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	<updated>2026-04-15T09:52:25Z</updated>
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	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hells%27_Kier_(Extreme)&amp;diff=870630</id>
		<title>Hells&#039; Kier (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hells%27_Kier_(Extreme)&amp;diff=870630"/>
		<updated>2025-03-17T18:17:18Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: Added video guide link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EX notice}}&lt;br /&gt;
{{otheruses|the level 70 challenge-mode [[trial]]|the optional story-mode level 70 [[trial]]|Hells&#039; Kier}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Hells&#039; Kier (Extreme)&lt;br /&gt;
| description = Ever eager to put his lyrical skills to the proof, the wandering minstrel has crafted yet another tanka, this time deriving inspiration from your pitched battle against the auspice Suzaku deep beneath Hells&#039; Lid. Knowing full well the suggestive power of his words, you once more close your eyes and set your mind adrift in the memories of that day, augmented by his dramatic flair...&lt;br /&gt;
| image = Hells&#039;_Kier_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 370&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 25 Poetics&lt;br /&gt;
| entrance = Reisen Temple&lt;br /&gt;
| entrance-coordinates = 6.3, 6.8&lt;br /&gt;
| location = Hells&#039; Kier&lt;br /&gt;
| region = Othard&lt;br /&gt;
| req-quest = Songs in the Key of Kugane&lt;br /&gt;
| patch = 4.4&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Hells&#039; Kier (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Auspice]]: [[Suzaku]]===&lt;br /&gt;
{{#ev:youtube|isBGjJ60a-M|350|right|Hell&#039;s Kier (Extreme)}}&lt;br /&gt;
&lt;br /&gt;
On entering the Hell&#039;s Kier (Extreme) arena, participants will notice four Pheonix corpses (&#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;) scattered around its centre. Bear in mind that these will respawn if specific fire-based abilities hit them during the encounter. Also, healers should be mindful of [[Suzaku]]&#039;s auto-attacks throughout the battle whenever she is not actively casting abilities seeing as the main tank will be taking continuous damage.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
*&#039;&#039;&#039;Screams of the Damned&#039;&#039;&#039; - an unavoidable raid-wide blast that will damage all participants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rout&#039;&#039;&#039; - Suzaku will fly out of the arena and reappear somewhere along its edge. Simultaneously, all players will be tagged with an AoE marker. The group must move out Suzaku&#039;s path to avoid an incoming dive-bomb while also spreading around the arena to avoid clipping other players with their AoE mark. This is best achieved by having 3-4 players on opposite ends of the arena, giving the group enough space to spread out while Suzaku launches herself through the centre. Considering that the AoE markers inflict fire damage, players must also avoid clipping the &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fleeting Summer&#039;&#039;&#039; - Suzaku will turn towards a random member of the party and aim a frontal AoE cone in their direction that should be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cremate&#039;&#039;&#039; - Suzaku will blast the main-tank with a vicious magic-based tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Down&#039;&#039;&#039; - a set of overlapping mechanics that begin with small plumes being dropped around the arena in a set pattern, along with a much larger plume in the very centre with far superior health. After being summoned, all plumes will begin to long-cast a deadly AoE attack (indicated by AoE circles emanating from each plume).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If left unattended, the central plume will resurrect all four &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039; with a drastic &#039;&#039;&#039;HP buff&#039;&#039;&#039; that makes them borderline impossible to kill. If that happens, the adds will typically survive long enough to wipe the entire raid via unavoidable damage and debuffs. As a result, players must utilize the following mechanic, &#039;&#039;&#039;Rekindle&#039;&#039;&#039;, to their advantage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rekindle&#039;&#039;&#039; - tags all damage-dealers with an AoE marker that will inflict fire damage to the marked player and anyone caught in its blast. Due to being fire-based, these can also resurrect the &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;. However, unlike the central plume from &#039;&#039;&#039;Pheonix Down&#039;&#039;&#039;, resurrecting the adds in this manner will not provide them with a major &#039;&#039;&#039;HP buff&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The group should first kill four small plumes, which will spawn on either cardinals or intercardinals, to provide enough space to avoid the AoE blast from the remaining plumes. At the same time, damage-dealers must be ready to move to a chosen Phoenix and resurrect it with their &#039;&#039;&#039;Rekindle&#039;&#039;&#039; marker, preferably without overlapping with other AoE markers and causing unnecessary damage to one another. If done correctly, the resurrected add(s) will tether themselves to the damage-dealer who raised them, allowing them to be pulled away from the central plume and into one of the four safe spots that were created by killing the small plumes. Once done, the remaining plumes can be ignored while the group slay the &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ashes to Ashes&#039;&#039;&#039; - should any of the &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039; remain alive long enough, they will blast the raid with excruciating AoE damage and inflict a stackable &#039;&#039;&#039;Supperation&#039;&#039;&#039; debuff. Due to this, all adds should be burned down as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cremate&#039;&#039;&#039; will once again be cast during the above mechanics, blasting the main tank with a vicious magic-based tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Screams of the Damned&#039;&#039;&#039; will be cast once more, blasting the raid with unavoidable AoE damage. After doing so, Suzaku will fly to the centre of the arena, marking the arrival of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
*&#039;&#039;&#039;Eternal Flame&#039;&#039;&#039; - Suzaku will briefly fly out of the arena while it undergoes a noticeable transformation. A pattern will begin to form in the arena centre that contains eight circles around its edges - one for each member of the raid to stand in. After a brief delay, Suzaku will summon orbs that will travel from the sides of the arena towards the centre that should be absorbed by players. To do so, players need to face in the same direction as the arrow displayed on their respective circle. Successfully doing so will allow the player to absorb the incoming orb, gain a stacking &#039;&#039;&#039;damage up&#039;&#039;&#039; buff, and prevent Suzaku from gaining more power for an upcoming raid-wide blast (&#039;&#039;&#039;Scarlet Fever&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scarlet Fever&#039;&#039;&#039; - Suzaku will blast the entire arena with raid-wide damage (magnified by any orbs that were not properly absorbed during &#039;&#039;&#039;Eternal Flame&#039;&#039;&#039;). After doing so, Suzaku will now be in &#039;&#039;&#039;human form&#039;&#039;&#039;, and the entire arena will now have a visible hole in its centre and no outer edges. In short, players can now fall through the centre or over the edges. The group should also note that the entire arena will now have four visibly different quadrants that will be relevant during later mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Southron Star&#039;&#039;&#039; - Suzaku will barrage the raid with an unavoidable raid-wide AoE (which is essentially her human version of &#039;&#039;&#039;Screams of the Damned&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039; - Suzaku will pull all participants towards her by a set distance, putting everyone at risk of falling through the hole in the centre of the arena. To avoid this, players can either move to the outer edges or utilize skills such as &#039;&#039;&#039;Surecast&#039;&#039;&#039; to prevent knockbacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Well Of Flame&#039;&#039;&#039; - a double mechanic, starting with a frontal AoE that targets a random member of the group. At the same time, four players will also be tagged by &#039;&#039;&#039;Rekindle&#039;&#039;&#039; (AoE markers). Due to this, the group must avoid the AoE as well as marked players by spreading around the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scathing Net&#039;&#039;&#039; - tags a random Healer with a stack-mark AoE, forcing the party to regroup and stack to help absorb the incoming damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; - a vicious tank-buster that will brand the target with &#039;&#039;&#039;physical vulnerability&#039;&#039;&#039; before unleashing a barrage of physical attacks. To succeed, the off-tank should provoke Suzaku while &#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; is being cast. After performing the tank-buster, Suzaku will blast the area in front of her with a un-telegraphed conal AoE knockback. The group must ensure that they are not standing in front of Suzaku at this time or they will be punted out of the arena to their death (if not slain by its damage).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Pattern&#039;&#039;&#039; - the four quadrants of the arena will each adopt a unique colour and rune pattern. Simultaneously, the same patterns and colours on the ground will be displayed in two sequences outside of the arena while a tethered Phoenix begins to rotate towards them. As the Phoenix touches the outer runes, the quadrant containing that rune/colour will explode, forcing the group to pay attention to the upcoming sequences and move so that they do not stand within an exploding quadrant.&lt;br /&gt;
&lt;br /&gt;
*Once the two sequences have been completed, Suzaku will either cast &#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039; (pulling the group into the centre) or &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039; (a knockback from the arena centre). In short, players will either have to move away to avoid being sucked into the central hole, or closer, to avoid being knocked off the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Close-Quarter Crescendo&#039;&#039;&#039; - tethers all players to a fiery orb. After being fully cast, players will be &#039;&#039;&#039;force marched&#039;&#039;&#039; in the direction of the arrow the orb displays by a large distance. The group must ensure that they aim themselves so that they don&#039;t walk off the edge or through the central hole.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Well Of Flame&#039;&#039;&#039; will be cast once again - a frontal AoE along with four players being marked by &#039;&#039;&#039;Rekindle&#039;&#039;&#039; AoE&#039;s. This is treated the exact same way as it was before.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; immediately follows (and is treated the same way as it was before). The off-tank should provoke Suzaku while &#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; is being cast, while the raid moves behind her to avoid the upcoming frontal AoE knockback.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Pattern&#039;&#039;&#039; will happen once more, only this time, players must be mindful of either &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039; (knockback) or &#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039; (pull) as soon as the rotating Phoenix spawns. It is entirely random which one is used, so watch out! Also, Suzaku will cast a &#039;&#039;&#039;Southron Star&#039;&#039;&#039; after the first sequence and a &#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; after the second.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incandescent Interlude&#039;&#039;&#039; - spawns four meteor circles at cardinal points around the arena, encouraging players to stand within each one to avoid lethal destruction. However, this mechanic overlaps with &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039;, meaning that manually standing within the circle will result in being knocked off the arena. Instead, players must stand close to Suzaku so that they get knocked into the meteor circle. However, four players will also be marked by AoE circles - either all damage-dealers or the tanks and healers. As a result, the group should pair a damage-dealer with a tank or healer and stand close to Suzaku. Once the marked players have been identified, the unmarked player should aim themselves so that they get pushed into a meteor circle, while the marked players point themselves towards an intercardinal direction to avoid meteor circles (and anyone pushed into them).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Well Of Flame&#039;&#039;&#039; will be cast yet again and is treated the exact same way as it was before.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Pattern&#039;&#039;&#039; will appear for the third time, except now the sequences will only involve four runes per cycle and be overlapped by several mechanics. These include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4-Sequence + Well of Flame &amp;amp; Rekindle&#039;&#039;&#039; - forcing players to avoid the exploding quadrants, other marked players, and an AoE from Suzaku.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4-Sequence + Close Quarter Crescendo&#039;&#039;&#039; - tethering players for a directional &#039;&#039;&#039;forced march&#039;&#039;&#039; before the sequence begins, forcing the group to aim themselves so that they are forced to a safe quadrant without walking off the edge of the arena or through the hole in the centre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4-Sequence + Mesmerizing Melody (OR) Ruthless Refrain&#039;&#039;&#039; - much like before, players must be ready to either move close to Suzaku to avoid being knocked off the edge, or move away from Suzaku to avoid being pulled through the central hole before dealing with the exploding quadrants. As soon as this sequence is complete, Suzaku will prepare a &#039;&#039;&#039;Phoenix Flurry&#039;&#039;&#039; which, like before, requires an immediate tank-swap and for all party members to stand behind Suzaku to avoid the un-telegraphed knockback. Once successful, players can then deal with the upcoming sequence of exploding quadrants.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
If Suzaku has not been slain by this point, she will begin repeating a set of familiar mechanics before initiating an enrage phase, indicated by another &#039;&#039;&#039;Phoenix Pattern&#039;&#039;&#039;. However, this sequence will have absolutely no safe quadrants to stand in at all, resulting in an inevitable wipe if she has not been defeated quickly enough.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Suzaku&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Suzaku Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Euphonious Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] (X:13.8 Y:11.8).&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Suzaku Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Paladin Arms (IL 385)}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Greataxe}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Odachi}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Lance}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Pinions}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Chokuto}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Kunai}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Greatbow}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Scarlet Tailfeather}}&lt;br /&gt;
{{Drops table row|Suzaku Weapon Coffer (IL 385)}}&lt;br /&gt;
{{Drops table row|Euphonious Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of Sunrise}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|The Scarlet Bloodletter (Achievement)}}&lt;br /&gt;
{{achievement table row|Mightier than the Vermilion}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
File:Hells&#039; Kier Image.jpg&lt;br /&gt;
File:Hells&#039; Kier (Extreme) Image.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=592514</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=592514"/>
		<updated>2023-04-25T16:36:02Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: Added video guides.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-quest = To Kweh Under Distant Skies&lt;br /&gt;
| patch = 4.4&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Alphascape V4.0 (Savage)&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|cD4S1L0wD9A|350|right|Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{#ev:youtube|mRLBmuiFnO4|350|right|Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Omega-M]] &amp;amp; [[Omega-F]]===&lt;br /&gt;
The battle takes place upon a large circular platform. 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. Unlike normal mode, players will also notice Omega&#039;s eye is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F (see &#039;&#039;&#039;Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics related to &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039;, &#039;&#039;&#039;Omega-M&#039;&#039;&#039; (individually), &#039;&#039;&#039;Omega-F&#039;&#039;&#039; (individually), and &#039;&#039;&#039;Omega-M+F&#039;&#039;&#039; (simultaneously), followed by each phase being explained via a mechanical timeline so you&#039;ll know what to expect (and when).&lt;br /&gt;
&lt;br /&gt;
====General Mechanics====&lt;br /&gt;
*&#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; - all players must be wary of the large mechanical eyeball located outside of the arena. Periodically, it will alter its position and unleash either a straight-line or point-blank AoE across the platform. At the beginning of the battle, &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will always be positioned to the north, and will only move to &#039;&#039;&#039;cardinal&#039;&#039;&#039; points around the arena (N, S, E, W).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Suppression&#039;&#039;&#039; - causes &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; to unleash a massive straight-line AoE across the arena, leaving small safe zones to the sides of the beam. After doing so, &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will teleport to another cardinal position.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - causes &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; to unleash a massive point blank AoE from its location, leaving a crescent moon area (farthest away from the eye) as a safe spot. After doing so, &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will teleport to another cardinal position.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - causes Omega-M and/or Omega-F to devolve into a non-targetable puddle of synthetic goop. Shortly afterwards, both healers will be targeted with a stack-marker, forcing the raid to split into two groups and stack with each victim to soak the damage. After a brief delay, the unformed goop will divide into two parts, with each part leaping towards a marked victim. After landing on the platform, Omega-M and Omega-F will form from the synthetic puddles. As a result, players can pre-position themselves so that Omega-M and Omega-F spawn in specific locations, keeping in mind that Omega-M will always cast &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; (point-blank AoE) at his location, whilst Omega-F casts &#039;&#039;&#039;Discharger&#039;&#039;&#039; (knockback).&lt;br /&gt;
&lt;br /&gt;
====Omega-M====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Whenever Omega-M is formed from synthetic goop, he will always cast &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; - a point-blank AoE at his current location (with no telegraph) before becoming active.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; - equips Omega-M with a synthetic shield that will allow him to execute specific abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; - causes Omega-M to dash towards a random player, inflicting moderate AoE damage and a {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff against the primary target, as well as anyone else caught in the blast zone. As a result, the raid should avoid stacking during &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; to ensure that the damage and debuffs do not overlap onto other players. &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; is immediately followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; - a direct follow-up to &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; - which causes Omega-M to select a random target and blast the victim with a shareable AoE attack. The raid will need to stack up to share the damage of &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;, except for the previous victim of &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, who will still be suffering from {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Seeing as one attack requires avoiding players whilst the other requires stacking, players should spread evenly within the safe-zones of upcoming &#039;&#039;&#039;Suppression&#039;&#039;&#039; beams, wait for a player to be hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and then have everyone except the victim stack together to absorb the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
====Omega-F====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Whenever Omega-F is formed from synthetic goop, she will always cast &#039;&#039;&#039;Discharger&#039;&#039;&#039; - a raid-wide knockback from her location before becoming active.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; - causes Omega-F to morph her legs into sharpened blades that will allow her to execute specific abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; - causes Omega-F to charge up a 300 degree AoE directly in front of her, leaving only a thin safe-spot directly behind her. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; - causes Omega-F to blast all members of the raid simultaneously with a flaming AoE. Bear in mind that &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; has no telegraph nor cast-time, thus all players must learn exactly when the ability will be used throughout the encounter and move to pre-assigned positions or patterns to avoid overlapping each other with damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; - creates two straight-line AoE&#039;s across the arena through Omega-F&#039;s front and sides, forming a cross-shape (+). For the sake of ease, it is always wise to have Omega-F facing a cardinal direction (such as north) so that the AoE&#039;s remain predictable. Bear in mind that &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; is typically followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Omega-M+F====&lt;br /&gt;
