontal, lotus-like spin creates a 10y radius circle AoE; a vertical ring creates a 15y radius donut with a ~7.5y safezone in the center.
Unearned Envy Unavoidable party-wide damage dealt by Blasphemy. Only cast after both Idolatry swarms are killed.

The arena shifts into a night-like state whilst three enemies are summoned to the platform—one Blasphemy swarm in the north and two Idolatry swarms to the east and west.

This phase serves as a tight DPS check. The party has 2 minutes to defeat both Idolatry swarms at roughly the same time, then 25 seconds to defeat Blasphemy.

  • Players should be split into two light parties, one being assigned to the eastern Idolatry and the other to the western one. Both will need to be killed within 8 seconds of each other, as the living one will begin an enrage cast of Explosion once the other dies.
  • Tanks should pull both Idolatry swarms south at the start of the phase as it is random whether the Blasphemy will rotate clockwise or counter-clockwise. If the Idolatry swarms are not moved, the Blasphemy will tether to one almost immediately.
  • The tank following behind the Blasphemy's rotation should try to stay roughly one corner behind it. This leaves the other tank—which Blasphemy is rotating towards—two clear corners of space to better maintain distance with.

While the tanks focus on rotating around the edges of the platform to keep all swarms separated, the light parties will need to coordinate together to dodge AoEs, group for stack markers, and still defeat all enemies in time before they enrage.

  • Tanks (and/or physical ranged DPS) must be ready to interrupt the cast of Advent of Light to prevent a party-wipe.
  • The first Strength in Numbers will always be a donut AoE from both Idolatry swarms. The second cast will have one random swarm use a donut AoE and the other a circle AoE.
    • As the donut AoE is larger than the circle AoE, players dodging the circle AoE must also avoid running towards the other Idolatry—or alternatively run far enough to be inside the donut AoE's safe zone.
  • Once players are debuffed with Away with Thee, everyone should stop moving and instead aim to teleport forwards—in the same direction the enemies have been rotating all phase.

Once the Idolatry swarms have been defeated, players must quick defeat Blasphemy. It will cast Unearned Envy six times in quick succession before attempting to enrage with Explosion.

Once Blasphemy is defeated, The Idol of Darkness will deal heavy damage to the entire party with Empty Flood before beginning phase 3.

Phase 2
  1. Idolatry and Blasphemy
  2. Overwhelming Force
  3. Insatiable Light x2
  4. Advent of Light
  5. Overwhelming Force
  6. Insatiable Light x2 +
    • Overwhelming Force
  7. Strength in Numbers
  8. Away with Thee +
    • Insatiable Light x2
  9. Strength in Numbers
  10. Insatiable Light x2

Phase 3 - Unjoined Aspect


Phase 3 Abilities
Name Description
Unjoined Aspect Four players are afflicted with Astral Effect and four others Umbral Effect. Debuffs are distributed by role.

Players receive increased damage and knockback from attacks matching the color of the debuff, and decreased damage from attacks of opposite color.

  • When players are hit by an Umbral or Astral attack, their debuff will then change to the color of that attack.
Words of Unity Two Astral swarms and two Umbral swarms appear on the north edge of the arena. The swarms on the northeast and northwest will each attach a proximity tether to the closest player.

The tethered swarms will charge at their target with a weak wild charge attack; the two untethered swarms charge straight south.

Words of Entrapment A swarm appears on the north, east, west, and south edge of the arena. Two will be Umbral, and the other two Astral. After a few seconds, each swarm tethers to the closest player.

A tower then appears in each corner of the arena, two being Umbral towers, and the other two Astral.

  • Swarms will strafe along their edge to line-up with their tether target before charging straight across the arena.
  • Same-color swarms will always be on opposite edges of the arena (i.e if the north swarm is Umbral, the south swarm will also be Umbral).
  • The north will always have one Astral tower and one Umbral tower, as will the south.
Words of Night Functions similarly to Words of Motion, but two swarms will be Astral and the other two Umbral. Additionally, all swarms fire simultaneously and cannot be avoided.
False Dawn Places a 5y radius static circle AoE under all players.
Silver/Stygian Sword Places an Astral or Umbral spread circle on all players. Will always be the same color as the player's current debuff when created.

