|Type||Light Party Dungeon|
|Patch||2.1 (A Realm Awoken)|
|iLevel||48 (Sync: 110)|
|Players||4 (1 Tank / 1 Healer / 2 DPS)|
|Time Limit||90 Minutes|
|Entrance|| Isles of Umbra|
Western La Noscea (x16,y30)
|Bosses|| Symond the Unsinkable|
- “The once-proud Pharos Sirius is twice dishonored--once by the Calamity, and now by the deadly siren of Umbra, who plots to hold the lighthouse as a personal stronghold with the aid of her minions. Silence her lunatic song, dispatch the usual suspects--ashkin and winged monstrosities--and reclaim the light of the civilized world.”
- —Game Description
Level 50 players need to talk to Diamanda in Aleport, Western La Noscea (x26,y26), to start the quest Sirius Business to unlock the dungeon.
The quest is available after the completion of the main scenario quest The Ultimate Weapon.
- Clear the Aether Pump 0/1
- Clear the Second Spire 0/1
- Clear the Fuel Chamber 0/1
- Clear the Aether Compressor 0/1
- Defeat the Siren 0/1
Symond the Unsinkable
This is the most difficult fight in the dungeon. If you can get past this fight, you can do the rest.
The main mechanic for this fight is debuff stacks. Most attacks in this fight will give you stacks of Corrupted Crystal. If you reach three stacks, the crystal stacks explode, dealing extremely heavy damage to you and everyone around you. If you notice you have two stacks, start preparing to run away from the party. If you get three stacks, you only have a second or two to run away before they explode.
When you are hit with the crystal stack explosion, you also receive a Determination debuff that can't be cleared by the healer.
About half way through the fight, Symond will start doing a large AoE attack called Giga Slash. This has a knockback effect and can knock you into the crystal AoE, giving you more stacks of Corrupted Crystal. The attack itself doesn't hurt very much, so if you can't get away from it, try to position yourself so the knockback doesn't knock you into the big crystal AoE in the middle of the room. Standing between Symond and the edge of the room is usually safe, since you'll just be knocked into the wall.
- He has a straight line AoE that does moderate damage and puts a crystal debuff on the target. Its not able to be silenced but its fairly easy to dodge.
- He summons adds that also do a circular AoE that does low damage but also gives a stack of the crystal debuff. The number one priority for DPS is killing the adds, otherwise they continue placing the crystal debuff on the tank and healer. The healer will quickly be killed by the resulting crystal explosion. The attack is very fast and I couldn't find a way to stop it except maybe stun locking. Best to stay spread out when fighting them so only one person is getting the debuff.
- Healers should avoid generating too much aggro during this fight. White Mages in particular should not use Medica II, otherwise DPS won't be able to keep aggro on the adds.
- Tanks can grab aggro on the adds if they happen to be nearby, but don't go out of the way. The adds don't hurt much except for the Corrupted Crystal stacks.
- He puts two large circles on the ground that do persistent damage that grow eventually dividing the room in half. Its easy for the party to get separated so the healer and tank especially want to make sure to be on the same half of the room before the circles grow. Do not run across the AoE; it gives you crystal debuff stacks. If you are separated from the tank and you can't reach the boss, just chill until the AoE goes away.
- Crystal debuff explodes when you get three stacks of it. Deals Severe damage and puts a Vulnerability debuff on targets.
- Giga Slash looks scary, but it doesn't hurt very much (and it doesn't give you any Corrupted Crystal stacks). Feel free to eat it if you would otherwise be knocked back into the crystal AoE.
- Strategy we used was to avoid AoE as much as possible, burn down adds before anyone could get more then a stack and to not get separated by the room divide. Try to divide the adds or take shifts so that no one person is getting three stacks. Not much more to it I think.
- The battle starts with a ring of Eggs spawning on the outer border of the room. Boss does little damage at this point. Killing Eggs gives Zu several stack of enrage, so it is not advised to start the fight killing eggs. Once enraged Zu will deal more damage but also take more damage. If, however, Zu gets too many enrage stacks (not certain how many but usually 15+) she does a cone AoE that does extremely high damage and stuns all targets hit for several seconds. It is devastating and resulted in many wipes. If you see the message "The Zu has murder in its eyes", try to spread out because shit's about to get fucked up.