*&#039;&#039;&#039;Firewall&#039;&#039;&#039; - causes Omega-M and Omega-F to inflict &#039;&#039;&#039;Packet Filter (M or F)&#039;&#039;&#039; onto nearby players, rendering them incapable of damaging the other Omega form for as long as the debuff persists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resonance: (Local) or (Remote)&#039;&#039;&#039; - provides Omega-M and Omega-F with lethal damage buffs depending on their proximity to the other form. If &#039;&#039;&#039;Resonance (Local)&#039;&#039;&#039; is active, both forms will need to be kept separate from each other to prevent both forms from gaining lethal damage. The opposite is true for &#039;&#039;&#039;Resonance (Remote)&#039;&#039;&#039;, requiring both forms to be kept close together to avoid the lethal damage buffs. The initial cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; is random, whereas the second cast will always involve the version that was not previously used. For example, if the first cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; is (Local), the next will always be (Remote).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - causes Omega-M and Omega-F to place markers (numbered from 1-to-4) on their respective half of the raid - blue markers for Omega-M and purple markers for Omega-F (see &#039;&#039;&#039;Firewall&#039;&#039;&#039;). After a brief delay, each form will start dashing towards their numbered targets (1, 2, 3, 4), inflicting AoE damage and applying {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to each victim and any player overlapping the target. Furthermore, the damage is greatly increased depending on how close consecutive targets are to each other during collisions.&lt;br /&gt;
&lt;br /&gt;
A typical method of handling &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is to have all odd-numbered players (1 &amp;amp; 3) move to the opposite side of the platform, making sure not to stand anywhere near other players. By doing so, each Omega form will criss-cross a large distance per numbered target, preventing players from taking colossal (or even fatal) damage. Players will be unable to avoid receiving at least one {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff, thus it is imperative that everyone avoids overlapping seeing as further collisions from either Omega-M and Omega-F (on an already debuffed player) will likely be fatal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - bombards the arena with unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - a vicious tank-buster against both tanks, dealing major damage in a small area around each victim. As a result, all non-tanks should make sure that they are not standing anywhere near either tank during &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; casts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039; - typically cast after &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; (Omega-F) or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; (Omega-M) to signify an upcoming mini-phase of overlapping mechanics from both forms at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Shield Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Players will need to contend with &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; (Omega-M) + &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; (Omega-F), followed by an immediate &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; (Omega-M) + &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; (Omega-F). From here, players will have to avoid &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; - a donut AoE covering the entire platform with a safe spot directly inside Omega-M&#039;s hitbox - followed by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; (point-blank AoE), forcing the raid to run from the safe spot, with Omega-F casting a &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Blades Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Players will need to deal with &#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;, forming two straight-line AoE&#039;s at the sides of the arena (relative to the direction Omega-F is facing), leaving a safe strip through the centre. If Omega-F is facing north, for example, then the East and West of the arena will be marked with AoE&#039;s, whilst a vertical strip (from North to South) will be present through the middle of the arena. As soon as &#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; resolves, Omega-F will unleash an &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;, whilst Omega-M uses &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; (forcing them to avoid straight-line AoE&#039;s as a stacked group to absorb the damage of Omega-M&#039;s attack). &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; will trigger, forcing the raid to stand in a tiny safe spot directly behind Omega-F, shortly followed by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; (point-blank AoE from Omega-M), forcing the raid to retreat from that safe-spot as soon as possible. Whilst retreating, all players will be bombarded with &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; from Omega-F, followed by &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from Omega-M. Just like the other mini-phase, the end is signified by both forms casting a unified &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The battle involves two casts of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;. The first version is always random, whilst the second will always be the version that wasn&#039;t used previously&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Limit Break Phase====&lt;br /&gt;
Before transitioning to the second phase of the battle, Omega-M and Omega-F will bombard the raid with their own versions of common &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039;, as well as previously explained mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; - applies a proximity marker to a random tank, marking them as the upcoming victim of a ranged-magic &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, forcing them to run as far away from the group to reduce overall raid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - applies an orange marker to a random tank, making them as the upcoming victim of a ranged-physical &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. Once cast, Omega-M will unleash a column AoE from himself through the marked target. As a result, the marked tank must try to aim the attack away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - inflicts massive raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower x2&#039;&#039;&#039; - bombards the arena with unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - causes Omega-M and Omega-F to target a tank (one each) and attempt to annihilate them with a physical-melee &#039;&#039;&#039;Limit Break 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; - always cast at the beginning of the battle.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; - a large straight-line AoE from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will &#039;eventually&#039; shoot across the platform before the eye changes position.&lt;br /&gt;
* &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; - raid splits up to avoid overlapping damage.&lt;br /&gt;
* &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; - raid stacks to absorb damage, excluding the victim of &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;. &#039;&#039;&#039;Suppression&#039;&#039;&#039; will land at this point.&lt;br /&gt;
* &#039;&#039;&#039;Subject Simulation&#039;&#039;&#039; - causes Omega-M to morph into Omega-F, who will then unleash &#039;&#039;&#039;Discharger&#039;&#039;&#039; (knockback) from her location.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; - always cast after Omega-F is initially spawned.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; - a 300-degree cone, forcing the raid to stand directly behind Omega-F to avoid it. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land at this point.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; - blasts all participants with an AoE circle of fire. Has no telegraph or cast-bar, thus everyone must ensure they are spread out.&lt;br /&gt;
* &#039;&#039;&#039;Subject Simulation&#039;&#039;&#039; - causes Omega-F to morph into non-targetable goop.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - stack-markers on both healers, forcing the raid to split evenly and soak the damage. Once concluded, Omega-M and Omega-F will form, unleashing &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; (Omega-M - point-blank AoE) and &#039;&#039;&#039;Discharger&#039;&#039;&#039; (Omega-F - knockback).&lt;br /&gt;
* &#039;&#039;&#039;Firewall&#039;&#039;&#039; - both forms inflict &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; onto nearby players, rendering them incapable of damaging the other form.&lt;br /&gt;
* &#039;&#039;&#039;Resonance&#039;&#039;&#039; - casts either (Local) or (Remote) &#039;&#039;&#039;Resonance&#039;&#039;&#039;, forcing the raid to split both forms (Local) or keep them together (Remote). &lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - both forms mark their half of the raid with numbers from 1-4. Odd-numbered players from each group should retreat to opposite sides of the arena, with the entire raid ensuring they do not stack with any other player. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land about midway through &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - bombards the entire raid with unavoidable damage.&lt;br /&gt;
* &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - simultaneously blasts each tank with a tank-buster.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; followed by &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;. A mini-phase will follow depending on whether &#039;&#039;&#039;Shield&#039;&#039;&#039; or &#039;&#039;&#039;Blades&#039;&#039;&#039; was cast.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Shield Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; + &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Blades Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; + &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; + &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Firewall&#039;&#039;&#039; - both forms inflict &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; onto nearby players once again.&lt;br /&gt;
* &#039;&#039;&#039;Resonance&#039;&#039;&#039; - casts either (Local) or (Remote) &#039;&#039;&#039;Resonance&#039;&#039;&#039; - whichever was &#039;&#039;&#039;NOT&#039;&#039;&#039; used previously.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - both forms mark their half of the raid with numbers from 1-4. Handled in the same way as before. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will once again land about midway through &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - unavoidable raid damage.&lt;br /&gt;
* &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - unified tank-busters.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; (whichever was &#039;&#039;&#039;NOT&#039;&#039;&#039; used before the previous &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;), leading to the alternate mini-phase (see above).&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; - a large straight-line AoE from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will &#039;eventually&#039; shoot across the platform before the eye changes position.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive a &#039;&#039;&#039;Limit Break&#039;&#039;&#039; tank buster. &#039;&#039;&#039;Meteor&#039;&#039;&#039; is a proximity marker, &#039;&#039;&#039;Arrow&#039;&#039;&#039; is a straight-like AoE that can be aimed away from the raid. &#039;&#039;&#039;Suppression&#039;&#039;&#039; will land whilst the limit-breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - extreme raid-wide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - more raid-wide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive a physical Limit Break tank-buster.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039; once again (proximity + straight-line). &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land whilst the limit-breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory x 2&#039;&#039;&#039; - extreme raid-wide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - even more raid-wide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive another physical Limit Break tank-buster.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - enrage version.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid defeats Omega-M and Omega-F before the &#039;&#039;&#039;Cosmo Memory Enrage&#039;&#039;&#039;, Omega will transition into its final form, activating a &#039;&#039;&#039;Check Point&#039;&#039;&#039;. Should the raid wipe for any reason after this point, the fight will reset to the checkpoint (rather than reset back to the very beginning).&lt;br /&gt;
&lt;br /&gt;
===Phase 2 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tank-buster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two colour tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tank-busters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tank-busters. Due to being large AoE circles, the damage CAN overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the centre of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as North, South, East, or West - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raid-wide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoE&#039;s across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tank-buster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoE&#039;s in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoE&#039;s at the closest players. All AoE&#039;s will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoE&#039;s overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack-marker, four players to acquire delayed circle-AoE&#039;s, and multiple players to drop circle AoE&#039;s beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with un-marked players whilst everyone with delayed circle AoE&#039;s spread out (away from the stack-mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the centre and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the centre of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more co-ordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as North, South, East, or West - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tank-buster. Tank with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tank-busters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raid-wide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raid-wide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raid-wide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raid-wide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tank-buster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tank-busters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoE&#039;s at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoE&#039;s at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tank-buster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tank-busters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raid-wide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack-marker, four players with circle-AoE&#039;s, and causes most of the raid to drop circle AoE&#039;s beneath their feet. Players must dodge the floor circles, spread out their circle AoE&#039;s, and soak the stack marker whilst also destroying their chosen mechanical arm AND avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena centre that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raid-wide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Item icon|Omega Card}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Eighth_Circle_(Savage)&amp;diff=470580</id>
		<title>Abyssos: The Eighth Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Eighth_Circle_(Savage)&amp;diff=470580"/>
		<updated>2022-10-06T23:10:50Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Abyssos (Savage)|Abyssos: The Eighth Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Abyssos: The Eighth Circle (Savage)&lt;br /&gt;
| description = As your journey into the depths of Pandæmonium concludes, you are left with nearly more questions than answers. Professor Claudien has disappeared, and Pandæmonium has drifted into the modern age upon the currents of the aetherial sea. Even so, the glint in Nemjiji&#039;s eyes shines brighter than ever, and she seems more than eager to provide her own answers as she hears your story. Whether those will give rise to ever more questions, however, remains to be seen...&lt;br /&gt;
| image = Abyssos_The_Eighth_Circle_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 610&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 30 Causality&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Stygian Insenescence Cells&lt;br /&gt;
| region = The World Unsundered&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 6.2&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|3uVG6KOqDX4|350|right|Phase 1 Guide by Hector Hectorson}}&lt;br /&gt;
{{#ev:youtube|Pr4AbFgZTA8|350|right|Phase 2 Guide by Hector Hectorson}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Perfect Imperfection: [[Hephaistos]]===&lt;br /&gt;
Players should note that the arena is surrounded by a border of fire, and touching it will instantly kill them. Before the fight, players should establish spread positions, partners (tanks and healers with a DPS each), as well as spread positions in corners for each partner, light parties consisting of a tank, healer and a DPS, and assign them directions to move for mechanics (light party one move to the north/west and group two moves to the south/east). This direction will also apply when light parties handle the &#039;&#039;&#039;Gorgon&#039;&#039;&#039; ads that spawn during the fight.&lt;br /&gt;
===Phase 1===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;(Conceptual) Flare&#039;&#039;&#039;: Depending on the name of the ability, the boss will store an attack that will later resolve in combination with other mechanics.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Diflare&#039;&#039;&#039;: Both healers will later be hit with an untelegraphed split damage AoE that should be shared between four players each.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;: Either all DPS or all tanks and healers will later be hit with an untelegraphed split damage AoE that should be shared between two players each.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039;: All players will later be hit with an untelegraphed AoE that requires the party to be fully spread out.&lt;br /&gt;
**Attacks without &#039;&#039;&#039;Conceptual&#039;&#039;&#039; will resolve immediately when the castbar finishes (only applicable to &#039;&#039;&#039;Tetraflare&#039;&#039;&#039; and &#039;&#039;&#039;Octaflare&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;: The boss summons multiple blue flames on each of the four walls that move along the marked lines of the floor. These flames will trace out a path, each covering off one quarter of the arena, closing off the lines and turning that part of the floor into an AoE that deals massive damage, killing any player caught in it (&#039;&#039;&#039;Torch Flame&#039;&#039;&#039;). Later, the attack will be used without a cast bar, in combination with other mechanics..&lt;br /&gt;
*&#039;&#039;&#039;Sunforge&#039;&#039;&#039;: The boss summons either a serpent familiar, creating a line AoE through the center third of the arena, or a phoenix familiar, creating line AoEs on the outer two thirds of the arena. The dark lines on the arena floor indicate the range of the attack.&lt;br /&gt;
*&#039;&#039;&#039;Flameviper&#039;&#039;&#039;: High damage line AoE tankbuster. The highest enmity player will be inflicted with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]ing&#039;&#039;&#039;. The attack will repeat, requiring a tank swap. This attack can not be mitigated with an invulnerability skill, as the stacking debuffs from both hits will kill a tank instantly when the invulnerability wears off.&lt;br /&gt;
*&#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039;: The boss will either transform into a centaur or grow snakes from its arms. The initial transformation comes with an avoidable attack.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Centaur&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Footprint (no castbar)&#039;&#039;&#039;: Upon transforming, the boss will use an untelegraphed knockback from the center that deals light damage and can be prevented with knockback immune abilities.&lt;br /&gt;
*&#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;: The boss uses four successive roomwide AoEs, each dealing moderate damage and targeting two random players with &#039;&#039;&#039;Uplift&#039;&#039;&#039;, a medium-sized circular AoE that inflicts moderate damage and &#039;&#039;&#039;Earth Resistance Down&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Stomp Dead&#039;&#039;&#039;: The boss jumps to the furthest player from its current location, dealing heavy damage in a medium-sized AoE that must be split between two players and inflicting &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;. Any players with &#039;&#039;&#039;Earth Resistance Down&#039;&#039;&#039; or &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039; that are hit by this attack will instantly die. Failing to soak the attack with a partner and surviving will inflict &#039;&#039;&#039;Sustained Damage&#039;&#039;&#039;, dealing heavy damage over time.  This attack will be used four times in succession.&lt;br /&gt;
*&#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;: The boss will turn to a random cardinal and jump in that direction, dealing light damage and a heavy knockback from its new location, requiring players to go towards it. The knockback cannot be prevented with knockback immune abilities. &lt;br /&gt;
*&#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;: The boss will turn to a random cardinal and jump in that direction, causing a massive circular AoE to resolve in its new location.&lt;br /&gt;
*&#039;&#039;&#039;Trailblaze (no castbar)&#039;&#039;&#039;: The boss will charge through the middle of the arena, instantly killing anyone in his path. The width of the lethal charge is indicated by the dark lines on the floor. Players to the sides will be knocked back a moderate distance. The knockback cannot be prevented with knockback immune abilities. &lt;br /&gt;
*&#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039;: The boss will telegraph four successive attacks, in the order of &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;, or &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Volcanic Torches (no castbar)&#039;&#039;&#039;: The blue flames will trace out a path that will leave only one edge of the room safe.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Snake&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Snaking Kick (no castbar)&#039;&#039;&#039;: Upon transforming, the boss will use an untelegraphed circular AoE that strikes the entirety of his hitbox dealing lethal damage, making the outside safe.&lt;br /&gt;
*&#039;&#039;&#039;Gorgomanteia (first usage)&#039;&#039;&#039;: Will assign various debuffs to each player. All DPS or all tanks and healers will receive &#039;&#039;&#039;First in Line&#039;&#039;&#039;, while the other role group will receive &#039;&#039;&#039;Second Line&#039;&#039;&#039;, indicating the timer of their second debuff. Within each role group, two players will receive &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; and the other two players will receive &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, which will each resolve when the timer expires. &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; will cause the affected player to shoot a small conal AoE in front of them, inflicting {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039; to any players or &#039;&#039;&#039;Gorgons&#039;&#039;&#039; hit and preventing them from moving or executing actions. &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039; will cause the afflicted player to be hit with a medium-sized circle AoE, inflcting high damage, Magic Vulnerability Up, and instantly killing any petrified players or &#039;&#039;&#039;Gorgons&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Into the Shadows (first usage)&#039;&#039;&#039;: The boss calls upon two groups of two &#039;&#039;&#039;Gorgons&#039;&#039;&#039;, who will move about underground with a gaze indicator over their heads. They will circle around underground before popping up and casting &#039;&#039;&#039;Petrification&#039;&#039;&#039;. Any player facing the direction of these &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will be debuffed with {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. Players who are petrified and take damage will instantly die. The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will then be targetable and begin casting &#039;&#039;&#039;Gorgoneion&#039;&#039;&#039;, which will deal massive damage, killing anyone with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and inflict {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on everyone. &lt;br /&gt;