The Idol of Darkness complicates the fight further by combining attacks with Unjoined Aspect, forcing players to position to be hit by swarms of the opposite aspect/color.

Phase 3 can be divided into two halves: Words of Unity and Voidgates.

Words of Unity & Words of Entrapment:

With Words of Unity, the arena will be split into two halves: Umbral swarms covering one half and Astral covering the other. Players will have to run to the eastern or western edge of the arena, whichever is the opposite aspect of their debuff.

  • The first Unjoined Aspect will split the group into two light parties. The two tanks will always be assigned opposite aspects, as will the two healers.
    • If there are two matching DPS types (melee/ranged/magical), those two will always have differing aspects.
  • Tanks should immediately run towards their opposite-aspect swarms the instant they appear, as they will attach a proximity tether to the closet player, aiming a wild charge attack at them.
    • This wild charge attack is unusually weak. As long as four players are in-line with the stack, even a DPS player can survive being at the front.
  • The tethered player must both ensure that they are a safe distance away from the swarm (indicated by the tether becoming yellow), and that it is aimed straight south.

Once Words of Unity is survived, The Idol of Darkness will begin Words of Entrapment, creating a swarm on each edge of the arena and a tower on each corner.

An example of positioning for Words of Entrapment.
An example of positioning for Words of Entrapment.
  • One half of the party must be assigned to handle swarms and the other to towers. Ideally, the group should assign one task to the DPS players and the other to the Support players.
  • The players assigned to towers should stack in the center initially, as each swarm will tether to the closest player ~4 seconds after they appear.
  • Players assigned to handle swarms should start split to two opposite inter-cardinals, paired via matching roles. (i.e both tanks start northeast, healers southwest. If DPS are assigned to swarms, pair the two matching DPS types together).
  • Each player tethered to a swarm should run next to it and move it to one of the two middle-edge tiles of the arena. Players must also make sure they are on a different column/row as the swarm at the opposite edge of the arena.
    • This can be simplified by giving swarm-handling players a consistent placement rule (i.e. face the swarm and move to the left).
  • Once tethers are attached, players assigned to towers can run to a tower with an aspect opposite of their debuff.
    • Like the swarms, players should be paired via role and be assigned to the northern or southern towers (i.e. tanks take north towers and healers take south).
Should players survive Words of Entrapment, it will be followed with another Words of Unity which can be handled the exact same way as before.

Voidgates #2:
A gif of a strategy board showcasing the voidgate attack series.
A strategy board showing the red-portal pattern for the voidgates. If the northwestern portal is blue, each player can instead stay in the same row they used for first east/west voidgate attack

Players must worry about voidgates again, but this time players will carry debuffs from Unjoined Aspect. Additionally, all swarms will fire simultaneously—forcing players to stand in the opposite aspect rather than avoid them completely.

  • This time, Unjoined Aspect will assign all support players one type of aspect, and all DPS the opposite type.
  • Players should focus initially on a single swarm aspect and take note of which color portal it enters, as the opposite aspect will be in the opposite color portal.
  • After the first swarms resolve, everyone should split into light parties—one occupying the eastern column and the other the western column.
    • Within each light party, it is recommended to assign a tank and melee DPS to the northern two tiles and a healer and ranged/magical DPS to the southern two tiles.
  • Similar to the phase 1 voidgates, players will need to not only stand on the tile that their opposite aspect swarm will fire from, but track what color portal they enter afterwards.
    • There is an extremely simple method players can use to solve where to stand for the entire attack:
      • The initial set of swarms going north-to-south will determine the player's starting row, with the player moving east or west depending on light party assignment.
      • Once the first set of east/west portals appear, look to the northwestern portal. If it is blue, the same tile used to survive the attack can be used to survive all the voidgates afterwards. If it is red, all players must alternate north/south after every voidgate attack.
  • After the first set of east/west portals, False Dawn will put large circle AoEs under all players. Everyone must remember to drop these AoEs in the center before moving back to the next portal tile at the edges.
  • After the second set of east/west portals, players will all be hit by Silver/Stygian Sword, a spread circle which will swap their aspect prior the final portal attack.
    • While it is recommended that each player occupies a different tile on the east and west, two players are able to occupy the same tile by standing in opposite tile-corners.