- Zu casts a room wide AoE that does moderate damage but increases with enrage stacks. Healers can easily AoE heal through this.
- A few seconds into the fight and two eggs will light up and begin casting "Hatch" which will spawn one of two adds. One will move around attacking a target while occasionally casting an AoE that does low to moderate damage. The other will stand in place and choose a single target, marked by a blue beam, and barrage them repeatedly with a moderate damage nuke.
- It's easy to accidentally destroy eggs and enrage the Zu. Be very careful with AoEs.
- By themselves the adds are pretty easy to handle but they can add up quickly. Later on in the fight three eggs start to light up at once and they start spawning faster than we could take them out.
- At some point about halfway Zu will fly up into the air becoming untargetable and start throwing down circle AoEs. This phase wasn't hard and actually was kind of a break for us to mop up some of the baby birds. The AoE circles will always target the tank.
- Strategy we used to eventually beat Zu was to kill one egg and let one chick spawn. Killing one egg didn't seem to give enough stacks for Zu to cast her crazy ground stomp stun, it kept one add out of the fight and also increased the damage she took from enrage. Things started to get hectic around the three egg spawns but we managed to burn her down with a LB before things got messy.
- If everyone in your party is relatively over-geared, an easy strategy is to ignore the eggs and just kill the adds that hatch. This avoids the enrage mechanic altogether.
This boss has very low HP. The easiest tactic is for the tank and DPS to completely ignore the adds. When the adds spawn, the healer should pop a few heals to get add aggro, and then run around the room kiting the adds while the tank and DPS kill the boss. If done correctly, this fight only lasts a few seconds.
This fight is a healer check. It can be quite difficult unless everyone knows what they need to do. The primary mechanic that seems to give the most trouble is "Siren's Song". Two of Siren's moves put a debuff on a target for 12 seconds requiring them to be healed to full health or the they become charmed for several seconds. Charmed targets only seem to do basic attacks so they're not devastating, but it knocks a person out of the fight and makes subsequent party members harder to top off with an extra source of damage.
Siren will target one party member (besides the tank) and put Siren's Song on them. Heal this target to full HP to remove the debuff before the target is charmed.
Siren puts a persistent bleed on the Tank. This should be removed by the healer with Esuna or Leeches.
Siren summons groups of two types of adds: Zombie Storm Privates and Zombie Storm Sergeants. The Privates are just normal auto-attacking mobs. They make things harder for the healer, but they aren't too bad. The Sergeants, on the other hand, crawl slowly along the ground toward a target. They cannot be bound or slowed, and when they reach the target, they grab them and hold them in place, stunning the target until the Sergeant is killed. Because of the perma-stun, they are priority number one for DPS. Due to the healer-heavy nature of this fight, if a Sergeant stuns the healer and it isn't killed quickly, it can easily lead to a wipe.
Periodically during the fight, Siren will disappear and do one of two attacks. The first is a straight line lunge similar to Ifrit's charge. It does severe damage and you don't have a lot time to get out of the way. The second is a doughnut-shaped AoE (similar to Hydra's "Fear Itself") that puts the Siren's Song debuff on all party members who are hit. The only safe spot is directly beneath Siren. When she does this AoE, the party needs to stack under Siren to avoid Siren's Song. It's easy to tell which of the two moves she's casting based on where she appears. She comes from the border of the room when she does the lunge, and she appears in the center of the room if she is doing the AoE debuff.
At about 50% HP, Siren will start casting Lunatic Voice. If she successfully casts it, Lunatic Voice can't be avoided, and it puts a very strong healing debuff on all party members called Reduced Immunity. The debuff must be cleared ASAP with Esuna or Leeches, because it makes healing through Siren's Song nearly impossible. Lunatic Voice can be stunned and silenced. During this half of the fight, the tank's number one priority is to stun Lunatic Voice (DPS will be busy with adds). Failure to stun Lunatic Voice can make this fight very difficult for healers. If you can stun/silence it, your healer will love you.
- Healers should clear all debuffs as quickly as possible, especially Siren's Song
- DPS should kill crawling adds first (Zombie Storm Sergeants)
- Tanks should stun Lunatic Voice
- Everyone should stack in the center when she jumps and appears there