*&#039;&#039;&#039;Ektothermos&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Gorgomanteia (second usage)&#039;&#039;&#039;: Will assign various debuffs to each player. All players will receive both &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; and &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, with different timers depending on role groups. In addition, two random DPS or supports will receive  &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039;, while two random players in the other role group will receive &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039;. &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039; is an omnidirectional petrifying attack from the afflicted player that requires other players to hide behind a petrified &#039;&#039;&#039;Gorgon&#039;&#039;&#039; to avoid the attack. &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039; is a high-damage split damage AoE that should be shared between four players and will instantly kill any petrified &#039;&#039;&#039;Gorgons&#039;&#039;&#039; or players.&lt;br /&gt;
*&#039;&#039;&#039;Into the Shadows (second usage)&#039;&#039;&#039;: The boss calls upon four &#039;&#039;&#039;Gorgons&#039;&#039;&#039;, who will move about underground with a gaze indicator over their heads. They will circle around underground before popping up and casting &#039;&#039;&#039;Petrification&#039;&#039;&#039;.  The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will then be targetable and begin casting &#039;&#039;&#039;Gorgoneion&#039;&#039;&#039;, which has the same effect as before. The boss also summons four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at each corner of the arena, who will cast &#039;&#039;&#039;Gorgospit&#039;&#039;&#039;, a line AoE inflicting lethal damage, along the edges of the arena, leaving only the center four tiles safe.&lt;br /&gt;
*&#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;: The boss will summon one &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at a random wall, which will use &#039;&#039;&#039;Gorgospit&#039;&#039;&#039;, instantly killing any &#039;&#039;&#039;Gorgons&#039;&#039;&#039; in its path.&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;: The boss will summon four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at each wall of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Creation on Command&#039;&#039;&#039;: Two of the &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, with one summoning a serpent and the other summoning a phoenix, leaving either the north and south squares or the east and west squares of of the room safe. Later, two of the adds will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039; again, with both adds either summoning a serpent or phoenix, leaving the four corner squares or the middle square safe, respectively.&lt;br /&gt;
*&#039;&#039;&#039;Manifold Flames&#039;&#039;&#039;: Will target either all DPS or all tanks and healers with a medium-sized, untelegraphed AoE that inflicts &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. The boss targets either the tanks and healers or the DPS, and hit each with a flare attack. The boss will then a second untelegraphed attack at the closest four players with a line AoE (&#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;) that inflicts high damage and &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, instantly killing anyone already affected with this debuff.&lt;br /&gt;
*&#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;: The boss targets all players with a line AoE that inflicts high damage and &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Tetraflare&#039;&#039;&#039;: The boss fires a stack mechanic at all tanks and healers or all DPS.&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Fires&#039;&#039;&#039;: The boss drops a proximity marker (&#039;&#039;&#039;Abyssal Fires&#039;&#039;&#039;) in each corner of the room, which players must mitigate by moving to the center of the arena. The combined damage is still heavy and requires mitigation. These markers will turn into puddles.&lt;br /&gt;
*&#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;: Two puddles will begin bubbling, telegraphing a massive circular AoE centered on them that takes up roughly a quarter of the arena each. Upon the AoEs resolving, large fire serpents will leap out of them and move to two other random puddles that will erupt. This sequence will repeat one more time for a total of three sets of eruptions.&lt;br /&gt;
====Strategy====&lt;br /&gt;
The boss starts with a &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039; cast, so tanks and healers should mitigate to ease damage taken. The boss will then cast either &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039; or &#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039; and stockpile the attack for later. If the boss casts &#039;&#039;&#039;Octaflare&#039;&#039;&#039;, all players will receive an AoE underneath them, requiring them to spread out. If the boss casts &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, the boss will target four players, either all the tanks and healers, or all the DPS, and their partner must stack with them to mitigate the damage. After this the boss will cast &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;, summoning blue flares that will draw lines across the arena. When the lines close, those sections of the floor will kill a player. Players should move to their spread corners and look to see where the flames draw lines. If the outer walls have a line drawn on them, players will need to move inward to avoid the attack, and vice versa. The boss will then cast &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, summoning either a serpent or phoenix familiar. The serpent will fire a line AoE through the center of the arena, while the phoenix will fire two line AoEs through the outer thirds of the arena. This and the flares the boss cast earlier will resolve at the same time, so players need to determine the safe zone from &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, then either stack up or spread out within it.&lt;br /&gt;
&lt;br /&gt;
Immediately following this, the boss will cast &#039;&#039;&#039;Flameviper&#039;&#039;&#039;, a tankbuster. The tanks will need to pass enmity back and forth for each hit, as the &#039;&#039;&#039;Bleed&#039;&#039;&#039; and &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; will kill a tank, and the auto-attacks from the boss will kill as well. The main tank will take the first hit, then the off tank should [[Provoke]], then after the second hit, the &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; should fade, and the main tank can &#039;&#039;&#039;Provoke&#039;&#039;&#039; to get enmity once again. The boss will then cast &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039; and take on one of two forms at random; Snake or Centaur.&lt;br /&gt;
&lt;br /&gt;
If the boss becomes a &#039;&#039;&#039;Centaur&#039;&#039;&#039;, it will land on the arena and deal high damage and a knockback, which players will need to avoid with a knockback mitigation skill in order to not be sent into the wall, or stack under the boss. The boss will then use &#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;, stomping the ground dealing damage to all players, and hitting two players with &#039;&#039;&#039;Uplift&#039;&#039;&#039;, giving them an &#039;&#039;&#039;Earth Resistance Down II&#039;&#039;&#039; debuff. To handle this first mechanic, players should enter their clock positions to avoid overlapping. They should also remember the order in which they were given their debuff for the next attack. After each player has been hit, the boss will use &#039;&#039;&#039;Stomp Dead&#039;&#039;&#039;, an attack that is baited by a player that is the furthest away and must be mitigated by two players. If a player with the &#039;&#039;&#039;Earth Resistance Down II&#039;&#039;&#039; debuff is hit by this, they will die. To handle this, the first players to be debuffed in the previous attack should move away from the boss, while the second hit should move under the boss, with the other players moving near to the boss, in line with the first group that was hit. It is recommended to use waymarkers for this, so players have a precise location to move to. The boss will leap to the players hit by the first debuff, attacking in a small AoE, then leap to the second hit players, who are now the furthest away. Meanwhile, the players who were hit third will swap places with the first group, and when the boss leaps to them, the fourth hit will swap places with the second group. Following this, the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
If the boss grows &#039;&#039;&#039;Snakes&#039;&#039;&#039;, the boss will fire an AoE that fills its hitbox, so players need to move to at least max melee range to avoid. Players should then move into the center of the arena to prepare to take &#039;&#039;&#039;Gorgomanteia&#039;&#039;&#039;, which will inflict several debuffs. All players will be inflicted with either &#039;&#039;&#039;First in Line&#039;&#039;&#039;, indicating that the effect of their second debuff will fire first, or &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, indicating that their second debuff will fire second, as well as either &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039;, indicated by the orange cone debuff, or &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, indicated by the green snake debuff. Players with the &#039;&#039;&#039;Eye&#039;&#039;&#039; debuff will fire a conal AoE that petrifies anything it touches, including players, while those with the &#039;&#039;&#039;Blood&#039;&#039;&#039; debuff will fire a point blank AoE that drops a poison puddle underneath them. Players will need to look at thier debuffs to determine if their light parties have both a &#039;&#039;&#039;First in Line&#039;&#039;&#039; for the &#039;&#039;&#039;Eye&#039;&#039;&#039; and &#039;&#039;&#039;Blood&#039;&#039;&#039; debuffs, and a &#039;&#039;&#039;Second in Line&#039;&#039;&#039; for both debuffs. If two players in a light party both have the same debuff that will fire on the same timer, the groups will need to swap players to ensure that each group is covered so both players have an &#039;&#039;&#039;Eye&#039;&#039;&#039; debuff firing first, and a &#039;&#039;&#039;Blood&#039;&#039;&#039; debuff firing second. Once parties have been sorted and any swaps have ocurred, players will look to their designated points to identify where their ads will spawn.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Into the Shadows&#039;&#039;&#039; and summon two sets of two &#039;&#039;&#039;Gorgon&#039;&#039;&#039; ads that will tunnel underground for a bit before popping up and immediately firing &#039;&#039;&#039;Petrification&#039;&#039;&#039; at any player looking in their direction. If the ads tunnel around the arena in a clockwise direction, they will always pop out at the intercardinals of the arena, so players should look to the cardinals to avoid their attack. If they tunnel in a counter clockwise direction, they will pop out at the cardinals, and players will need to look to the intercardinals to avoid the attack. Once the ads appear, the &#039;&#039;&#039;First in Line&#039;&#039;&#039; players with &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; will gaze their respective ads, then the &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039; players will step onto the ads and drop their puddle, killing them instantly. The second set of ads is handled the same way. Players should note that dropping a puddle on an ad that hasn&#039;t been petrified will explode and wipe the raid. If an ad is not defeated, it will fire an attack that deals high radiwide damage and inflicts a heavy &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff on all players. Players should move to the center of the arena to mitigate and heal through the coming &#039;&#039;&#039;Ektothermos&#039;&#039;&#039;, then the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
The boss will transform into one of these forms at random, then once done its attacks, return to center and transform back. The boss will then use &#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;, summoning four clones to the outside cardinals of the arena. Following this, the boss will use &#039;&#039;&#039;Creation on Command&#039;&#039;&#039;, and two of the ads perpendicular to each other will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, summoning both a serpent and a phoenix. The boss will also cast &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039;, attacking all of the tanks and healers or all of the DPS with a flare AoE, then will fire an untelegraphed line AoE at the other player role not hit. To handle these attacks, players should first find the phoenix and stay within its column, as its attack will fire on the outer two thirds of the arena from it. Players will then join their light parties and spread to their corners in the closest and furthest tiles from the phoenix, leaving room for the serpent to pass through. Whichever role does not get hit by &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039; should then move in to the boss&#039; hitbox at the intercardinals of the tile it is standing on, while the other players stack on the cardinals between them. This is to ensure the beams fire at the correct players without clipping the players who took the first hit. The &#039;&#039;&#039;Sunforge&#039;&#039;&#039; familiar attacks will resolve at the same time as the first &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039; hit, then players will be free to move around to position correctly. Immediately following this, the other two clones will also use &#039;&#039;&#039;Sunforged&#039;&#039;&#039;, and summon either two serpents or two phoenixes. If two phoenixes are summoned, the center tile will be the only safe area, and if two serpents are summoned, players will be safe in the corners of the arena. the boss will also cast either &#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;, a line AoE that is fired from the boss at each player, or &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, requiring players to stack in pairs to mitigate.&lt;br /&gt;
&lt;br /&gt;
Once these attacks resolve, the boss will summon more &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039; to the arena, however these torches will only leave one space available as a safe zone. To handle this, players should observe the southwest corner of the arena. If the flames reach that corner and move towards the southeast corner, players should move to the northwest. If they reach the southwest corner and move towards the northwest corner, players should move to the southeast. If they reach the corner but move away from the southeast, that is the safe corner, and finally if they move through the southwest corner, players should move to the northeast. Following this the boss will cast &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, so be prepared to mitigate and heal. Following this, whichever form the boss previously took, the boss will take its second form.&lt;br /&gt;
&lt;br /&gt;
Following those mechanics and the boss returning to normal, it will begin to cast either a &#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039; or &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;. The boss will then cast &#039;&#039;&#039;Fourfold Fires&#039;&#039;&#039;, dropping four proximity markers on each corner, so players need to move to the center to mitigate and heal through the damage. Players should then get into their light parties and be ready to face their designated area, either north or south, and observe the puddles. The boss will then cast &#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;, and two of the puddles will begin to bubble. The two that are bubbling are about to erupt in massive AoEs, so players should be facing their direction and be ready to call out which puddles are about to erupt. Players will then move to the safe zones. Once the serpents leap out of the bubbling puddles and into two new puddles, players can move to avoid the next AoE. The boss will then cast either &#039;&#039;&#039;Octaflare&#039;&#039;&#039; or &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, so players must move to mitigate the damage. The serpents will leap into a third puddles, and players must move accordingly. At this time the ability the boss stockpiled will fire, and players will have to handle the mechanics of the attack. The boss will also cast &#039;&#039;&#039;Sunforged&#039;&#039;&#039; again, so players must observe what familiar is summoned and evade appropriately. The boss will follow up with &#039;&#039;&#039;Flameviper&#039;&#039;&#039; again.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will cast &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039; again, and whichever form the boss took first, it will take again. For the &#039;&#039;&#039;Centaur&#039;&#039;&#039;, the boss will cast either &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;, which has the boss jumping to one of the cardinals and performing a massive knockback that can not be mitigated, or &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;, which has the boss leaping to a cardinal and instead firing a massive AoE. Players need to observe which attack is coming and either move towards the boss or away. The boss will then cast &#039;&#039;&#039;Conceptual Diflare&#039;&#039;&#039;, requiring players to stack in their light parties, or &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;, which will have players stacking with their partners. The boss will then cast &#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039;, which will knock players back, then leap to another cardinal that will perform either a massive AoE or a knockback, then another dash across the arena that also deals a knockback, finally ending with another leap that will deal the opposite type of attack from the second hit. The first hit of the attack will coincide with the &#039;&#039;&#039;Flare&#039;&#039;&#039; attack the boss stockpiled, so players should be pre positioned for that. Then they need to either move towards or away from where the boss is leaping, prepare for another knockback, and finally handle the last hit of the attack. At the third hit, the boss will also summon &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;, so players need to observe where the safe zone will be and prepare to move there. After this the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
If the boss grows &#039;&#039;&#039;Snakes&#039;&#039;&#039;, players should move out of the boss&#039; hitbox for its first attack, then move in for another &#039;&#039;&#039;Gorgomanteia&#039;&#039;&#039;. There are two new debuffs that players can now receive, &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039;, indicated by the purple snake debuff which will drop a poison puddle, and &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039;, indicated by the orange circle debuff, which will fire an omnidirectional &#039;&#039;&#039;Petrification&#039;&#039;&#039; AoE. This time around the debuff timers will have all the gaze attacks firing at once, then the puddles dropping at the same time. Players should position around the boss, then the boss will cast &#039;&#039;&#039;Into the Shadows&#039;&#039;&#039; calling all four ads at once. Players should watch which direction they move in to determine where they will come out of the ground as last time. The boss will also summon four clones at the edges of the arena, who will all fire &#039;&#039;&#039;Gorgospit&#039;&#039;&#039; in a line AoE around the outer edge of the arena. Players need to simply avoid the edge of the arena at this point. Once the ads appear, the gaze players should turn towards their ads and petrify them while the &#039;&#039;&#039;Blood&#039;&#039;&#039; debuffed players will drop their debuff away from the ads. The boss will cast &#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;, then the second set of gaze players will petrify the ads again, with the second set of puddles being dropped away from the ads. A clone will appear on the edge of the arena in line with two of the ads, and prepare to fire &#039;&#039;&#039;Gorgospit&#039;&#039;&#039; in a straight line. Players should move to center for healing and swapping players to ensure each group has both a &#039;&#039;&#039;Crown&#039;&#039;&#039; and &#039;&#039;&#039;Breath&#039;&#039;&#039; debuffed player. Once this has been determined, players will split into their light parties and move towards the ads not in line with the clone based on which direction their group is assigned, and the player with the &#039;&#039;&#039;Crown&#039;&#039;&#039; debuff will stand on one side of the ad while the other players use the ad to break that player&#039;s line of sight. The &#039;&#039;&#039;Crown&#039;&#039;&#039; player will re-petrify the ad again, and the &#039;&#039;&#039;Breath&#039;&#039;&#039; debuffed player will drop their puddle, killing the ad. Meanwhile the clone will fire its attack and take care of the other two ads. The boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
Following the first transformation, the boss will perform another &#039;&#039;&#039;Flameviper&#039;&#039;&#039;, then transform into the form it hasn&#039;t taken yet. After the second transformation, the boss will return to center and cast a &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, auto-attack twice, then enrage, become untargetable and cast &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, wiping the party. Players must get the boss to less than 50% health before this. If they do, a cutscene will play, the boss will enter its second phase, and players will have a checkpoint where they will restart the fight in the second phase should they die.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
For the second phase of the fight, players should reassign clock spread positions, with tanks at the upper northeast and northwest, melee DPS at the northeast and northwest intercardinals, healers at the upper southeast and southwest, and ranged DPS at the southeast and southwest intercardinals. Players will also want to assign role spread positions, with tanks and healers on one side and the DPS on the other, with each player on their own tile spread in a square. Finally, players will need to assign in/out priorities for a later mechanic within their role spread positions.&lt;br /&gt;
====Abilities====&lt;br /&gt;
Please note that the boss&#039; auto-attacks are cleaving stacked tankbusters that deal massive damage. Tanks can either remain stacked to take these throughout the fight when indicated, and all other players should move away, or a single tank can take the hits solo as long as a healer is taking care of them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage and &#039;&#039;&#039;Bleeding&#039;&#039;&#039;, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;: The boss targets the top two players in the enmity list for a high damage AoE tankbuster.&lt;br /&gt;