Should players survive the voidgates, The Idol of Darkness will follow up with a cast of Empty Wave and Unshadowed Stake before beginning the final phase.

Phase 3
  1. Unjoined Aspect
  2. Words of Unity
  3. Words of Entrapment
  4. Words of Unity
  5. Unjoined Aspect
  6. Words of Night +
    • Voidgates
  7. Voidgates
  8. False Dawn +
    • Voidgates
  9. Silver/Stygian Sword +
    • Voidgates
  10. Empty Wave
  11. Unshadowed Stake

Phase 4 - Tornado


Phase 4 Abilities
Name Description
Crusade An epicentral knockback that pushes players 15y away.
Words of Fervor Combines three moving AoEs with a rotating arrow around the center, dividing the arena into three rotating sections.

A set of three Astral or Umbral orbs appear; one in the northeast, northwest, and south—three times in total. Orbs will explode into lethal party-wide damage if not detonated manually by a player.

  • On collision, orbs detonate into a 5y radius circle AoE that will damage all players in range. Players matching the color of the orb are instantly killed.
  • All orbs spawn in predetermined locations with predetermined colors.
  • The moving AoEs inflict Damage Down and deal Umbral damage.
Threefold Grace The arena is split into an inner, middle, and outer ring, each possessing an Astral or Umbral color at random.

At the end of the cast, players receive Astral or Umbral damage matching the ring they are stood on.

Once again, the sky will darken and The Idol of Darkness will vanish. With a cast of Crusade, it will return to the arena as a raging Tornado that will injure and knockback any players that try to run into its center.

Players should aim to be pushed towards a corner, as there will not be enough space across the cardinals to prevent players from falling off the edge.

The orb spawning pattern by section and where players should position initially.
The order orbs appear in each section, and where players should position initially.

The only ability players will have to look out for in this phase is Words of Fervor, which is trivialized by players knowing where to stand prior.

  • Unjoined Aspect will assign debuffs to light parties again, with both tanks having opposite aspects, as well as both healers.
  • An orb will appear in the northeast, south, and northwest three times while three moving AoEs rotate counter-clockwise around the room.

With the moving AoEs splitting the room into three rotating sections, players will need to divide themselves across the sections to be able to handle all the orbs that appear.

The color of the orbs always follows a preset pattern. As players can not reliably cross into other sections, orb color patterns will be listed by section rather than arena position:

  • Players starting in the the northeast section will encounter 3 White orbs.
  • Players starting in the the northwest section will encounter 3 Black orbs.
  • Players starting in the the southern section will encounter a black orb, then 2 white orbs.

The most common strategy is to have both tanks handle the southern section, DPS and healers with Astral Effect occupying the northwest, and DPS and healers with Umbral Effect occupying the northeast.

Only one player should burst each orb, and the other players should stay a short distance away to avoid multiple people being hit by its AoE.

  • If there are no players of the opposite aspect available to burst an orb, one player should still sacrifice themselves into the orb to prevent it from exploding and defeating the entire party.

Once all orbs are burst, The Idol of Darkness casts Threefold Grace, which can be handled simply by standing on the section of the floor that is the opposite aspect to the player's debuff.

Healers will need to keep the party healthy, as then two Empty Waves are cast in succession.

This rotation will repeat a second time in the exact same manner, then The Idol of Darkness casts Empty Wave repeatedly until its enrage timer is reached.

Phase 4
  1. Crusade
  2. Unjoined Aspect
  3. Words of Fervor
  4. Threefold Grace x3
  5. Empty Wave x2
  6. Unjoined Aspect
  7. Words of Fervor
  8. Threefold Grace x3
  9. Empty Wave x4[1]
  10. Empty Flood (Enrage)

