Red, Fraught, and Blue
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Red, Fraught, and Blue
- Number
- 29
- Level
- 60
- Standard Time
- 8:00
- Ideal Time
- 7:00
- Act 1 Enemies
- Shikigami of the Pyre
- Act 2 Enemies
- Shikigami of the Undertow
- Gil Reward
- 5,000
- Seals Reward
- 100
- Tomestones
- 80
- Next stage
- The Catch of the Siegfried
- Prev. stage
- Dangerous When Dead
- Patch
- 5.15
Red, Fraught, and Blue is a stage in The Masked Carnivale for Blue Mage, introduced in patch 5.15 with Shadowbringers.
Strategy
Important Spells: Flying Sardine #24, Exuviation #73, Diamondback #29
Lots of kiting around while avoiding barrage of mechanics. Sonic Boom #63 is a useful wind spell with a quick cast time for Act 1. Glower #10 or Electrogenesis #53 are recommended for Act 2 as well, as the enemies in it are weak to lightning.
Casting Aetheric Mimicry #77 on a healer and using Pom Cure #58 helps you sustain your HP during both acts. This also enhances the healing of Exuviation #73, which is a necessary spell for Act 2.
Act 1
Enemies
Shikigami of the Pyre
- Endurance: Above Average
- Strengths: Fire
- Weaknesses: Wind
- Vulnerabilities: Interrupt
Strategy
- Fluid Swing: Interrupt with Flying Sardine #24. Otherwise you'll get knocked into the outer lightning field and be close to death.
- Pyretic: Don't do any action with this 2-second debuff; don't even turn your character or you'll take heavy damage. Move out of his follow-up AoE after the debuff disappears. (If you precast Apokalypsis, it can safely channel through the debuff.)
- Sea of Flames: Two delayed AoEs; just walk away from eruption indicators.
- Pillar of Flame: Two waves of AoE that covers most of the platform. Sometimes the RNG is bad for this one and you'll have to eat one of the circles.
- Rush : Does more damage the closer you are. Move as far as possible away from Shikigami while it is casting.
- Flare Star: Stay on edges. Afterwards, three fire tornadoes will spawn. Try to bait most of their line AoEs near one of them, to give yourself more room to walk out. Don't walk into any of the tornadoes, though. RNG can be cruel when mixed with other mechanics (keep watching for Fluid Swing!), mitigate and heal through.
Act 2
Shikigami of the Undertow
- Endurance: High
- Strengths: Water
- Weaknesses: Lightning
- Vulnerabilities: Interrupt
Strategy
- Protean Wave: Cone AoE, stand close enough to sidestep quickly. The second hit will be another cone on your new position.
- Throttle: Cleanse the debuff with Exuviation #73 before it reaches 0, or else wipe.
- Ferrofluid: "+" and "-" mechanic, similar to the one seen in The Great Gubal Library (Hard). If your symbol matches boss, go to him; if opposite symbol, go to edge.
- Fluid Ball: Two delayed AoEs; just walk away from indicators.
- Fluid Swing: interrupt with Flying Sardine #24.
- Watery Grasp: spawns two Hand adds. Left Hand steals heavy MP, whereas the Right Hand will do many huge AoEs if left alive for too long. You may want to save some of your favorite AoEs for this part, like Shock Strike. Don't forget to check boss for a sneaky Fluid Swing attack!
- Focus Left Hand down, then check boss to interrupt Fluid Swing, then focus down Right Hand.
- Big Splash: four big hits from boss. Diamondback #29 here.
- Cascade: summons three watery vortexes, in similar style to Flare Star above. Bait AoEs while not getting too close to them.