*&#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;: Targets two random tanks/healers, or two random DPS, with a debuff that inflicts heavy damage over time and causes a purple sigil to appear beneath the players. The damage over time cannot be mitigated. If these players die or are hit by any mechanics during the duration of the debuff, the raid will instantly wipe (&#039;&#039;&#039;Forcible Failure&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Twist Nature&#039;&#039;&#039;: One of the sigils will start spinning and have two gauges appear over it that will begin filling at different rates, telegraphing two mechanics that will happen in sequence. The first sigil will use &#039;&#039;&#039;Forcible Fire II&#039;&#039;&#039; and &#039;&#039;&#039;Forcible Fire III&#039;&#039;&#039;. Afterwards, the second sigil will activate and use &#039;&#039;&#039;Forcible Trifire&#039;&#039;&#039; and &#039;&#039;&#039;Forcible Difreeze&#039;&#039;&#039;. &lt;br /&gt;
**&#039;&#039;&#039;Forcible Fire II (purple AoE icon)&#039;&#039;&#039;: Each of the six players without a &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; debuff will be targeted with a medium-sized circie AoE that inflicts moderate damage and &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, requiring players to be spread.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Fire III (stack marker icon)&#039;&#039;&#039;: One random player without a &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; debuff will be targeted with a split damage AoE that inflicts &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Trifire (flame icon)&#039;&#039;&#039;: The three furthest non-debuff players from the active player with &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; will be targeted with a medium-sized circular AoE that inflicts heavy damage, &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, and must be shared by two players each to prevent lethal damage.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Difreeze (snowflake icon)&#039;&#039;&#039;: The two closest non-debuff players to the active player with &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; will be targeted with a medium-sized circular AoE that inflicts heavy damage, &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, and must be shared by three players each to prevent lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;: A large telegraphed circular AoE that should be avoided will appear beneath each player.&lt;br /&gt;
*&#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;: One side of the boss will be engulfed in flame, then fire an AoE that fills the arena on that half shortly after.&lt;br /&gt;
*&#039;&#039;&#039;End of Days&#039;&#039;&#039;: Three &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn on the west wall and use a line AoE that strikes an entire row of the arena, leaving either the first or second row of tiles safe. Afterwards, three &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn on the east wall and repeat this attack, leaving the other possible row safe. Later these clones will tether to the closest player to them and will move along the outer edge of the arena based on where the player moves.&lt;br /&gt;
*&#039;&#039;&#039;High Concept&#039;&#039;&#039;: Massive unavoidable raidwide damage, requiring heavy mitigation, that calculates individual damage dealt based on number of players. If players are dead during this attack, their damage is spread equally amongst the living players. All players will be given a debuff: &lt;br /&gt;
**&#039;&#039;&#039;Multisplice&#039;&#039;&#039;: One player will receive a two-person stack debuff. Upon the 8s debuff timer expiring, a small AoE (&#039;&#039;&#039;Splicer&#039;&#039;&#039;) will resolve around them that will deal lethal damage to everyone in the AoE unless exactly two people are in it. Inflicts high damage and &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Supersplice&#039;&#039;&#039;: One player will receive a three-person stack debuff that functions similarly &#039;&#039;&#039;Multisplice&#039;&#039;&#039; to but requires three people. &lt;br /&gt;
** &#039;&#039;&#039;Imperfect: Alpha&#039;&#039;&#039;: Two players will receive this debuff, one with a short (8s) timer and the other with a long (28s) timer.&lt;br /&gt;
**&#039;&#039;&#039;Imperfect: Beta&#039;&#039;&#039;: Two will receive this debuff, one with a short timer and the other with a long timer.&lt;br /&gt;
**&#039;&#039;&#039;Imperfect: Gamma&#039;&#039;&#039;: Two will receive this debuff, one with a short timer and the other with a long timer.&lt;br /&gt;
**&#039;&#039;&#039;Perfection: Alpha/Beta/Gamma&#039;&#039;&#039;: When the &#039;&#039;&#039;Imperfect&#039;&#039;&#039; debuff timers expire, the players will emit a large AoE around them that deals high damage (&#039;&#039;&#039;Conceptual Shift&#039;&#039;&#039;) and inflicts &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. Those players and anyone else in the AoE will receive one of three sets of symbols over their heads depending on Alpha/Beta/Gamma, with each set consisting of three colored elemental symbols, one having a ring around it (&amp;quot;dominant&amp;quot;). &lt;br /&gt;
***&#039;&#039;&#039;Alpha&#039;&#039;&#039;: Fire (red, dominant), water (blue), and wind (green).&lt;br /&gt;
***&#039;&#039;&#039;Beta&#039;&#039;&#039;: Poison (yellow, dominant), lightning (purple), and wind.&lt;br /&gt;
***&#039;&#039;&#039;Gamma&#039;&#039;&#039;: Plant (orange, dominant), lightning, and water.&lt;br /&gt;
**When two players with &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers stand near each other, they will tether. After a brief delay, both players will receive a &amp;quot;creature&amp;quot; (&#039;&#039;&#039;Conception&#039;&#039;&#039;) of a certain element over their heads. If both tethered players have the same &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers, the element of the &#039;&#039;&#039;Conception&#039;&#039;&#039; will be the one that had the ring around it. If both tethered players have different &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers, the element of the &#039;&#039;&#039;Conception&#039;&#039;&#039; will be the element that is shared between both sets of markers. Players who mixed will receive an &#039;&#039;&#039;Inconceivable&#039;&#039;&#039; debuff that briefly prevents them from mixing with other players.&lt;br /&gt;
***&#039;&#039;&#039;Fiery Conception&#039;&#039;&#039; (Red Ifrit): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Alpha&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect. &lt;br /&gt;
***&#039;&#039;&#039;Toxic Conception&#039;&#039;&#039; (Yellow Snake): &#039;&#039;&#039;Beta&#039;&#039;&#039; + &#039;&#039;&#039;Beta&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect.&lt;br /&gt;
***&#039;&#039;&#039;Growing Conception&#039;&#039;&#039; (Orange Tree): &#039;&#039;&#039;Gamma&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect. &lt;br /&gt;
***&#039;&#039;&#039;Winged Conception&#039;&#039;&#039; (Green Bird): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Beta&#039;&#039;&#039;. &lt;br /&gt;
***&#039;&#039;&#039;Aquatic Conception&#039;&#039;&#039; (Blue Fish): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Shocking Conception&#039;&#039;&#039; (Purple Horse): &#039;&#039;&#039;Beta&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;.&lt;br /&gt;
**Note that &#039;&#039;&#039;Fiery, Toxic and Growing Conception&#039;&#039;&#039; are not used for the first iteration of &#039;&#039;&#039;High Concept&#039;&#039;&#039;, so making them is a failure state. &#039;&#039;&#039;Toxic and Growing Conception&#039;&#039;&#039; are not used for the entirety of the fight.&lt;br /&gt;
**If a player with an &#039;&#039;&#039;Imperfect&#039;&#039;&#039; debuff dies, a player with &#039;&#039;&#039;Perfection&#039;&#039;&#039; is caught in the AoE of a different signed &#039;&#039;&#039;Imperfect&#039;&#039;&#039; player, two players with &#039;&#039;&#039;Conception&#039;&#039;&#039; mix (with the exception of &#039;&#039;&#039;Winged Conception&#039;&#039;&#039; + &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039;), or one player with &#039;&#039;&#039;Perfection&#039;&#039;&#039; and one with &#039;&#039;&#039;Conception&#039;&#039;&#039; mix, they will emit an unavoidable AoE (&#039;&#039;&#039;Failure of Imagination&#039;&#039;&#039;) that will instantly wipe the raid.&lt;br /&gt;
**&#039;&#039;&#039;Arcane Control&#039;&#039;&#039;: The boss spawns two or four elemental towers (&#039;&#039;&#039;lightning, wind, water&#039;&#039;&#039;) in fixed positions on the arena. These towers will have a countdown timer, and and require one person to soak each tower. Failing to soak them in time will cause them to explode and instantly wipe the raid (&#039;&#039;&#039;Arcane Wave&#039;&#039;&#039;). Players must have the appropriate elemental &#039;&#039;&#039;Conception&#039;&#039;&#039; buff to soak them, or they will receive a debuff (&#039;&#039;&#039;Electrocution&#039;&#039;&#039;, &#039;&#039;&#039;Windburn&#039;&#039;&#039;, &#039;&#039;&#039;Dropsy&#039;&#039;&#039;) that will deal massive damage over time. Players who soak the tower with the correct buff will take moderate damage (&#039;&#039;&#039;Arcane Current&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Deconceptualize&#039;&#039;&#039;: The boss removes all &#039;&#039;&#039;Perfection&#039;&#039;&#039; and &#039;&#039;&#039;Conception&#039;&#039;&#039; effects from the party.&lt;br /&gt;
*&#039;&#039;&#039;Limitless Desolation&#039;&#039;&#039;: The boss targets a tank/healer and a DPS, and attacks them in four pairs of two with a medium-sized AoE that deals moderate damage, debuffing with a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and a &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. When the Fire Resistance debuff timer reaches approximately 2 seconds, players will drop an large, telegraphed AoE (&#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;) underneath them that they must move out of. During this time, four sets of two meteor towers will be spawning in the first three rows of the arena. Players will need to soak the meteor towers (&#039;&#039;&#039;Burst&#039;&#039;&#039;) in the order that they were hit by the boss, due to their debuffs preventing them from taking earlier meteors. Towers that are not soaked in time will inflict massive damage (&#039;&#039;&#039;Big Burst&#039;&#039;&#039;) and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to everyone.&lt;br /&gt;
*&#039;&#039;&#039;Inverse Magicks&#039;&#039;&#039;: The boss will give a second debuff to one or both players who are affected by &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;, reversing what their debuffs do (e.g, if the stack gauge fills faster, players will spread first, then stack. If the fire gauge fills faster, players will resolve &#039;&#039;&#039;Conceptual Difreeze&#039;&#039;&#039; first then &#039;&#039;&#039;Conceptual Trifire&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;High Concept (second usage)&#039;&#039;&#039;: Functions similarly to the first usage of &#039;&#039;&#039;High Concept&#039;&#039;&#039; but assigns a different set of debuffs, including one new debuff.&lt;br /&gt;
**Three players will receive &#039;&#039;&#039;Imperfect: Alpha/Beta/Gamma&#039;&#039;&#039; (one player per debuff) with a short timer.&lt;br /&gt;
**Three players will receive &#039;&#039;&#039;Imperfect: Alpha/Beta/Gamma&#039;&#039;&#039; (one player per debuff) with a long timer. In addition, one of these three players will receive &#039;&#039;&#039;Multisplice&#039;&#039;&#039;, while another will receive &#039;&#039;&#039;Solosplice&#039;&#039;&#039;, which requires them to be isolated from other players to prevent lethal damage.&lt;br /&gt;
**Two players will receive no debuffs.&lt;br /&gt;
**&#039;&#039;&#039;End of Days&#039;&#039;&#039;: Four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn at the walls, one add at each cardinal. After a few seconds, each one will tether to the nearest player. The adds will follow the tethered player by moving along the outside of the arena. After a few more seconds, they will &#039;&#039;&#039;Bind&#039;&#039;&#039; the tethered player briefly and shoot a line AoE at them that inflicts high damage and &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Immortal Spark&#039;&#039;&#039;: A buff that is granted to players who mix &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039; and &#039;&#039;&#039;Winged Conception&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Immortal Conception&#039;&#039;&#039;: If four players receive &#039;&#039;&#039;Immortal Spark&#039;&#039;&#039;, they will automatically tether together and shortly after, emit an unavoidable raidwide AoE that deals 99% maximum HP in damage to all players. Mitigation abilities do not reduce damage taken. All players who survive this attack will be granted the &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; (Phoenix) buff.&lt;br /&gt;
*&#039;&#039;&#039;Ego Death&#039;&#039;&#039;: Slowcast that kills all players, wiping the fight, unless they have the &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; buff. This also acts as the enrage attack at the end of the fight. Players with &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will not be damaged by the attack (although they will have a revive animation as though they died).&lt;br /&gt;
*&#039;&#039;&#039;Everburn&#039;&#039;&#039;: All players who survive &#039;&#039;&#039;Ego Death&#039;&#039;&#039; with &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will be granted this buff, doubling the damage they inflict. This buff will be lost if the players die.&lt;br /&gt;
*&#039;&#039;&#039;Aionagonia&#039;&#039;&#039;: High damage unavoidable raidwide attack that inflicts a &#039;&#039;&#039;Bleed&#039;&#039;&#039; debuff on players, and a &#039;&#039;&#039;Damage Up&#039;&#039;&#039; on the boss.&lt;br /&gt;
*&#039;&#039;&#039;Dominion&#039;&#039;&#039;: Unavoidable raidwide that requires players to spread out. Four players (two random tanks/healers and two random DPS) will get hit by an medium-sized AoE (&#039;&#039;&#039;Orogenic Deformation&#039;&#039;&#039;) that debuffs with &#039;&#039;&#039;Earth Resistance Down II&#039;&#039;&#039;. After this four slow moving orbs of light make their way to the edge of the arena that spawn a tower when they reach a wall, dealing moderate damage (&#039;&#039;&#039;Orogenic Shift&#039;&#039;&#039;) and the same &#039;&#039;&#039;Earth Resistance Down II&#039;&#039;&#039; debuff from before to any players inside them. If they are not soaked by a player, they will explode (&#039;&#039;&#039;Orogenic Annihilation&#039;&#039;&#039;), dealing massive damage and inflicting {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to everyone.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
To start the phase, the tanks will need to move close to the northern edge of the arena away from the party, as the boss&#039; auto attacks are high damage stack tankbusters, requiring both tanks to soak them. After a few auto attacks, the boss will use &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039; a heavy hitting raidwide attack that debuffs with a high damage &#039;&#039;&#039;Bleed&#039;&#039;&#039;, so mitigation and healing are required. The boss will fire a few more auto attacks, then use &#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;, a tankbuster that targets both tanks (or the two highest in the enmity list) and hits them with a high damage AoE. If these are overlapped, the tanks will die. The boss will auto attack twice, then cast &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two players from the tanks/healers role and a DPS role will be targeted by this attack, be given a debuff that inflicts high damage over time, and places a purple circle beneath them. These players need to move away from players to avoid accidental damage, as if these players are hit by an attack or die, the party will be wiped. The boss will cast &#039;&#039;&#039;Twist Nature&#039;&#039;&#039;, which will set one of the circles to begin spinning, and a gauge with a marker will appear over the debuffed players&#039; heads. When one of the gauges fills, that mechanic will be inflicted on the unmarked players, and they must handle the mechanic. If they fail the mechanic, they will take high damage. The boss will cast &#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;, dropping large AoEs under players. Marked players should stack to the north to bait these, while the unmarked players do the same in the center of the arena. Players can also spread out in their role groups to bait the AoEs, then spread out to avoid them, as this gives a little more room on the arena. After &#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039; resolves, the first gauge will fill and the attack will fire. The marked players will be unaffected, but the marked players will have to stack or spread accordingly. After this, the boss will use &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, firing an AoE over half the arena. Players will identify the side of the boss that is not on fire and move to that side of the arena to avoid. At this time, the second gauge will fill, and players will handle the mechanic accordingly.&lt;br /&gt;
&lt;br /&gt;
The second half of this mechanic has three clones of the boss spawning on the west side of the arena, leaving one row of tiles open as a safe zone. These clones will always leave the first or second row open as a safe zone. The marked players also gain new markers, a fire gauge and an ice gauge. The fire gauge targets the furthest three players from the fire marked player, and requires them to stack with another player to mitigate the attack. The ice gauge targets the two closest players and requires them to stack with three players to mitigate the attack. Players will need to first identify the safe row to handle these mechanics in, then move to that row. To handle the fire marker, the marked players should stand in the center of one of the tiles, with the unmarked players grouping in their roles (Tanks and healers on one side in their spread positions, and DPS on the other in their spread positions) organized in their in/out priority. Players who are &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039; will use the edge of the tile as a distance marker, and stand on the inner side of the line on the floor to bait the attack. The &#039;&#039;&#039;&amp;quot;out&amp;quot;&#039;&#039;&#039; players will stand on the other side of the line. To make sure players are in groups of two, the role that has marked players will group together (a tank and a healer are marked, so the other tank and healer will adjust accordingly, with the &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039; character moving to the &#039;&#039;&#039;&amp;quot;out&amp;quot;&#039;&#039;&#039; character). To handle the ice marker, players will group in their roles again, and the role that doesn&#039;t have marked players will send one player to the other role group to stack in groups of three. The &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039;priority players will not be moving.&lt;br /&gt;
&lt;br /&gt;
The first gauge and the clone AoEs will fire at roughly the same time. After that, a second set of clones will appear on the east side of the arena, leaving the first or second row from the top open as a safe zone. Players will adjust to the safe location and handle the second attack as described above. The boss will follow this up with another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039; requiring mitigation, then will fire more auto attacks, then another &#039;&#039;&#039;Tyrant&#039;s Unholy Flare&#039;&#039;&#039; followed by another auto attack. This is a high amount of damage, so healers be ready. The boss will then cast &#039;&#039;&#039;High Concept&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The raid will take high damage that needs to be mitigated and healed through, and all players will receive a debuff. If any players are dead at this point, the damage they would receive is spread across the party equally. Two players each will receive &#039;&#039;&#039;Imperfect: Alpha/Beta/Gamma&#039;&#039;&#039; with a long and short debuff timer, and the remaining two will receive a two person stack and a three person stack. When these debuffs resolve, they will explode in a large AoE, and place three elemental markers over the player&#039;s heads, as well as any player hit, with one of the markers surrounded by a ring. Two tower markers will appear in a specific color on the arena. To handle this, &#039;&#039;&#039;Alpha&#039;&#039;&#039; players with the shorter timer will move to the &#039;&#039;&#039;&amp;quot;A&amp;quot;&#039;&#039;&#039; marker on the arena, &#039;&#039;&#039;&amp;quot;Beta&amp;quot;&#039;&#039;&#039; to &#039;&#039;&#039;&amp;quot;B&amp;quot;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;Gamma&amp;quot;&#039;&#039;&#039; to &#039;&#039;&#039;&amp;quot;C&amp;quot;&#039;&#039;&#039;. If players have not moved the markers to the corners as described above, they can simply move to a designated corner of the arena. Meanwhile, the players with the longer debuff timers will be stacking with the other players in the remaining corner. The two person stack should move to the &#039;&#039;&#039;&amp;quot;2&amp;quot;&#039;&#039;&#039; marker, and the three person marker should move to the &#039;&#039;&#039;&amp;quot;3&amp;quot;&#039;&#039;&#039; marker. To make it easier to organize where players are going, the &#039;&#039;&#039;&amp;quot;Beta&amp;quot;&#039;&#039;&#039; player will move to the two person stack marker, as they share the same color and it is easy to identify where to go, and the remaining two players move to the three person marker. The boss will cast &#039;&#039;&#039;Arcane Control&#039;&#039;&#039; and the AoEs will detonate, then assign the new markers over the players. Players with the new markers that are the same color will stand together and tether to one another and shortly thereafter receive a &amp;quot;creature&amp;quot; corresponding to the matching color over their heads. Be warned, that if two players with the same markers in the same order attempt to stack, they will receive the dominant element &amp;quot;creature&amp;quot; (the one with the ring around it), and take a high damage debuff. Once players have the correct &amp;quot;creature&amp;quot;, they will be able to soak the tower markers. If the markers aren&#039;t soaked, they will wipe the raid. To determine where players are going, &#039;&#039;&#039;Alpha&#039;&#039;&#039; should always go north, &#039;&#039;&#039;Gamma&#039;&#039;&#039; to the south, and &#039;&#039;&#039;Beta&#039;&#039;&#039; can adjust. During this, the boss will cast &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, so players will have to stand in the safe half of their tower. The towers will count down, then erupt.&lt;br /&gt;
&lt;br /&gt;
For the second puddles, players with a marker over their head can move to the safe corner, being careful not to stand too close to one another, as they can still tether and explode, wiping the raid. The debuffed players will move to their appointed locations and receive their markers the same as before. The two remaining players who had the stack debuffs will move to stand near either the &#039;&#039;&#039;Alpha, Beta&#039;&#039;&#039; or &#039;&#039;&#039;Gamma&#039;&#039;&#039; players, depending on which player is still remaining who did not end up receiving a creature in the last round. The player who did not receive a creature can call out their debuff, and the other two players will know not to stand near that marker. Four towers will appear in the center of the arena, all of the same color. To handle this, players with a long &#039;&#039;&#039;Imperfect&#039;&#039;&#039; debuff will stay in the south of the arena, and players with the short &#039;&#039;&#039;Imperfect&#039;&#039;&#039; debuff will move north. This guarantees that players with the same marker sets will not end up accidentally mixing together. The boss will use &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039; as before, so players will need to stand on the safe side of their towers once again. Players should remain spread until the boss casts &#039;&#039;&#039;Deconceptualize&#039;&#039;&#039;, removing all debuffs and markers to avoid tethering.&lt;br /&gt;
&lt;br /&gt;