Condensed Timeline

Attack Strategy
Empty Wave --
Unshadowed Stake The targeted tank must aim the first laser away from everyone else, then quickly stand behind the party for the second laser while the untargeted tank stands in front.
Words of Motion + Voidgates While dodging the swarms take note at the which color portal was entered first.
Voidgates x3 Run to the northeastern or northwestern tiles. While avoiding the swarms coming out of the eastern portals, watch the order they enter the western portals to know the order for the next voidgate attack.
Betwixt Worlds Stack in the center.
Words of Spite + Away with Thee DPS tethered to the eastern-most and western-most swarm must teleport to the northern corners opposite of their swarm. DPS attached to the center swarms may want to aim them straight south.
Silver Sledge x2 Each healer must pair with a tank and teleport away from where the DPS are aiming their swarms.
Empty Wave --
Unshadowed Stake Handle as before.
Words of Motion + False Moonlight Stack in the center, then split to the north and south, placing puddles strategically away from the center line of the arena.
Words of Motion + Away with Thee + False Midnight Run to the east and west edges of the arena and prepare to teleport back to the center. DPS must teleport to the same location to stack while Support must teleport to different locations to spread.
Idolatry and Blasphemy Assign light parties and pull the two Idolatry swarms south. Once Blasphemy starts rotating, rotate with it.
Overwhelming Force Avoid the line AoEs.
Insatiable Light x2 Stack together within the light parties.
Advent of Light Interrupt the cast from both Idolatry swarms.
Overwhelming Force Avoid the line AoEs.
Insatiable Light x2 + Overwhelming Force Dodge the line AoE in the same direction to avoid splitting out of the stack marker's range.
Strength in Numbers Both Idolatry swarms will cast a donut AoE, players must stand on top of them.
Away with Thee + Insatiable Light x2 Stop moving and rotate to teleport forwards in the same direction the party has been rotating.
Strength in Numbers One Idolatry will cast a circle AoE and the other a donut AoE. If running from the circle AoE, don't run towards the other Idolatry.
Insatiable Light x2 Stack together within the light parties.
Unjoined Aspect One light party will be assigned Astral debuffs, and the other Umbral.
Words of Unity The tanks must quickly run to the north towards the opposite color swarm to become the tether target. Aim the swarm straight south while extending the proximity tether until it turns yellow.

All other players must join the line stack that is the opposite color of their debuff.

Words of Entrapment Have either all DPS or all Support handle the swarms, which will tether to the closest player, while the others stand in the center waiting to occupy towers that appear in the corners.
Words of Unity Handle as before.
Unjoined Aspect Will assign all DPS one aspect and all Support the opposite.
Words of Night + Voidgates Stand in front of the swarm of the opposite aspect and track which color portal it enters.
Voidgates Run to the east or west, standing in the row that will be hit by the opposite aspect.

Look to the northwest portal. If it is blue, players can use the tile they are standing in for all future voidgates. If it is red, players must swap to the adjacent north/south tile with every following voidgate.

False Dawn + Voidgates Run to the center to place circle AoEs, then back to the east or west tiles for the next voidgate attack.
Silver/Stygian Sword + Voidgates Spread out, then stand in the correct row for the final voidgate attack.
Empty Wave --
Unshadowed Stake Handle as before.
Crusade Run towards the epicentral knockback and aim to be pushed towards a corner.
Unjoined Aspect Will assign Astral debuffs to one light party and Umbral to the other.
Words of Fervor Place both tanks in the south, Astral players in the northwest, and Umbral in the northeast. Players must pop orbs of an opposite color before they can explode.
Threefold Grace x3 Stand on the ring opposite to the debuff.
Empty Wave x2 Heavy AoE healing required.
Unjoined Aspect --
Words of Fervor Repeat as before.
Threefold Grace x3 Repeat as before.
Empty Wave x4 This is the party's last chance to defeat The Idol of Darkness.
Empty Flood (Enrage)


Loot

Treasure Coffer 1

Name Type Item Level Rarity Quantity
Edenchoir Leg Gear Coffer (IL 500) Other 1 ABasic 1

Treasure Coffer 2

Name Type Item Level Rarity Quantity
Edenchoir Head Gear Coffer (IL 500) Other 1 ABasic 1
Edenchoir Hand Gear Coffer (IL 500) Other 1 ABasic 1
Edenchoir Foot Gear Coffer (IL 500) Other 1 ABasic 1

Music

Section Theme
Main Force Your Way
  1. a b The amount of Empty Waves cast before enrage depends on how fast Phase 2 was completed. The less time is spent on Phase 2, the more time the boss has to cast additional Empty Waves before reaching its enrage timer.