The boss will use another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;, then a few auto attacks, then cast &#039;&#039;&#039;Limitless Desolation&#039;&#039;&#039;. Each player will be hit by this attack in an AoE at the same time as another player, creating pairs. Soon after getting hit, each player will drop an AoE underneath them. Each player hit will be debuffed with &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. At the same time, sets of meteor markers will spawn on the arena. To handle this, players will split into their role spread positions to avoid overlapping AoEs, keep track of what order they are hit in, then move to take the meteor circles in the order they spawn. For example, the first players hit will wait to drop their AoEs, then take the first set of meteor markers that spawn, and so on. Players have plenty of time to adjust which meteor they are soaking, and have the entire arena to maneuver around, so this mechanic should be simple to handle.&lt;br /&gt;
&lt;br /&gt;
The boss will auto attack twice, cast another &#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;, then another two tankbusters. It is recommended that the tanks both use their invulnerability skills when the boss casts to take the next three hits. The boss will cast another &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;, then also cast &#039;&#039;&#039;Inverse Magicks&#039;&#039;&#039;, giving one or both affected players a reverse debuff that will fire the opposite attack from what the marker on their gauge indicates. Otherwise the attack is handled the same as before, with players identifying where the safe row is then either stacking or spreading, then handling the fire and ice markers. To easily determine when the reversed skill is coming, players simply need to wait until the circle under the player with the reversal debuff begins to rotate. At the end of the attack the boss will follow up with another &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;, a few auto attacks and another tankbuster followed by another auto attack. Mitigation is required here for the sheer volume of damage. The boss will cast another &#039;&#039;&#039;High Concept&#039;&#039;&#039; with the same debuffs as before, with the three person stack debuff being replaced with a single one person debuff. Two of the long debuff timer players will receive a stack debuff, and two players will have no debuffs at all. As before, the players with the short debuff move to their corners, while the player with the single player debuff moves to the &#039;&#039;&#039;&amp;quot;1&amp;quot;&#039;&#039;&#039; marker, with the two person debuff moving to the &#039;&#039;&#039;&amp;quot;2&amp;quot;&#039;&#039;&#039; marker. The final player wih the long debuff timer will move to stack with the two person marker. The two players with no debuffs will stand with &#039;&#039;&#039;Alpha&#039;&#039;&#039;, taking their markers. Two puddles will spawn on the arena as before. Two players will stack to receive the correct color creature, while the two players that had no debuffs will stack together to get the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; &amp;quot;creature&amp;quot; and a high damage debuff. Healers should be ready to handle this. The boss will cast &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, so players will move accordingly. Players with markers will move to the safe corners, and the remaining debuff players will move to their corresponding corners as before. This time, four puddles will spawn, with two of them being the green &#039;&#039;&#039;Bird&#039;&#039;&#039; puddles. Four ads will also spawn at each side of the arena. &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Beta&#039;&#039;&#039; will come together to create a &amp;quot;creature&amp;quot;, while the &#039;&#039;&#039;Gamma&#039;&#039;&#039; and the player from last round who did not receive a &amp;quot;creature&amp;quot; will combine, handling the towers as normal. The two players without the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; &amp;quot;creature&amp;quot; will move to stand in front of the northern and southern ads, while the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; players will take the east and west. Soon after, the ads will tether to the closest players to them, and begin casting &#039;&#039;&#039;End of Days&#039;&#039;&#039; untelegraphed. The players who are tethered can move their clones along the edge of the arena. The clones should be moved clockwise to the edges of the arena, and the players who are tethered should move one tile forward. This prevents any overlapping from the line AoEs fired by the ads, and protects the players in the markers as well. After the attacks resolve, the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; and &#039;&#039;&#039;Bird&#039;&#039;&#039; players should stack together with all other players. This will change their markers to that of the &#039;&#039;&#039;Phoenix&#039;&#039;&#039;. The boss will begin casting &#039;&#039;&#039;Ego Death&#039;&#039;&#039;, an attack that will wipe the entire party. Healers need to immediately heal every player up to full health, as the &#039;&#039;&#039;Phoenix&#039;&#039;&#039; markers will erupt, dealing 99.9% of all players health and can not be mitigated. After the explosion, all players will receive the &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; buff, giving a large boost to damage dealt. The boss will finish its cast, and the fight will fade out as if all players were defeated, but the party will be revived at full health shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;, dealing high raidwide damage, inflicting &#039;&#039;&#039;Bleed&#039;&#039;&#039;, and giving the boss a stack of &#039;&#039;&#039;Damage Up&#039;&#039;&#039;. The boss will then cast &#039;&#039;&#039;Dominion&#039;&#039;&#039;, which requires players to go to their spread positions each on their own tile. The raid will take damage, and four players will be hit by an earth pillar, debuffing them with &#039;&#039;&#039;Earth Resistance Down II&#039;&#039;&#039;. Overlapping these hits will kill a player. After the attack, four orbs of light will appear at the center of the arena and slowly move towards the edges of the arena. The players not debuffed by the earth pillar will each take one of these orbs, staying within it until it reaches the edge of the arena and erupts in another earth pillar, debuffing the other players with &#039;&#039;&#039;Earth Resistance Down II&#039;&#039;&#039; as well. By this point, the first players hit will lose their debuffs, and be able to take the second set of orbs. Each orb needs to be soaked, or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
The boss will repeat this pattern again, ending with a third &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;. Players need to split their mitigation on the &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;, with one tank using &#039;&#039;&#039;Reprisal&#039;&#039;&#039; for each one, and the healers and DPS mitigating the &#039;&#039;&#039;Dominions&#039;&#039;&#039;. Some players also use a tank Limit Break level three if they have it by this point. Finally the boss will slow cast another &#039;&#039;&#039;Ego Death&#039;&#039;&#039; as the enrage. The boss must be defeated before this cast finishes, or the party will wipe and start over at the beginning of the phase.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*1 {{Item icon|Abyssos Mythos IV}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Abyssos Arms (IL 635)}}&lt;br /&gt;
{{Drops table row|Abyssos War Axe}}&lt;br /&gt;
{{Drops table row|Abyssos Guillotine}}&lt;br /&gt;
{{Drops table row|Abyssos Sawback}}&lt;br /&gt;
{{Drops table row|Abyssos Partisan}}&lt;br /&gt;
{{Drops table row|Abyssos Sickle}}&lt;br /&gt;
{{Drops table row|Abyssos Baghnakhs}}&lt;br /&gt;
{{Drops table row|Abyssos Blade}}&lt;br /&gt;
{{Drops table row|Abyssos Cleavers}}&lt;br /&gt;
{{Drops table row|Abyssos Compound Bow}}&lt;br /&gt;
{{Drops table row|Abyssos Pistol}}&lt;br /&gt;
{{Drops table row|Abyssos Chakrams}}&lt;br /&gt;
{{Drops table row|Abyssos Rod}}&lt;br /&gt;
{{Drops table row|Abysseia}}&lt;br /&gt;
{{Drops table row|Abyssos Degen}}&lt;br /&gt;
{{Drops table row|Abyssos Staff}}&lt;br /&gt;
{{Drops table row|Call of the Abyss}}&lt;br /&gt;
{{Drops table row|Abyssos Orrery}}&lt;br /&gt;
{{Drops table row|Abyssos Wings}}&lt;br /&gt;
{{Drops table row|Abyssos Chest Gear Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Abyssos Weapon Coffer (IL 635)}}&lt;br /&gt;
{{Drops table row|Sunforged Crystal}}&lt;br /&gt;
{{Drops table row|White Stone Black Orchestrion Roll}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Seventh_Circle_(Savage)&amp;diff=470579</id>
		<title>Abyssos: The Seventh Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Seventh_Circle_(Savage)&amp;diff=470579"/>
		<updated>2022-10-06T23:08:55Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Abyssos (Savage)|Abyssos: The Seventh Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Abyssos: The Seventh Circle (Savage)&lt;br /&gt;
| description = The story of Agdistis and her demise is the stuff of legends, and Nemjiji frantically makes notes in the margins of her records as you recount your tale. However, her scrawling makes it difficult to tell whether these are embellishments or scientific musings. Either way, ere your quest is through, parchment and ink may very well become a precious resource in Claudien&#039;s workshop.&lt;br /&gt;
| image = Abyssos_The_Seventh_Circle_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 610&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 30 Causality&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Hollow Purgatory&lt;br /&gt;
| region = The World Unsundered&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 6.2&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Hemitheos: [[Agdistis]]===&lt;br /&gt;
{{#ev:youtube|VA1cR4fIRuU|350|right|Raid Guide by MTQcapture}}&lt;br /&gt;
{{#ev:youtube|ALsYpDwW8DU|350|right|Raid Guide by Hector Hectorson}}&lt;br /&gt;
Please note that the arena does not have a border, and players can fall/be knocked off to their death if they are not careful, although they will respawn after a short delay and can be resurrected. Before the fight, players should split into four pairs of two, with tanks and healers partnering with a DPS each, and then assigning spread positions on the intercardinals (IE northwest, northeast, southwest and southeast). Next, players should determine one of those pairs who will move inwards to the center of the spread groups for a later mechanic, as well as spread positions around a semicircle. Finally, players will need to create two light parties, with a tank, healer and two DPS. Most sources of avoidable damage will result in a {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff, as well as other various effects. Most sources of unavoidable damage will result in a short {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; debuff that will cause lethal damage if players are hit by more than one mechanic at a time.&lt;br /&gt;
====&amp;lt;big&amp;gt;Abilities&amp;lt;/big&amp;gt;====&lt;br /&gt;
-----&lt;br /&gt;
The boss&#039;s auto-attacks will target the first and second highest enmity players at the same time.&lt;br /&gt;
*&#039;&#039;&#039;Spark of Life&#039;&#039;&#039;: Unavoidable raidwide AoE that deals high damage, requiring mitigation. Inflicts {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Dispersed Aero II&#039;&#039;&#039;: Targets the first and second highest enmity players with a high damage tankbuster AoE. Inflicts a {{status effect|windburn}} &#039;&#039;&#039;[[Windburn]]&#039;&#039;&#039; debuff that deals damage over time.&lt;br /&gt;
*&#039;&#039;&#039;Condensed Aero II&#039;&#039;&#039;: A shared tankbuster AoE that targets the highest enmity player. Inflicts a {{status effect|windburn}} &#039;&#039;&#039;[[Windburn]]&#039;&#039;&#039; debuff that deals damage over time.&lt;br /&gt;
*&#039;&#039;&#039;Blades of Attis&#039;&#039;&#039;: Summons multiple medium-sized AoEs that move slowly in a straight line across the arena based on the arrow telegraph.&lt;br /&gt;
*&#039;&#039;&#039;Immortal&#039;s Obol&#039;&#039;&#039;: Places a proximity damage marker in the center of the arena, and creates three safe areas for players to stand. When the attack finishes, the boss destroys the arena, and anyone not in a safe zone or too close to the center dies immediately.&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Fruit&#039;&#039;&#039;: Summons various yellow eggs to the arena, that transform into different adds, each with a different effect. Note that neither the eggs nor the adds can be targeted.&lt;br /&gt;
**&#039;&#039;&#039;Egg with Teeth&#039;&#039;&#039;: Transforms into an &#039;&#039;&#039;Immature Minotaur&#039;&#039;&#039;, which will perform one of two attacks depending on whether it tethers players.&lt;br /&gt;
***&#039;&#039;&#039;Bullish Swipe (no tether):&#039;&#039;&#039; Turns towards to the nearest player and telegraphs two wide conal AoE aimed at the two nearest players, which will shortly resolve. &lt;br /&gt;
***&#039;&#039;&#039;Bullish Slash (tether):&#039;&#039;&#039; Will tether one player. The single tethered player will be hit with a wide conal AoE, dealing proximity-based damage as seen by the tether visual, and inflicting  a {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; debuff.&lt;br /&gt;
**&#039;&#039;&#039;Egg with Eyes&#039;&#039;&#039;: Transforms into an &#039;&#039;&#039;Immature Io&#039;&#039;&#039;, which will perform one of two attacks depending on whether it tethers players.&lt;br /&gt;
***&#039;&#039;&#039;Static Moon (no tether):&#039;&#039;&#039; A circular AoE attack that fills one of the smaller platforms, making it unsafe to stand on.&lt;br /&gt;
***&#039;&#039;&#039;Static Path (tethers):&#039;&#039;&#039; Will tether four players, either all DPS or all tanks and healers. Each tethered player will be hit with a large line AoE that inflicts high damage and a {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; debuff.&lt;br /&gt;
**&#039;&#039;&#039;Egg with Scales&#039;&#039;&#039;: Transforms into an &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039;, which will perform one of two attacks depending on whether it tethers players. The direction each add is facing is indicated by an orange marker.&lt;br /&gt;
***&#039;&#039;&#039;Stymphalian Strike (no tether):&#039;&#039;&#039; The add will use a large line AoE attack in front of itself.&lt;br /&gt;
***&#039;&#039;&#039;Bronze Bellows (tethers):&#039;&#039;&#039; Will tether one player. The add will dash in a straight line towards them, inflicting high damage, a knockback that can be mitigated with knockback immune abilities, and {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Hemitheos&#039;s Holy III&#039;&#039;&#039;: targets both healers with a stack marker.&lt;br /&gt;
*&#039;&#039;&#039;Bough of Attis&#039;&#039;&#039;: The boss hits either the front of the arena, dealing lethal damage, then slides one of its arms forward, knocking players from the arena, or the rear of the arena, dealing lethal damage. Both attacks debuff with {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039;, stunning any players hit.&lt;br /&gt;
*&#039;&#039;&#039;Inviolate Bonds&#039;&#039;&#039;: All players will be inflicted with either &#039;&#039;&#039;Inviolate Winds&#039;&#039;&#039;, which drops a small AoE under the player, &#039;&#039;&#039;Hemitheos&#039;s Holy&#039;&#039;&#039;, a stack mechanic, or both. Both markers also have either a &#039;&#039;&#039;I&#039;&#039;&#039; or &#039;&#039;&#039;II&#039;&#039;&#039;, indicating what order they will resolve. Players will receive these debuffs based on role (tanks/ healers or DPS), so tanks and healers may receive &#039;&#039;&#039;Inviolate Winds&#039;&#039;&#039; with a &#039;&#039;&#039;I&#039;&#039;&#039;, meaning their debuffs will resolve first, while the DPS receive &#039;&#039;&#039;Inviolate Winds&#039;&#039;&#039; with a &#039;&#039;&#039;II&#039;&#039;&#039;, meaning they will spread out second. One player from both roles will also receive a &#039;&#039;&#039;Hemitheos&#039;s Holy&#039;&#039;&#039; &#039;&#039;&#039;I&#039;&#039;&#039; and &#039;&#039;&#039;II&#039;&#039;&#039;, which work in the same way. The name of this debuff does not indicate its order, so players will have to check their debuff list. &lt;br /&gt;
*&#039;&#039;&#039;Roots of Attis&#039;&#039;&#039;: A telegraphed AoE in which the boss will break one or multiple of the bridges connecting the smaller arenas. Standing on the bridge when this happens will kill the player.&lt;br /&gt;
*&#039;&#039;&#039;Multicast&#039;&#039;&#039;: The boss will cast both &#039;&#039;&#039;Hemitheos&#039;s Aero IV&#039;&#039;&#039;, a massive knockback, and &#039;&#039;&#039;Hemitheos&#039;s Holy&#039;&#039;&#039;, a high damage AoE dropped on each player that also inflicts a short {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Burst (no castbar)&#039;&#039;&#039;: The boss calls four meteor circles to the arena, which each require a player to stand in to mitigate damage. If a circle is empty, the raid will take massive damage (&#039;&#039;&#039;Big Burst&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Inviolate Purgation&#039;&#039;&#039;: All players will be debuffed with &#039;&#039;&#039;Purgatory Winds&#039;&#039;&#039;, &#039;&#039;&#039;Hemitheos&#039;s Holy&#039;&#039;&#039;, or both. This attack functions the same as &#039;&#039;&#039;Inviolate Bonds&#039;&#039;&#039;, except each player will have two sets of &#039;&#039;&#039;Winds&#039;&#039;&#039; to handle, and two sets of &#039;&#039;&#039;Holy&#039;&#039;&#039;. The debuffs also drop massive circular AoEs (&#039;&#039;&#039;Hemitheos&#039;s Tornado&#039;&#039;&#039;) when they resolve that will detonate shortly afterwards. AoEs dropped by &#039;&#039;&#039;Hemitheos&#039;s Holy&#039;&#039;&#039; will be donut AoEs.&lt;br /&gt;
*&#039;&#039;&#039;Light of Life&#039;&#039;&#039;: a high damage raidwide AoE, requiring mitigation. Later serves as the hard enrage cast.&lt;br /&gt;
*&#039;&#039;&#039;Hemitheos&#039;s Glare&#039;&#039;&#039;: All players will be marked and be followed by a large AoE for a short time.&lt;br /&gt;
*&#039;&#039;&#039;Famine&#039;s Harvest&#039;&#039;&#039;: Two eggs will spawn on each platform, and two off the edges. Players will have to handle the mechanics of the adds that spawn from the eggs (2 &#039;&#039;&#039;Immature Stymphalides&#039;&#039;&#039; without tethers, 2 &#039;&#039;&#039;Immature Minotaurs&#039;&#039;&#039; without tethers, 4 &#039;&#039;&#039;Immature Minotaurs&#039;&#039;&#039; with tethers).&lt;br /&gt;
*&#039;&#039;&#039;Death&#039;s Harvest&#039;&#039;&#039;: Five eggs will spawn on the platforms and bridges, and players will need to handle the mechanics appropriately (2 &#039;&#039;&#039;Immature Stymphalides&#039;&#039;&#039; without tethers, 1 &#039;&#039;&#039;Immature Io&#039;&#039;&#039; without tethers, 2 &#039;&#039;&#039;Immature Io&#039;&#039;&#039; with tethers).&lt;br /&gt;
*&#039;&#039;&#039;War&#039;s Harvest&#039;&#039;&#039;: Five eggs will spawn on the platforms and bridges, and players will need to position appropriately (2 &#039;&#039;&#039;Immature Minotaurs&#039;&#039;&#039; with tethers, 2 &#039;&#039;&#039;Immature Stymphalides&#039;&#039;&#039; with tethers, 1 &#039;&#039;&#039;Immature Io&#039;&#039;&#039; with tethers).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;big&amp;gt;Strategy&amp;lt;/big&amp;gt;====&lt;br /&gt;
-----&lt;br /&gt;
The boss will start with a strong raidwide AoE that deals a {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; debuff which needs to be mitigated and healed through. The boss will then use a tankbuster, either &#039;&#039;&#039;Dispersed Aero II&#039;&#039;&#039;, and AoE requiring the tanks to move away from each other and the party, or &#039;&#039;&#039;Condensed Aero II&#039;&#039;&#039;, requiring the tanks to share the attack. Both versions deal high damage and a {{status effect|windburn}} &#039;&#039;&#039;[[Windburn]]&#039;&#039;&#039; debuff. Which attack comes out is completely random, so tanks will have to be ready to move. Following this the boss will use &#039;&#039;&#039;Blades of Attis&#039;&#039;&#039;, calling three sets of moving AoEs to the outside of the platform. Players should identify which AoEs are moving across the arena on a diagonal and move into where they fired from after the AoE has fired twice. This will come along with &#039;&#039;&#039;Immortal&#039;s Obol&#039;&#039;&#039;, so players will need to move to one of the safe zones on the arena.&lt;br /&gt;
&lt;br /&gt;
Once the arena reforms and the &#039;&#039;&#039;Blades&#039;&#039;&#039; have resolved, the boss will cast &#039;&#039;&#039;Forbidden Fruit&#039;&#039;&#039;, summoning two &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; and an &#039;&#039;&#039;Immature Io&#039;&#039;&#039;. At the same time the boss will cast &#039;&#039;&#039;Bough of Attis&#039;&#039;&#039;, targeting the south platform and &#039;&#039;&#039;Hemitheos&#039;s Holy III&#039;&#039;&#039; on the healers. Players need to identify where the &#039;&#039;&#039;Io&#039;&#039;&#039; is, as that platform is not safe to stand on. The &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; will both fire their AoEs through one of the platforms, so players will need to stand in the intercardinals of the platform in a tight grouping to avoid the attacks, while also standing stacked for the healers. The boss will use another tankbuster, then &#039;&#039;&#039;Spark of Life&#039;&#039;&#039;. Healers should be ready to take care of the main tank, as they can be taking a lot of damage.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Inviolate Bonds&#039;&#039;&#039;, inflicting all players with debuffs. Players will need to check the order their &#039;&#039;&#039;Winds&#039;&#039;&#039; debuffs fire in. Players who have a &#039;&#039;&#039;I&#039;&#039;&#039;on their debuff will take their spread positions, while the rest of the group stacks in the middle to handle the &#039;&#039;&#039;Holy&#039;&#039;&#039; stack. Immediately after, the players with &#039;&#039;&#039;II&#039;&#039;&#039; on their debuff will swap places with them, handling the attacks the same way. The boss will also use &#039;&#039;&#039;Bough of Attis&#039;&#039;&#039;, attacking the front platforms then sliding its hand across them, so players will have to move to the new safe platform before the second set of debuffs fire. Following this, the boss will use &#039;&#039;&#039;Roots of Attis&#039;&#039;&#039; and destroy the northern bridge, so players will need to move to one of the other platforms. The boss will use another tankbuster, so tanks should break away from their group and head to the southern platform to handle the mechanics, then move back.&lt;br /&gt;
&lt;br /&gt;
The boss will use another &#039;&#039;&#039;Forbidden Fruit&#039;&#039;&#039; while also casting &#039;&#039;&#039;Multicast&#039;&#039;&#039;. The three &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; will each fire over one of the bridges, so players simply need to avoid those attacks. For handling &#039;&#039;&#039;Multicast&#039;&#039;&#039;, players should be spread out to avoid the &#039;&#039;&#039;Hemitheos&#039;s Holy&#039;&#039;&#039; that drops a large AoE on each player, and pop knockback resistance to handle the &#039;&#039;&#039;Hemitheos&#039;s Aero IV&#039;&#039;&#039;. These attacks will resolve at roughly the same time, so positioning is key. The boss will use &#039;&#039;&#039;Roots of Attis&#039;&#039;&#039; once again, so players should move off the bridges and into their light parties on two separate platforms. The boss will use another &#039;&#039;&#039;Forbidden Fruit&#039;&#039;&#039; and summon three &#039;&#039;&#039;Immature Io&#039;s&#039;&#039;&#039;, while also marking healers for stacks. Players will need to wait by the edge of the platforms to move immediately on to the bridges that spawn to avoid the &#039;&#039;&#039;Io&#039;s&#039;&#039;&#039; attacks, staying in their groups to mitigate the stack.&lt;br /&gt;
&lt;br /&gt;
The boss will use another &#039;&#039;&#039;Bough of Attis&#039;&#039;&#039;, and players will have to watch which hand will move forward. Another tankbuster, then &#039;&#039;&#039;Forbidden Fruit&#039;&#039;&#039;, summoning an &#039;&#039;&#039;Immature Io&#039;&#039;&#039; on one platform, and three &#039;&#039;&#039;Immature Minotaurs&#039;&#039;&#039; on the other two platforms and in the center of the bridge. Each player will tether to one of the ads. Players who tether to the &#039;&#039;&#039;Io&#039;&#039;&#039; must move to its platform and spread out in a semi-circle and face towards the center of the bridge to ensure the line AoE from the ad fires away from other players. The players who tether to the &#039;&#039;&#039;Minotaurs&#039;&#039;&#039; must move away until their tethers turn purple, and the untethered players must bait the conal AoE from the &#039;&#039;&#039;Minotaur&#039;&#039;&#039; in the center of the bridge to fire away from the other platforms, then move to the edge of the &#039;&#039;&#039;Io&#039;s&#039;&#039;&#039; platform to avoid the attacks from the other &#039;&#039;&#039;Minotaurs&#039;&#039;&#039;. If the tethers of the &#039;&#039;&#039;Minotaurs&#039;&#039;&#039; are not purple, the tethered players will take high damage and a massive knockback. Each attack also inflicts a short {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, so getting hit by more than one attack will kill a player.&lt;br /&gt;
&lt;br /&gt;
The boss will use another &#039;&#039;&#039;Blades of Attis&#039;&#039;&#039;, &#039;&#039;&#039;Hemitheos&#039;s Holy III&#039;&#039;&#039; and &#039;&#039;&#039;Hemitheos&#039;s Aero IV&#039;&#039;&#039; as the arena reforms. Players should return to near the middle, stand in their light parties directly to the left and right of the center, then allow the knockback to move them towards the &#039;&#039;&#039;Blades&#039;&#039;&#039;. Players should stay stacked to handle the &#039;&#039;&#039;Holy&#039;&#039;&#039;, then move into the &#039;&#039;&#039;Blades&#039;&#039;&#039; original starting position. The boss will follow up with another tankbuster, then cast &#039;&#039;&#039;Forbidden Fruit&#039;&#039;&#039;, summoning four &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; while also casting &#039;&#039;&#039;Burst&#039;&#039;&#039; and placing four markers on the intercardinals of the arena. The &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; will tether to a player, while the untethered players must stand in the circles. To handle this, tethered players should move to the opposite side of the arena from their &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; and use a knockback immunity skill as they see the orbs getting close to the circles to prevent other players from getting clipped by their attack. Once this resolves, the boss will use another &#039;&#039;&#039;Spark of Life&#039;&#039;&#039;, then another &#039;&#039;&#039;Immortal&#039;s Obol&#039;&#039;&#039;, transforming the arena once again.&lt;br /&gt;
&lt;br /&gt;
The boss will cast another &#039;&#039;&#039;Forbidden Fruit&#039;&#039;&#039;, summoning two &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; and an &#039;&#039;&#039;Immature Io&#039;&#039;&#039;, as well as casting &#039;&#039;&#039;Inviolate Purgation&#039;&#039;&#039;, giving debuffs to players. To handle these mechanics, players will first identify which platform the &#039;&#039;&#039;Immature Io&#039;&#039;&#039; spawned on, as that platform cannot be used. From there, players should dedicate one of the other platforms as a &#039;&#039;&#039;Holy&#039;&#039;&#039; platform, since the &#039;&#039;&#039;Holy&#039;&#039;&#039; debuff drops a massive donut AoE. &#039;&#039;&#039;Holy&#039;&#039;&#039; debuffed players will stack with the players who have &#039;&#039;&#039;Winds II&#039;&#039;&#039; at the edge of the platform furthest from the other platforms. Players with the &#039;&#039;&#039;Winds I&#039;&#039;&#039; debuffs will move to the other platform and spread to their intercardinals on the platform, with one of the players moving to the center under the &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039;. Once the debuffs fire, players will return to the center to heal and mitigate, then players who have the &#039;&#039;&#039;Holy&#039;&#039;&#039; debuff will move to the same platform the last &#039;&#039;&#039;Holy&#039;&#039;&#039; was cast on, and the &#039;&#039;&#039;Winds II&#039;&#039;&#039; players will move to the platform the &#039;&#039;&#039;Immature Io&#039;&#039;&#039; was previously on, standing in their intercardinals with one player in the center of the platform. This back and forth will repeat until all the &#039;&#039;&#039;Winds&#039;&#039;&#039; debuffs have been dropped. It is highly recommended to have a player call these positions out, if possible. Once all the &#039;&#039;&#039;Winds&#039;&#039;&#039; debuffs have been dropped, all players will move to where the last &#039;&#039;&#039;Holy&#039;&#039;&#039; was dropped to stand in the Donut AoE. The whole time the boss will be casting &#039;&#039;&#039;Light of Life&#039;&#039;&#039;, an unavoidable raidwide AoE, so healers will need to be mitigating and healing while moving.&lt;br /&gt;
&lt;br /&gt;
The boss will use another &#039;&#039;&#039;Forbidden Fruit&#039;&#039;&#039;, calling two &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; to the platforms, leaving one open. The boss will also cast &#039;&#039;&#039;Hemitheos&#039;s Glare&#039;&#039;&#039;, targeting all players with a large AoE that will follow them slowly, then use &#039;&#039;&#039;Roots of Attis&#039;&#039;&#039; to destroy the bridges. Players should stack on the edge of the empty platform out of the line AoE of the &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; to bait the AoEs, then move towards the platform with the &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; that isn&#039;t facing their platform. The bridges will reform in time for players to move across them. Players will simply move to the center of the other platform to avoid the AoEs.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Famine&#039;s Harvest&#039;&#039;&#039;, summoning two &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; and six &#039;&#039;&#039;Immature Minotaurs&#039;&#039;&#039; to the platforms. The &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; will fire their line AoEs, while four of the &#039;&#039;&#039;Immature Minotaurs&#039;&#039;&#039; will tether to players, and the last two will turn towards players and fire a conal AoE. To handle these mechanics, players will determine which platform only has the &#039;&#039;&#039;Immature Minotaurs&#039;&#039;&#039; on it, as they are the ones who won&#039;t tether. Untethered players will move to that platform and bait the AoEs off the edge away from the other players while also standing in the safe zones from the &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039;. The other players will move to the opposite platform to their tethered ads and spread to either side of the platforms to avoid overlapping their attacks. All attacks will fire at the same time. Each hit also debuffs with a short {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, so overlapping attacks will kill players.&lt;br /&gt;
&lt;br /&gt;
The boss will follow up with &#039;&#039;&#039;Death&#039;s Harvest&#039;&#039;&#039;, summoning three &#039;&#039;&#039;Immature Io&#039;s&#039;&#039;&#039; and two &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039;. The &#039;&#039;&#039;Io&#039;s&#039;&#039;&#039; on the bridges will tether to players, while the &#039;&#039;&#039;Io&#039;&#039;&#039; on the platform will perform its AoE, and the &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; will fire line AoEs in the direction they are facing. To handle this, players tethered to the &#039;&#039;&#039;Immature Io&#039;&#039;&#039; on the southwestern bridge will move to the northwestern platform and spread in a semi-circle behind the &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; ad, while the players tethered to the &#039;&#039;&#039;Immature Io&#039;&#039;&#039; on the northern bridge will move to the northeastern platform behind the &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039;. Again, players need to spread sufficiently to avoid overlap. All attacks will fire at the same time, and players should move to the northern bridge for healing.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;War&#039;s Harvest&#039;&#039;&#039;, summoning two each of the &#039;&#039;&#039;Immature Minotaur&#039;&#039;&#039; and &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039;, and one &#039;&#039;&#039;Immature Io&#039;&#039;&#039;. All ads will tether to players. The players tethered to the &#039;&#039;&#039;Immature Io&#039;&#039;&#039; should move to its platform and spread behind it as before, the players tethered to the &#039;&#039;&#039;Immature Stymphalide&#039;&#039;&#039; should move to the southern platform and spread apart to avoid overlapping, and the players tethered to the &#039;&#039;&#039;Immature Minotaurs&#039;&#039;&#039;should move to the opposite edge of the northwestern platform, spreading to avoid overlap. Though the tethers won&#039;t turn purple, players will still not get a {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; debuff for this and will survive as long as they have some form of mitigation. Once again, these attacks will all resolve at the same time. All players should then meet at the southern platform to heal and mitigate the &#039;&#039;&#039;Spark of Life&#039;&#039;&#039; that is coming.&lt;br /&gt;
&lt;br /&gt;
Players will then break into their light parties to mitigate a &#039;&#039;&#039;Hemitheos&#039;s Holy III&#039;&#039;&#039;, then move to the platform opposite where the boss&#039;s &#039;&#039;&#039;Bough of Attis&#039;&#039;&#039; will cleave, then players simply need to burn the boss down before enrage, as it will cast two &#039;&#039;&#039;Spark of Life&#039;&#039;&#039;, then a slowcast &#039;&#039;&#039;Light of Life&#039;&#039;&#039; as the enrage. If players can&#039;t defeat the boss before the cast completes, they will wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Abyssos Mythos III}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Abyssos Leg Gear Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Moonshine Brine}}&lt;br /&gt;
{{Drops table row|Moonshine Twine}}&lt;br /&gt;
{{Drops table row|Abyssos Head Gear Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Hand Gear Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Foot Gear Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Sixth_Circle_(Savage)&amp;diff=470578</id>
		<title>Abyssos: The Sixth Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Sixth_Circle_(Savage)&amp;diff=470578"/>
		<updated>2022-10-06T23:07:05Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Abyssos (Savage)|Abyssos: The Sixth Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Abyssos: The Sixth Circle (Savage)&lt;br /&gt;
| description = You could have sworn that Nemjiji began writing ere you opened your mouth to speak of your battle with Hegemone but pass it off as a unique quirk of the researcher&#039;s method of recording dictation. A perusal of her writings afterwards proves to be an exhilarating read, but you wonder whether your account of events was quite so animated...&lt;br /&gt;
| image = Abyssos_The_Sixth_Circle_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 605&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 30 Causality&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Pestilent Purgatory&lt;br /&gt;
| region = The World Unsundered&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 6.2&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|kyUakzZK2Q8|350|right|Raid Guide by MTQcapture}}&lt;br /&gt;
{{#ev:youtube|d-eNZwVJI8k|350|right|Raid Guide by Hector Hectorson}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Hemitheos: [[Hegemone]]===&lt;br /&gt;
Before the fight begins, each player should be assigned a spread location, a light party consisting of a tank, healer and two DPS, and four pairs of two, with each DPS partnering with a tank or a healer. Please note that the arena is surrounded by a border that will instantly kill any player that touches it. Failing any mechanic will result in a {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff, as well as other various effects.&lt;br /&gt;
====&amp;lt;big&amp;gt;Abilities&amp;lt;/big&amp;gt;====&lt;br /&gt;
-----&lt;br /&gt;
*&#039;&#039;&#039;Hemeitheos&#039;s Dark IV&#039;&#039;&#039;: Unavoidable high damage raidwide AoE. &lt;br /&gt;
*&#039;&#039;&#039;Chelic Synergy&#039;&#039;&#039;: A high damage shared tankbuster, requiring tanks to stand together. This attack fires in a conal AoE, and anyone else hit will die. This attack inflicts a {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; debuff.&lt;br /&gt;
**&#039;&#039;&#039;Synergy&#039;&#039;&#039;: A tankbuster that hits both tanks (or the two players highest in the enmity list) for high damage and a {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; debuff in an AoE. Tanks must spread away from each other and the party. This attack also inflicts a {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff on the main tank, requiring a tank swap.&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Polyominoid&#039;&#039;&#039;: The boss summons multiple &#039;&#039;&#039;aetherial nexuses&#039;&#039;&#039; on the arena, each occupying one square of the floor. These will have two lines that extend to the corners of the square (crosses) or to the top, bottom and sides of the square (pluses). Depending on which direction the lines are pointing, the &#039;&#039;&#039;aetherial nexuses&#039;&#039;&#039; will erupt, firing an AoE in the direction of the lines that will extend to the edge of the arena. These can appear in various patterns and locations, so players must pay attention and determine where the safe zones are.&lt;br /&gt;
**&#039;&#039;&#039;Polyominoid Sigma&#039;&#039;&#039;: The same attack as &#039;&#039;&#039;Aetheric Polyominoid&#039;&#039;&#039;, except the &#039;&#039;&#039;aetherial nexuses&#039;&#039;&#039; are tethered together and will switch locations before firing.&lt;br /&gt;
*&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;: Both healers are targeted for an attack that must be shared to mitigate. This inflicts a &#039;&#039;&#039;Dark Resistance Down II&#039;&#039;&#039; debuff, making overlap lethal.&lt;br /&gt;
*&#039;&#039;&#039;Exocleaver&#039;&#039;&#039;: This attack fires twice, once in the spots indicated by the conal AoE regions, then again with an untelegraphed attack where the safe zones were previously.&lt;br /&gt;
*&#039;&#039;&#039;Pathogenic Cells&#039;&#039;&#039;: The boss targets each player, giving them a marker from one to eight. When the attack fires, the boss will turn towards each player one by one and fire the attack at them in order, a massive AoE that fills a quarter of the arena. This attack also debuffs with one stack of &#039;&#039;&#039;Consumption&#039;&#039;&#039;, which will inflict players with &#039;&#039;&#039;Glossomorph&#039;&#039;&#039; (see &#039;&#039;&#039;Transmission&#039;&#039;&#039; for effect) if they receive more than one stack.&lt;br /&gt;
*&#039;&#039;&#039;Aetherial Exchange&#039;&#039;&#039;: The boss receives a buff, augmenting its next attacks.&lt;br /&gt;
*&#039;&#039;&#039;Exchange of Agonies&#039;&#039;&#039;: Each player will receive one of three markers based on their role: a stack marker (&#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;), a purple donut AoE (&#039;&#039;&#039;Dark Perimeter&#039;&#039;&#039;), or a marker indicating a large AoE (&#039;&#039;&#039;Darkburst&#039;&#039;&#039;) will be dropped where a player is standing (yellow orb). Two sets of two players will also be tethered together, indicating that their markers will be swapped once the cast finishes.&lt;br /&gt;
*&#039;&#039;&#039;Choros Ixou&#039;&#039;&#039;: The boss will raise its hands, which will begin glowing, to either the north and south or the east and west, then fire two 90 degree conal AoEs. The boss will then turn and immediately fire in the other directions. Getting hit by this will inflict a {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Transmission&#039;&#039;&#039;: All players will tether to either the head of the snake on the boss or the wing, and receive a &#039;&#039;&#039;Glossalmorph&#039;&#039;&#039; or &#039;&#039;&#039;Chelomorph&#039;&#039;&#039; debuff. When the debuff timer expires, all players will be stunned (&#039;&#039;&#039;Out of Control&#039;&#039;&#039;) for two seconds and perform an attack based on their previous debuff. If players tethered to the snake (indicated on the character model by a &#039;&#039;&#039;glossal parasite&#039;&#039;&#039; snake protruding from their back), they will fire a narrow conal AoE in front of them (&#039;&#039;&#039;Reek Havoc&#039;&#039;&#039;). If tethered to the wing (indicated on the character model by the &#039;&#039;&#039;chelic parasite&#039;&#039;&#039; large wing protruding from their back), they will fire a narrow conal AoE (&#039;&#039;&#039;Chelic Claw&#039;&#039;&#039;) behind them instead. Anyone hit with these attacks will receive a &#039;&#039;&#039;Sustained Damage&#039;&#039;&#039; debuff, inflicting moderate damage over time.&lt;br /&gt;
*&#039;&#039;&#039;Dark Dome&#039;&#039;&#039;: Drops an invisible circular AoE under each player that will detonate shortly after the cast finishes.&lt;br /&gt;
*&#039;&#039;&#039;Dark Ashes&#039;&#039;&#039;: Each player is targeted by an telegraphed medium-sized AoE that will fire shortly after casting. This inflicts a &#039;&#039;&#039;Dark Resistance Down II&#039;&#039;&#039; debuff, making overlap lethal.&lt;br /&gt;
*&#039;&#039;&#039;Cachexia&#039;&#039;&#039;: Each player will be given two debuffs: &#039;&#039;&#039;Aetheronecrosis&#039;&#039;&#039;, and either &#039;&#039;&#039;Chelic Resistance Down&#039;&#039;&#039; (green) or &#039;&#039;&#039;Glossal Resistance Down&#039;&#039;&#039; (Purple). The &#039;&#039;&#039;Aetheronecrosis&#039;&#039;&#039; debuff will explode after either eight, twelve, sixteen or twenty seconds in a large AoE that inflicts a small amount of damage, &#039;&#039;&#039;Dark Resistance Down II&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. While this happens, the boss will also target the two players closest to it with a medium-sized physical damage AoE called &#039;&#039;&#039;Dual Predation&#039;&#039;&#039;. This ability consists of a green attack from the wing (&#039;&#039;&#039;Chelic Predation&#039;&#039;&#039;) of the boss to the cloest player on the left side, and a purple attack from the snake (&#039;&#039;&#039;Glossal Predation&#039;&#039;&#039;) to the closet player on the right side and, dealing high damage and switching the hit players&#039; resistance down debuff to the other parasite&#039;s. Any players with &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039; who are hit will instantly die. The boss will fire this attack four times, then follow up with &#039;&#039;&#039;Ptera Ixou&#039;&#039;&#039;, an attack from both sides of the boss that each fill half of the arena and deal damage based on the snake or the wing. For both &#039;&#039;&#039;Dual Predation&#039;&#039;&#039; and &#039;&#039;&#039;Ptera Ixou&#039;&#039;&#039;, any players with &#039;&#039;&#039;Chelic Resistance Down&#039;&#039;&#039; or &#039;&#039;&#039;Glossal Resistance Down&#039;&#039;&#039; who are hit by their corresponding parasite&#039;s attack will instantly die. A later variant of &#039;&#039;&#039;Cachexia&#039;&#039;&#039; will only inflict &#039;&#039;&#039;Chelic Resistance Down&#039;&#039;&#039; or &#039;&#039;&#039;Glossal Resistance Down&#039;&#039;&#039; on each player without inflicting &#039;&#039;&#039;Aetheronecrosis&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Dark Sphere&#039;&#039;&#039;: Each player is targeted by an telegraphed large AoE that will fire shortly after casting. This inflicts a &#039;&#039;&#039;Dark Resistance Down II&#039;&#039;&#039; debuff, making overlap lethal.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;big&amp;gt;Strategy&amp;lt;/big&amp;gt;====&lt;br /&gt;
-----&lt;br /&gt;
The boss will start by casting &#039;&#039;&#039;Hemitheos&#039;s Dark IV&#039;&#039;&#039;, requiring mitigation and healing. The boss will then cast &#039;&#039;&#039;Chelic Synergy&#039;&#039;&#039;, targeting the tank and firing a conal AoE. This attack must either be absorbed by both tanks or taken by one using an invuln skill. The tank(s) hit will be debuffed with a heavy {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; following this. After this the boss will return to center and cast &#039;&#039;&#039;Aetheric Polyominoid&#039;&#039;&#039;, calling two &#039;&#039;&#039;Plus&#039;&#039;&#039; &#039;&#039;&#039;Polyominioids&#039;&#039;&#039; onto the arena. Generally, one of these will appear in the northern part of the arena on one of the two center tiles, and one in one of the southern corners. These will explode after a short while, firing a line AoE in the direction that the lines of the &#039;&#039;&#039;Polyominoids&#039;&#039;&#039; are pointing. The boss will also target both healers with &#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;, and prepare &#039;&#039;&#039;Exocleaver&#039;&#039;&#039;. To handle these mechanics, players must first determine the safe zones out of the &#039;&#039;&#039;Polyominoid&#039;s&#039;&#039;&#039; attacks, then get into their light parties to soak the stack attack, then move out of the AoEs for &#039;&#039;&#039;Exocleaver&#039;&#039;&#039;. Note that this attack will fire a second time, and players will need to move into where the AoEs were previously to avoid the second, untelegraphed hit.&lt;br /&gt;
&lt;br /&gt;
Once these attacks have resolved each player will be marked from one to eight and hit by &#039;&#039;&#039;Pathogenic Cells&#039;&#039;&#039;, a massive cleave that fills roughly a quarter of the arena. The boss will turn towards players in order and fire this attack. To handle this, players should use the lines on the floor to determine the quadrant they should stand in, and line up around the boss, with their numbers organized so the boss will rotate clockwise (or any predictable fashion that works best for the group). This would mean that players marked one and five would take their attacks in the same quadrant, two and six, etc. After getting hit, players can move around the boss, staying out of the attack being fired. When the boss reaches the player marked five, they should be standing in the same place player one was, and the pattern will repeat until the boss has finished attacking. This attack will debuff with &#039;&#039;&#039;Consumption&#039;&#039;&#039;. Too many stacks will instantly kill a player.&lt;br /&gt;
&lt;br /&gt;
After this the boss will return to center and use  &#039;&#039;&#039;Aetherial Exchange&#039;&#039;&#039;, buffing itself and augmenting its incoming attacks. The boss will then cast &#039;&#039;&#039;Exchange of Agonies&#039;&#039;&#039;, marking each player based on roll with one of three markers. If a player receives a stack marker, they simply need to stack with other players to mitigate. If a player receives a purple donut, they will fire a large donut AoE with them at the center, and if they are marked with a yellow orb, they will drop an AoE under where they are standing. Some players will also be tethered together, indicating that their markers will be swapped as the attack fires. To handle this, players should first determine if they are tethered to another player. If they are, they will need to move to the correct location to handle the attack. Players with the stack marker should stand under the boss to mitigate the attack. They will also be joined by players marked with the Donut AoE. Finally, players with the yellow orbs should move to their predetermined corner to drop the AoE. These attacks will all debuff with &#039;&#039;&#039;Dark Resistance Down II&#039;&#039;&#039;, meaning overlapping attacks will most likely kill. At the same time, the boss will cast &#039;&#039;&#039;Choros Ixou&#039;&#039;&#039;, raising its hands to either the north and south or east and west, and fire a conal AoE in that direction, then fire in the other set of directions in an untelegraphed attack. The markers and the first &#039;&#039;&#039;Choros Ixou&#039;&#039;&#039; will resolve at the same time, so players will have to immediately move to dodge the second hit.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Synergy&#039;&#039;&#039;, the second form of tankbuster that targets both tanks with a small, high damage AoE. However, the main tank will be inflicted with a {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff alongside the {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; debuff, forcing a tank swap. The boss will then return to center and cast another &#039;&#039;&#039;Hemitheos&#039;s Dark IV&#039;&#039;&#039;, then &#039;&#039;&#039;Transmission&#039;&#039;&#039;, tethering players to either its wing or its snake hand. Players who were tethered to the snake will fire a conal AoE from their front, while the players tethered to the wing will fire a conal AoE from behind. As this attack resolves, the boss will also cast &#039;&#039;&#039;Choros Ixou&#039;&#039;&#039; once again, so players will have to pay attention to where the boss&#039; hands are pointing and preposition themselves to avoid the attack and fire their AoE away from the arena. The boss will do another &#039;&#039;&#039;Aetherial Exchange&#039;&#039;&#039;, and then cast &#039;&#039;&#039;Polyominoid Sigma&#039;&#039;&#039;, tethering the &#039;&#039;&#039;Polyominoids&#039;&#039;&#039; together. The boss will also cast &#039;&#039;&#039;Dark Dome&#039;&#039;&#039;, so all players will have to identify the safe tile, then move under the boss to bait the AoEs, then move to the outside of the tile to avoid them.&lt;br /&gt;
&lt;br /&gt;
The boss will return to center and buff with another &#039;&#039;&#039;Aetherial Exchange&#039;&#039;&#039;, then cast &#039;&#039;&#039;Exchange of Agonies&#039;&#039;&#039;, this time pairing it with &#039;&#039;&#039;Exocleaver&#039;&#039;&#039;. The first attack will resolve with the markers, then players will be free to move to avoid the second hit. The boss will then use another tankbuster, so the tanks will have to pay attention to which one is used., then follow up with &#039;&#039;&#039;Hemitheos&#039;s Dark IV&#039;&#039;&#039;, so healers should be ready to handle this and the {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; on the tank(s). Another &#039;&#039;&#039;Aetherial Exchange&#039;&#039;&#039;, and the boss will cast &#039;&#039;&#039;Polyominoid Sigma&#039;&#039;&#039; and &#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;. Once players have determined the safe tile to stand on, they will need to break into light parties and stack on either side of the tile to avoid clipping (a second safe tile may be available, but this is dependant on the pattern of the &#039;&#039;&#039;Polyominids&#039;&#039;&#039;). The boss will then cast &#039;&#039;&#039;Dark Ashes&#039;&#039;&#039;, marking all players for a large AoE. At the same time, the boss will cast &#039;&#039;&#039;Choros Ixou&#039;&#039;&#039;, so players will need to determine which way the attack is firing, then spread out in a manner that avoids the boss&#039; attack while also not overlapping AoEs. Once the AoEs resolve, players will be able to move freely to avoid the second hit.&lt;br /&gt;
&lt;br /&gt;
Once these attacks resolve, the boss will return to center and cast &#039;&#039;&#039;Cachexia&#039;&#039;&#039;. Each player will receive two debuffs: &#039;&#039;&#039;Aethernecrosis&#039;&#039;&#039; and either &#039;&#039;&#039;Chelic Resistance Down&#039;&#039;&#039; or &#039;&#039;&#039;Glossal Resistance Down&#039;&#039;&#039;. Any attack fired from the snake is a &#039;&#039;&#039;Glossal&#039;&#039;&#039; attack, and will deal more damage to the players debuffed with &#039;&#039;&#039;Glossal Resistance Down&#039;&#039;&#039;, and vice versa from the wing. The attacks and debuffs are also color coded, with &#039;&#039;&#039;Glossal&#039;&#039;&#039; attacks and debuffs being purple, and &#039;&#039;&#039;Chelic&#039;&#039;&#039; attacks being green. The &#039;&#039;&#039;Aethernecrosis&#039;&#039;&#039; debuff will come with a timer of either eight, twelve, sixteen or twenty seconds, and will erupt in an AoE when the timer expires, debuffing with a {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; debuff. While handling the AoEs, the two players closest to the boss&#039; wing and snake will also be targeted by &#039;&#039;&#039;Dual Predation&#039;&#039;&#039;, an attack that will deal &#039;&#039;&#039;Chelic&#039;&#039;&#039; or &#039;&#039;&#039;Glossal&#039;&#039;&#039; damage based on what side the players are on, and switch their debuff to the opposite one. To handle these mechanics, players will spread out to their clock positions to avoid overlapping the AoEs on the left or right of the boss based on their debuff (green on the right of the boss, purple on the left). Players with the twenty second timer will stand closest to the boss to bait the &#039;&#039;&#039;Dual Predation&#039;&#039;&#039;, then swap places with the players with the eight second debuff and go to their clock position. They will in turn swap with the players with the twelve second debuff, then the players with the sixteen second debuff. When all the attacks have resolved, players will need to swap sides and head to the opposite side of the arena to handle &#039;&#039;&#039;Ptera Ixou&#039;&#039;&#039;, a massive AoE from both the wing and the snake that cover half the arena. If players don&#039;t quickly swap sides, they will die.&lt;br /&gt;
&lt;br /&gt;
The boss will return to center and use another tankbuster, then &#039;&#039;&#039;Hemitheos&#039;s Dark IV&#039;&#039;&#039;. After this, the boss will cast another &#039;&#039;&#039;Aetheric Polyominoid&#039;&#039;&#039; and &#039;&#039;&#039;Dark Sphere&#039;&#039;&#039;. Players will need to identify the safe zone from the patterns on the floor, then spread out to avoid overlapping AoEs. The boss will also cast &#039;&#039;&#039;Dark Dome&#039;&#039;&#039;, dropping an untelegraphed AoE under players. Once the first two attacks resolve, players will need to move out to another space away from where they were standing to avoid the second AoE. The boss will use &#039;&#039;&#039;Aetheric Exchange&#039;&#039;&#039; and &#039;&#039;&#039;Exchange of Agonies&#039;&#039;&#039; once again, alongside another &#039;&#039;&#039;Choros Ixou&#039;&#039;&#039;, so players should move to handle the markers appropriately, then move to avoid the boss&#039; second attack. The boss will &#039;&#039;&#039;Aetheric Exchange&#039;&#039;&#039; again, then use &#039;&#039;&#039;Polyominoid Sigma&#039;&#039;&#039; and another &#039;&#039;&#039;Choros Ixou&#039;&#039;&#039;. Players will need to move fast and may only have a small area to dodge both attacks at once, so it is recommended to move to the center of the arena to better determine where the safe zones are. The boss will use another &#039;&#039;&#039;Aetheric Exchange&#039;&#039;&#039;, then cast &#039;&#039;&#039;Cachexia&#039;&#039;&#039;, &#039;&#039;&#039;Transmission&#039;&#039;&#039;, &#039;&#039;&#039;Dark Sphere&#039;&#039;&#039;, &#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039; and &#039;&#039;&#039;Polyominoid Sigma&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For this &#039;&#039;&#039;Cachexia&#039;&#039;&#039;, the boss will simply inflict the debuff and cast &#039;&#039;&#039;Ptera Ixou&#039;&#039;&#039;, and players will need to move to the correct side of the boss. Players will need to determine the safe zone of the &#039;&#039;&#039;Polyominoids&#039;&#039;&#039;, position themselves correctly to handle the &#039;&#039;&#039;Transmission&#039;&#039;&#039; debuff, and then spread out to handle the AoEs while the other players stack to mitigate the &#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;. This is a lot of mechanics to handle at once, and requires players to make snap decisions. It is recommended that the first point is identifying the safe zones first, then either grouping or spreading, then finally facing into or away from the center of the arena. One strategy is to simply use a Tank Limit Break to potentially mitigate mistakes.&lt;br /&gt;
&lt;br /&gt;
Once all the attacks have resolved, the boss will use &#039;&#039;&#039;Aetheric Polyominoid&#039;&#039;&#039; and &#039;&#039;&#039;Dark Dome&#039;&#039;&#039;. Players can drop their AoEs on any tile that isn&#039;t a safe zone, then move to a safe area, as they will have plenty of time before the &#039;&#039;&#039;Polyominoids&#039;&#039;&#039; fire. This is followed up by another &#039;&#039;&#039;Aetheric Polyominoid&#039;&#039;&#039; and a &#039;&#039;&#039;Choros Ixou&#039;&#039;&#039;. Simply move to a safe zone away from the boss&#039; hands. The boss will use a final tankbuster, then another &#039;&#039;&#039;Hemitheos&#039;s Dark IV&#039;&#039;&#039;, then begin the enrage cast for &#039;&#039;&#039;Hemitheos&#039;s Dark IV&#039;&#039;&#039;. If players can not defeat the boss before this attack finishes casting, the boss will wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Abyssos Mythos II}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Ultralight Tomestone}}&lt;br /&gt;
{{Drops table row|Abyssos Head Gear Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Hand Gear Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Foot Gear Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Moonshine Shine}}&lt;br /&gt;
{{Drops table row|Abyssos Head Gear Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Hand Gear Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Foot Gear Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Fifth_Circle_(Savage)&amp;diff=470577</id>
		<title>Abyssos: The Fifth Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Fifth_Circle_(Savage)&amp;diff=470577"/>
		<updated>2022-10-06T23:06:04Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* link= Mythic Creation: Proto-Carbuncle */ Video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Abyssos (Savage)|Abyssos: The Fifth Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Abyssos: The Fifth Circle (Savage)&lt;br /&gt;
| description = To see Nemjiji&#039;s frenzy as you recount your battle with the proto-Carbuncle, one might think that she had been infected with the mythic creation&#039;s corrupting poisons and was scrambling to record her final words before expiring. Although she claims that the many fantastical bestiaries that lie scattered about the laboratory are simply for research, you gather that she would take great pride in seeing her name inscribed upon the cover of one.&lt;br /&gt;
| image = Abyssos_The_Fifth_Circle_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 600&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 30 Causality&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Caustic Purgatory&lt;br /&gt;
| region = The World Unsundered&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 6.2&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Mythic Creation: [[Proto-Carbuncle]]===&lt;br /&gt;
{{#ev:youtube|M05QS_LSoeU|350|right|Raid Guide by MTQcapture}}&lt;br /&gt;
{{#ev:youtube|S8OnaLdARxA|350|right|Raid Guide by Hector Hectorson}}&lt;br /&gt;
Before the battle, players should be assigned a clock position, a light party consisting of a tank, healer and two DPS, as well as four groups of two partners. Please note that the arena is surrounded by a poison that will instantly kill any player knocked into it. Failing any mechanic will result in a {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff, as well as other various effects.&lt;br /&gt;
&lt;br /&gt;
Unlike the Normal encounter, the Savage encounter starts in the second arena used in the Normal mode and does not include the mid-fight cutscene. The Savage arena also contains circular outlines in the cardinals and intercardinals which indicate the locations where caustic pools can spawn.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
A duty gauge called &#039;&#039;&#039;Satiety&#039;&#039;&#039; will appear at the start of the battle. While initially full, it will begin gradually decreasing. Upon reaching 0 for the first time, the boss will use &#039;&#039;&#039;Starving Stampede&#039;&#039;&#039;. The bar can be refilled to 100 if the boss is fed a &#039;&#039;&#039;Lively Bait&#039;&#039;&#039;, or will wipe the party otherwise. Upon reaching 0 for the second time, the boss will enrage and wipe the party.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sonic Howl&#039;&#039;&#039;: Raidwide attack that deals medium damage.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;: Raidwide attack that deals high damage and summons walls onto the arena that reflect the boss&#039; attacks.&lt;br /&gt;
*&#039;&#039;&#039;Topaz Stones&#039;&#039;&#039;: The boss will drop either yellow stones that explode in an AoE (or fill an area if &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039; was used), or poisoned stones that slowly expand out in large puddles that deal a high damage [[File:Toxicosis icon1.png|link=]] &#039;&#039;&#039;Toxicosis&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Venomous Mass&#039;&#039;&#039;: An AoE tankbuster that applies a {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; debuff, as well as a {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; debuff. This is always followed up by &#039;&#039;&#039;Toxic Crunch&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Toxic Crunch&#039;&#039;&#039;: A follow up tankbuster that deals high damage and a {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Caustic Pools (no castbar)&#039;&#039;&#039;: Four puddles will spawn around the room with two gas clouds in them and a countdown timer, indicating how many people need to be in the puddle when the timer finishes. Standing in the puddle inflicts a medium damage-over-time [[File:Toxicosis icon1.png|link=]] &#039;&#039;&#039;Toxicosis&#039;&#039;&#039; debuff. If there is only one player in the puddle, it will drop a heavy split damage AoE (&#039;&#039;&#039;Venom&#039;&#039;&#039;), likely killing whoever is inside as well as summoning a &#039;&#039;&#039;Lively Bait&#039;&#039;&#039; add that will being slowly casting &#039;&#039;&#039;Scatterbait&#039;&#039;&#039;. The add can be killed or eaten by the boss as part of a later mechanic. If this cast finishes, it will explode, dealing high raid damage and debuffing the raid with {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. If no players are in the puddle, it will use &#039;&#039;&#039;Venom&#039;&#039;&#039; on the closest player, and spawn an add as well.&lt;br /&gt;
*&#039;&#039;&#039;Double Rush&#039;&#039;&#039;: The boss will turn and charge to one corner of the room, which is coupled with a 180 degree cleave in front, and then charge to the opposite corner, dealing high unavoidable raid damage and knocking back players from the charge direction. The knockback can be prevented with knockback immune.&lt;br /&gt;
*&#039;&#039;&#039;Topaz Clusters&#039;&#039;&#039;: The boss will drop four sets of crystals in each zone that will detonate in the order they were dropped. Players will need to remember the order the crystals fell in and move to the appropriate safe zones in order.&lt;br /&gt;
*&#039;&#039;&#039;Venom Squall&#039;&#039;&#039;: The boss will drop an AoE on all players requiring them to spread out, a large AoE (&#039;&#039;&#039;Venom Drops&#039;&#039;&#039;) under all players that needs to be baited, and then another attack requiring them to stack to mitigate.&lt;br /&gt;
**&#039;&#039;&#039;Venom Rain&#039;&#039;&#039;: All players are hit by an AoE where they are standing that deals medium damage. Debuffs with a short {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Venom Pool&#039;&#039;&#039;: Players must stack to mitigate this attack, which targets both healers. Debuffs with a short {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Later this attack can be dropped on yellow crystals to convert them into poisoned crystals.&lt;br /&gt;
*&#039;&#039;&#039;Venom Surge&#039;&#039;&#039;: The same attacks as &#039;&#039;&#039;Venom Squall&#039;&#039;&#039;, but in reverse.&lt;br /&gt;
*&#039;&#039;&#039;Claw to Tail/Tail to Claw&#039;&#039;&#039;: The boss will perform attacks in front of and behind its hitbox, depending on the order of the attack.&lt;br /&gt;
**&#039;&#039;&#039;Raging Claw&#039;&#039;&#039;: The boss will successively use seven 180 degree cleaves in front.&lt;br /&gt;
**&#039;&#039;&#039;Raging Tail&#039;&#039;&#039;: The boss will use one 180 degree cleave behind.&lt;br /&gt;
*&#039;&#039;&#039;Starving Stampede (no castbar)&#039;&#039;&#039;: Eight blue markers will spawn around the arena, as well as a red fangs marker that will sequentially move to each blue marker, indicating where the boss will jump to. Each point explodes in a large circular AoE, and getting hit by this will deal high damage and immobilize the player for the remainder of the mechanic, eventually resulting in their death.&lt;br /&gt;
**&#039;&#039;&#039;Devour&#039;&#039;&#039;: The boss will consume all stunned players and spit them out, instantly killing them. This cannot be mitigated with tank invulnerabilities.&lt;br /&gt;
*&#039;&#039;&#039;Acidic Slaver&#039;&#039;&#039;: If a &#039;&#039;&#039;Lively Bait&#039;&#039;&#039; is not spawned after the boss completes &#039;&#039;&#039;Starving Stampede&#039;&#039;&#039;, the boss will use this ability and wipe the party. This later serves as the enrage cast, which will wipe the party.&lt;br /&gt;
*&#039;&#039;&#039;Searing Ray&#039;&#039;&#039;: The boss fires a beam forwards, hitting the entire arena in front of it. This attack will bounce off the reflective walls.&lt;br /&gt;
*&#039;&#039;&#039;Sonic Shatter&#039;&#039;&#039;: Soft Enrage. The boss will spam high damage raidwide AoEs.&lt;br /&gt;
===Strategy===&lt;br /&gt;
Players should note the &#039;&#039;&#039;Satiety&#039;&#039;&#039; meter that starts at 100 and will slowly count down to zero as the fight progresses. The boss will start by casting &#039;&#039;&#039;Sonic Howl&#039;&#039;&#039;, then &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;, dividing the arena into quadrants. Mitigate and heal through these. Once the arena is divided, the boss will cast &#039;&#039;&#039;Topaz Stones&#039;&#039;&#039;, dropping a stone into each quadrant, two of which are poisonous. Players will need to identify which poison crystal is closest to the center of the arena, as this will be the safe quadrant. Any yellow crystals will explode and refract around their quadrant. Once players have identified the safe zone, they should move to that zone and stand in the corner of the edge of the arena, being careful not to touch the expanding poison AoE. Once these attacks resolve, the boss will cast &#039;&#039;&#039;Venomous Mass&#039;&#039;&#039;, targeting the main tank. The tank should move away from other players, as this attack is an AoE and will kill anyone else hit. This attack debuffs with {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Immediately after that attack resolves, the off tank should {{action icon|Provoke}} the boss, as &#039;&#039;&#039;Toxic Crunch&#039;&#039;&#039; will kill the main tank. This attack also debuffs with {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039;. Note this attack can be handled with an invuln skill, but that tank will receive both {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; debuffs and take high damage, so healers should be ready if this is the chosen strategy.&lt;br /&gt;
&lt;br /&gt;
Next, the poison puddles will spawn around the arena with a timer on the outer edge of each puddle. Players need to find their partner and stand near the puddle, only moving into it when the counter is about to finish, as standing within the puddle deals a high damage [[File:Toxicosis icon1.png|link=]] &#039;&#039;&#039;Toxicosis&#039;&#039;&#039; debuff. If done properly, the puddles will simply fade. If anyone makes a mistake, the raid will take high damage and an ad will spawn. The boss will perform another set of tankbusters, then cast another &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;, dividing the arena in half. It will spawn one yellow crystal and one poison crystal, then use &#039;&#039;&#039;Double Rush&#039;&#039;&#039;. The boss will face a corner and charge to it, then turn around and charge to the opposite corner. Players need to stand behind the boss for the first charge, then move to the safe side of the wall to avoid the crystal explosion. Players will need to use knockback mitigation to avoid getting sent into the poison around the arena, as the second hit is unavoidable. The boss will follow this up with another &#039;&#039;&#039;Sonic Howl&#039;&#039;&#039;, then another &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Topaz Cluster&#039;&#039;&#039;, dropping four sets of crystals that will land in each quadrant. Players will need to remember where each crystal drops and in what order so they can move to the correct safe zones in order and avoid damage. Once this resolves, the boss will use another set of tankbusters, then cast &#039;&#039;&#039;Venom Squall&#039;&#039;&#039;, requiring players to spread to their clock positions, then move in to bait their AoEs, and finally stack to mitigate &#039;&#039;&#039;Venom Pool&#039;&#039;&#039;. Overlapping the first AoE will result in death, as each attack debuffs with a short {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Once this is resolved the boss will use &#039;&#039;&#039;Claw to Tail&#039;&#039;&#039; or &#039;&#039;&#039;Tail to Claw&#039;&#039;&#039;. Depending on what word is first, the boss will either attack the arena in front of it, then behind, or vice versa. Players should identify which attack is coming out, then move to the proper safe zone to avoid damage.&lt;br /&gt;
&lt;br /&gt;
By this point the boss&#039; &#039;&#039;&#039;Satiety&#039;&#039;&#039; meter will be at zero, and it will use &#039;&#039;&#039;Starving Stampede&#039;&#039;&#039;, dropping several blue markers around the arena. A red marker will then move over each one, showing the order the boss will leap to them and attack in a wide AoE. Getting hit by this attack will {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; the player, then they will be consumed shortly after, killing them. Players will need to move in a pattern that will keep them away from the boss and its AoEs. The general strategy used by players is to start opposite the red marker, and move in a circle opposite the boss, then double back to avoid the rest of the attacks. During this, the poison puddles will spawn again, but players should ignore these until the current attack has resolved. Once the boss stops rampaging, players can get into their partner groups and stand in the circles, all except the tanks. Both tanks should stand together directly next to an empty puddle and use mitigation, and their partners (if they weren&#039;t already partnered together) should stand in another circle. This will cause the tanks to stack to mitigate the damage from failing the circle mechanic, and spawn an ad for the boss to consume, filling its gauge entirely. If an ad is not summoned, the boss will enrage and wipe the party. The gauge will continue to count down, but the fight will end one way or another before it reaches zero again.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Sonic Howl&#039;&#039;&#039; and &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039; again, this time dividing the arena in half and summoning five crystals, two on one side and three on another. The boss will then cast &#039;&#039;&#039;Venom Pool&#039;&#039;&#039;, targeting the healers. Players will move to the side with two crystals, then split into their light parties and stand in the hitbox of both crystals. When the attack fires, it will turn the crystals into poison crystals instead, creating a safe zone. The boss will then leap to a corner and cast either &#039;&#039;&#039;Searing Ray&#039;&#039;&#039; or &#039;&#039;&#039;Raging Claw&#039;&#039;&#039;. If &#039;&#039;&#039;Searing Ray&#039;&#039;&#039;, move to the opposite side of the wall as the boss. If &#039;&#039;&#039;Raging Claw&#039;&#039;&#039;, wait for the crystals to erupt, then move behind the boss. The walls will fade and the boss will use another set of tankbusters.&lt;br /&gt;
&lt;br /&gt;
The boss will cast another &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;, dividing the arena into quadrants, then use &#039;&#039;&#039;Topaz Stone&#039;&#039;&#039;, dropping two yellow crystals and two poison crystals. The boss will also use &#039;&#039;&#039;Venom Squall&#039;&#039;&#039; or &#039;&#039;&#039;Venom Surge&#039;&#039;&#039; here, requiring players to maneuver around the poison puddles to stack, bait the large AoEs, then spread to avoid overlapping &#039;&#039;&#039;Venom Rain&#039;&#039;&#039;. Players will need to be observant of which attack comes out, and wait until the yellow crystals detonate to move to the other quadrants to spread out. Once the walls fade, the boss will use either &#039;&#039;&#039;Claw to Tail&#039;&#039;&#039; or &#039;&#039;&#039;Tail to Claw&#039;&#039;&#039;, requiring players to move to the front or back of the boss&#039; hitbox respectively. This will be followed up by another set of tankbusters.&lt;br /&gt;
&lt;br /&gt;
The boss will repeat this mechanic again, this time with a &#039;&#039;&#039;Double Rush&#039;&#039;&#039; after the walls fade, requiring knockback mitigation, then another set of tankbusters. Healers should be prepared, as this is a lot of damage coming out quite quickly. The boss will use another &#039;&#039;&#039;Sonic Howl&#039;&#039;&#039;, then either &#039;&#039;&#039;Venom Squall&#039;&#039;&#039; or &#039;&#039;&#039;Venom Surge&#039;&#039;&#039;, so players will have to stack and spread accordingly. This is followed by another &#039;&#039;&#039;Tail/Claw&#039;&#039;&#039; attack, then the boss will soft enrage and begin spamming &#039;&#039;&#039;Sonic Shatter&#039;&#039;&#039;, requiring high mitigation. After this, the boss will slow cast &#039;&#039;&#039;Acidic Slaver&#039;&#039;&#039;. If the boss is not defeated before this cast finishes, the party will be wiped.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*1 {{Item icon|Abyssos Mythos I}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Abyssos Earring Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Necklace Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Bracelet Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Ring Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Abyssos Earring Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Necklace Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Bracelet Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Ring Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Fourth_Circle_(Savage)&amp;diff=435289</id>
		<title>Asphodelos: The Fourth Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Fourth_Circle_(Savage)&amp;diff=435289"/>
		<updated>2022-05-18T13:57:44Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Asphodelos (Savage)|Asphodelos: The Fourth Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Asphodelos: The Fourth Circle (Savage)&lt;br /&gt;
| description = As you approach the conclusion of your tale of Asphodelos, you cast a hesitant glance at the greatly enthused, yet utterly exhausted Nemjiji. Whether or not her writing arm—or the facts of your confrontation with Hesperos—will withstand the inevitable fit of her excitement remains to be seen...&lt;br /&gt;
| image = Asphodelos The Fourth Circle (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 580&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 30 Astronomy&lt;br /&gt;
| roulette = &lt;br /&gt;
| entrance = The Gates of Pandaemonium&lt;br /&gt;
| entrance-coordinates = 21.4,18.0&lt;br /&gt;
| req-quest = Who Wards the Warders?&lt;br /&gt;
| patch = 6.05&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Hemitheos: [[Hesperos]]===&lt;br /&gt;
{{#ev:youtube|nbPFd_2SHWE|350|right|Video guide by Mrhappy1227 - Part 1}}&lt;br /&gt;
{{#ev:youtube|Usu900crB6A|350|right|Video guide by Mrhappy1227 - Part 2}}&lt;br /&gt;
{{#ev:youtube|DF3LwmGIHLk|350|right|MTQCapture Video Guide PART ONE}}&lt;br /&gt;
{{#ev:youtube|Z6WQbDN7VLU|350|right|MTQCapture Video Guide PART TWO}}&lt;br /&gt;
{{#ev:youtube|8r6TvVWRaww|350|right|Hector Lectures Video Guide PART ONE}}&lt;br /&gt;
{{#ev:youtube|4gXNbfGbKIk|350|right|Hector Lectures Video Guide PART TWO}}&lt;br /&gt;
Players should note that the arena is surrounded by spikes on all sides, that if touched, will result in death. It is recommended that players form &amp;quot;light parties&amp;quot; consisting of a tank, healer and two DPS for a stacking mechanic later.&lt;br /&gt;
&lt;br /&gt;
====Phase 1====&lt;br /&gt;
* &#039;&#039;&#039;Decollation&#039;&#039;&#039;: Unavoidable Roomwide AoE. Mitigate and heal through.&lt;br /&gt;
* &#039;&#039;&#039;Bloodrake&#039;&#039;&#039;: This mechanic will target either all DPS or all tanks and healers. The boss will tether to these players and deal damage and absorb their aether. This is the boss noting which roles it tethered to.&lt;br /&gt;
* &#039;&#039;&#039;Aetheric Chlamys&#039;&#039;&#039;: The boss stores the aether absorbed by the blade in it&#039;s cloak (Chlamys). The boss will follow up with another &#039;&#039;&#039;Bloodrake&#039;&#039;&#039; and target the opposite role group from before.&lt;br /&gt;
* &#039;&#039;&#039;Director&#039;s Belone&#039;&#039;&#039;: The boss poisons the aether in its blade and releases it onto the party, debuffing four random players with &#039;&#039;&#039;Role Call&#039;&#039;&#039;. Players whose aether was absorbed into the blade before this must not have this debuff, and need to pass it on to other players. To do this, a debuffed player must simply pass over the player they wish to hand the debuff off to.&lt;br /&gt;
* &#039;&#039;&#039;Inversive Chlamys&#039;&#039;&#039;: The boss poisons the aether within its cape and releases it on to random players with tethers. The role group that didn&#039;t have its aether stored in the cape must pick up these tethers and move away from the group, as they deal heavy damage in a large AoE, and will kill any player with the &#039;&#039;&#039;Role Call&#039;&#039;&#039; debuff. This attack also debuffs with &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, so overlapping these attacks will also result in death. The boss will follow this up with another Decollection, so healers need to be ready.&lt;br /&gt;
* &#039;&#039;&#039;Elegant Evisceration&#039;&#039;&#039;: A multi-hit tankbuster that debuffs with &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; in between hits, making the second hit lethal. Either tankswap to handle this mechanic, or use a tank invulnerability skill.&lt;br /&gt;
* &#039;&#039;&#039;Setting the Scene&#039;&#039;&#039;: Drops four tiles on each quadrant of the arena, each of which has a specific effect when called upon:&lt;br /&gt;
** &#039;&#039;&#039;Fire Panel&#039;&#039;&#039;: Both healers are targeted with a stack marker. Players should quickly split up into their &amp;quot;light parties&amp;quot; to mitigate. Each group will also be debuffed with &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, so overlapping these stacks will result in a wipe.&lt;br /&gt;
** &#039;&#039;&#039;Water Panel&#039;&#039;&#039;: A fast, heavy-hitting knockback from the center of the arena. Players must stand very close to the center of the arena to survive.&lt;br /&gt;
** &#039;&#039;&#039;Thunder Panel&#039;&#039;&#039;: A point blank AoE in the center of the arena. Players must spread out to avoid.&lt;br /&gt;
** &#039;&#039;&#039;Poison Panel&#039;&#039;&#039;: Each player will drop a point blank AoE. Players must spread out to avoid. Each player will also be debuffed with &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, so overlapping these stacks will result in death.&lt;br /&gt;
** Note that when each panel activates, it becomes unsafe to stand in them, dealing heavy damage and debuffing with a &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff.&lt;br /&gt;
* &#039;&#039;&#039;Pinax&#039;&#039;&#039;: Two of the panels will light up, indicating which panels the boss will activate and in what order. After the first two panels activate, the other two will flash, indicating what order they will be used in. These panels will be activated in quick succession, so players need to pay attention to what mechanics are coming out and move accordingly.&lt;br /&gt;
* &#039;&#039;&#039;Shift&#039;&#039;&#039;: The boss will drop a marker at one of the four cardinals of the map, and hold its sword and cape out to either side of it. This will indicate where the boss is moving to, as well as what mechanic will be performed. If the sword is glowing, the boss will use a massive cleave that can only be avoided by standing directly next to the wall where the marker is. If the cape is glowing,&lt;br /&gt;
&lt;br /&gt;
The boss will follow this up with another &#039;&#039;&#039;Elegant Evisceration&#039;&#039;&#039;, then use another &#039;&#039;&#039;Bloodrake&#039;&#039;&#039;, dealing raidwide damage. This time, however, the boss will tether to three of the tiles, leaving the untethered tile as a safe zone for a later mechanic. The boss will remove the floor tiles and cast &#039;&#039;&#039;Setting the Scene&#039;&#039;&#039; again, shifting their locations. Players must remember which tile was their safe zone for later.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Belone&#039;&#039;&#039;: All players will receive a debuff. Tanks and healers receive &#039;&#039;&#039;Acting DPS&#039;&#039;, while two DPS will receive &#039;&#039;&#039;Acting Tank&#039;&#039;&#039; and the remaining two will receive &#039;&#039;&#039;Acting Healer&#039;&#039;&#039;. Later on, players will need to grab an orb tethered to a player that corresponds to their debuff, and the orbs must be grabbed in pairs, as the orbs deal split damage, and will kill a singular player. &lt;br /&gt;
* &#039;&#039;&#039;Elemental Belone&#039;&#039;&#039;: Debuffs all players with &#039;&#039;&#039;Elemental Resistance Down&#039;&#039;&#039;, which means that players not standing on the correct panel later will die.&lt;br /&gt;
&lt;br /&gt;
The boss will use another heavy-hitting &#039;&#039;&#039;Bloodrake&#039;&#039;&#039;, requiring mitigation and healing, then will cast &#039;&#039;&#039;Belone Bursts&#039;&#039;&#039;, summoning the orbs to the field. Each orb will have a marker over it indicating which players need to take it. To make this mechanic easier, it is recommended that players group up according to their debuff, so tanks group together, healers group together, then the &#039;&#039;&#039;Acting Tanks&#039;&#039;&#039; grop together, and the &#039;&#039;&#039;Acting Healers&#039;&#039;&#039; group together, then each stand in a pre-marked position (usually each group will stand in the inner corner of each panel), making it easy for players to identify which orbs they need to take. Once the orbs tether, players can set about running into them. It should be noted as well that each orb explodes in a large AoE, and also debuffs any player hit with a stack of &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;, meaning that players can only be hit by two orbs. If the stack reaches three, the player will be debuffed with &#039;&#039;&#039;Doom&#039;&#039;&#039; and will die. Soon after the boss will begin casting &#039;&#039;&#039;Periaktoi&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Periaktoi&#039;&#039;&#039;: The boss will cause all tiles to erupt, so players must stand on the tile that was previously untethered to, or they will die.&lt;br /&gt;
&lt;br /&gt;
The boss will perform another &#039;&#039;&#039;Bloodrake&#039;&#039;&#039;, tethering to each player and dealing heavy raidwide damage, then will cast &#039;&#039;&#039;Belone Coils&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Belone Coils&#039;&#039;&#039;: The boss will spawn four circles, with either the DPS or healer/tank symbols crossed out in them. This indicates which role can handle the circles. At the same time, the boss will use &#039;&#039;&#039;Inversive Chlamys&#039;&#039;&#039;, which the remaining four players must grab and move away from the circles to avoid overlapping damage. These attacks will resolve at the same time, then the fight will continue. The boss will cast &#039;&#039;&#039;Aetheric Chlamys&#039;&#039;&#039;, storing the aether of the players who picked up the tethers. This will be followed by another &#039;&#039;&#039;Bloodrake&#039;&#039;&#039; and another &#039;&#039;&#039;Belone Coils&#039;&#039;&#039; and &#039;&#039;&#039;Director&#039;s Belone&#039;&#039;&#039;, meaning the players that aren&#039;t in the circles need to grab the debuffs if they land on other players. Another &#039;&#039;&#039;Inversive Chlamys&#039;&#039;&#039; which will be picked up and moved away from the debuffed players. Again, these attacks and debuffs will all resolve at the same time.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will use another&#039;&#039;&#039;Decollation&#039;&#039;&#039;, so healing and mitigation are advised, followed by another &#039;&#039;&#039;Elegant Evisceration&#039;&#039;&#039;. For this phase, the boss will repeat the &#039;&#039;&#039;Setting the Scene&#039;&#039;&#039;/&#039;&#039;&#039;Pinax&#039;&#039;&#039;/&#039;&#039;&#039;Shift&#039;&#039;&#039; mechanics, followed by three casts of &#039;&#039;&#039;Decollation&#039;&#039;&#039;, then become untargetable and cast a hard enrage &#039;&#039;&#039;Decollation&#039;&#039;&#039;. The boss must reach less than 50% health before becoming untargetable or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
====Phase 2====&lt;br /&gt;
Reaching this point in the fight acts as a checkpoint, so if the party wipes, they will restart from here. Note that leaving the battle and restarting will erase this checkpoint.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Searing Stream&#039;&#039;&#039;: Unavoidable raidwide AoE. Mitigate and heal through.&lt;br /&gt;
* &#039;&#039;&#039;Akanthai: Act 1&#039;&#039;&#039;: The boss will summon several overlapping AoEs and towers. These will initially do nothing and disappear. Once they leave the screen, several dark thorns will drop on to the arena, demonstrating where and when mechanics will resolve, and the boss will cast another &#039;&#039;&#039;Searing Stream&#039;&#039;&#039;. The boss will then begin tethering to the thorns, showing what order they will erupt in. Generally, the boss will tether to either the north/south or east/west thorns, indicating they will erupt first, then the thorns where the towers were, indicating players need to stand in those next, then finally the last set of thorns that weren&#039;t tethered to before. These will erupt in quick succession, requiring players to pay attention, move to the safe zones between the massive AoEs, cover towers, then move to the next safe zones.&lt;br /&gt;
* &#039;&#039;&#039;Near/Farsight&#039;&#039;&#039;: The boss will target either the two closest or two furthest players at the end of the cast (based on which attack used) and deliver a heavy hitting tankbuster to them. Tanks need to mitigate and move to the correct location before the cast finishes.&lt;br /&gt;
* &#039;&#039;&#039;Akanthai: Act 2&#039;&#039;&#039;: Similar to the first act, the boss will show where the towers and AoEs will originate, then they will disappear and be replaced by thorns. The boss will cast &#039;&#039;&#039;Demigod Double&#039;&#039;&#039;, a double tankbuster requiring either both tanks to stack or an invulnerability skill. The boss will then begin tethering to thorns again, demonstrating the safe zones and when mechanics will come out. Then the boss will tether players together with colored orbs over their heads. The orbs will disappear and each player will receive a &#039;&#039;&#039;Thornpriclked&#039;&#039;&#039; debuff, indicating they are under the effect of a tether. The tethers can be broken if the tethered players move far enough apart, which will be indicated by the tether changing color from blue to dark red/black, before triggering a specific effect centered on each player around two seconds after the tether changes color.&lt;br /&gt;
** &#039;&#039;&#039;Red Orb&#039;&#039;&#039;: A medium-sized group soak AoE.  Will do significantly increased damage if the Thornprickled debuff naturally expires.&lt;br /&gt;
** &#039;&#039;&#039;Purple Orb&#039;&#039;&#039;: Raidwide AoE. Will do significantly increased damage if the Thornprickled debuff naturally expires.&lt;br /&gt;
** &#039;&#039;&#039;Green Orb&#039;&#039;&#039;: Instant death to both players if the tether is broken. Will do no damage if the Thornprickled debuff naturally expires.&lt;br /&gt;
** Each set of orbs exploding will result in a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff, meaning getting hit by any other mechanic will result in death.&lt;br /&gt;
One tank and one healer and a DPS pair will receive &#039;&#039;&#039;Red Orbs&#039;&#039;&#039;, the remaining healer will receive a &#039;&#039;&#039;Purple Orb&#039;&#039;&#039;, the second DPS pair will receive a &#039;&#039;&#039;Green Orb&#039;&#039;&#039; and finally the remaining tank will receive nothing. The mechanic is resolved by breaking the tethers or letting the mechanic naturally time out. When the mechanic resolves, the effect of the orbs will occur. The boss will also cast &#039;&#039;&#039;Dark Design&#039;&#039;&#039;, dropping AoEs under all players. To handle this mechanic, it is recommended that players position themselves under the boss to bait the AoEs, then have the purple orb players break their tether, then stand in the first set of tethered towers. The DPS players with the red orbs will move to one safe zone to avoid the boss&#039;s tethered AoEs with the tank with a red orb, while the healer with the other red orb will move to the other side of the map with the DPS players that have the green orbs. This will break the other tether, and since players are stacked this will mitigate the damage. Free from their tethers, after the AoEs resolve, the other tank and healer will move to the next set of towers to soak them, then the two DPS with the red orbs will separate, resulting in the other two tethers breaking. Once all the AoEs have resolved, all the tethers should be broken and all the attacks should be mitigated.&lt;br /&gt;
* &#039;&#039;&#039;Ultimate Impulse&#039;&#039;&#039;: High damage roomwide AoE that needs to be mitigated and healed through.&lt;br /&gt;
* &#039;&#039;&#039;Akanthai: Act 3&#039;&#039;&#039;: The boss shows 8 towers and a roomwide knockback from the center of the arena. The boss will tether to four towers on one side, then the other. The knockback will come between the two sides&#039; towers resolving. The boss will then cast &#039;&#039;&#039;Kothornos Kick&#039;&#039;&#039;, leaping to the player that is the furthest away, dealing damage and placing a &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff on them while knocking everyone nearby away. four players (preferably ranged) will soak the towers while a player baits the kick over near the other towers. The boss will then target the three closest players with an attack, so it is recommended that the player who just got hit by the kick move away while melee players move in. During this time the first four towers will resolve, then almost immediately after the knockback will occur. It is recommended to use a knockback resist skill, as it will be difficult to reach the center of the arena for all players before the knockback occurs. The players that previously baited the attacks from the boss should now be near towers to soak the next attack. The boss will then repeat the &#039;&#039;&#039;Kothornos Kick&#039;&#039;&#039; mechanic, this time with no castbar. The ranged players near the first tower will draw the kick, then the remaining players on that side will move in to the hitbox to bait the close range attack. The boss will then use another &#039;&#039;&#039;Near/Farsight&#039;&#039;&#039;, so players should move accordingly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heart Stake&#039;&#039;&#039;: The boss attacks the top two players in the enmity list, dealing heavy damage and a significant &#039;&#039;&#039;Bleed&#039;&#039;&#039; debuff. Healing is recommended.&lt;br /&gt;
* &#039;&#039;&#039;Akanthai: Act 4&#039;&#039;&#039;: The boss will show four towers and four AoEs, then cast &#039;&#039;&#039;Searing Stream&#039;&#039;&#039;, which should be mitigated. Players will then be tethered to either an AoE thorn or a tower thorn, and marked with either a blue or purple orb:&lt;br /&gt;
** &#039;&#039;&#039;Blue Orb&#039;&#039;&#039;: Players deal damage in a point blank AoE.&lt;br /&gt;
** &#039;&#039;&#039;Purple Orb&#039;&#039;&#039;: Players deal a roomwide AoE.&lt;br /&gt;
To handle this mechanic, first mitigate the second &#039;&#039;&#039;Searing Stream&#039;&#039;&#039; the boss casts, then the blue orb players (tethered to towers) should move across the arena to the opposite thorn, plus one in a clockwise direction. Purple orb players should move clockwise one thorn. When the blue orb tethers break, they will also cause the towers to explode, which should be where the purple orb players are standing. Once the blue tethers are broken, players will meet in the middle and rotate clockwise around the edge of the arena, breaking purple tethers one by one, dealing room wide damage while also setting off the AoE&#039;s they are tethered to on the other side of the arena. Players should break these slowly but steadily, as they also inflict a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff, making subsequent hits deal heavy damage. The boss will also begin casting &#039;&#039;&#039;Ultimate Impulse&#039;&#039;&#039;, so the tethers should all be broken before that, players should all be healed up, and mitigation should be applied to survive. Another &#039;&#039;&#039;Searing Stream&#039;&#039;&#039; will follow this.&lt;br /&gt;
* &#039;&#039;&#039;Akanthai: Finale&#039;&#039;&#039;: The boss will show eight towers, dropping thorns, then will summon additional thorns behind some of the towers. The extra thorns will tether to players, giving them a small point blank AoE that will knock back anyone hit by it. The AoEs also deal a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff, so simply move towards the tower and spread out to avoid overlapping damage. The boss will also cast &#039;&#039;&#039;Fleeting Impulse&#039;&#039;&#039;, firing dark orbs at each player in turn. Players need to pay attention to this, as this will determine what tower a player needs to soak in what order. Once all players have been hit, the boss will begin tethering to towers one by one. Players will position themselves in order based on what number orb hit them and what number tower the boss tethered to (for example, if a player is hit by the third orb fired, they will stand in the third tower the boss tethers to). The boss will follow this mechanic with another &#039;&#039;&#039;Near/Farsight&#039;&#039;&#039; and &#039;&#039;&#039;Searing Stream&#039;&#039;&#039;, so players should move accordingly and healers should be ready. The boss will use another &#039;&#039;&#039;Demigod Double&#039;&#039;&#039;, so tanks should be ready to split this attack.&lt;br /&gt;
* &#039;&#039;&#039;Akanthai: Curtain Call&#039;&#039;&#039;: Each player will be tethered to a thorn, and receive a purple orb over their head, which will deal a raidwide AoE and a short &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff, meaning each tether needs to be staggered to survive the attack. There are four different timers for the &#039;&#039;&#039;Thornpricked&#039;&#039;&#039; debuff before the tether breaks: 12s, 22s, 32s, and 42s. Each DPS will have one of these timers, and each tank and healer will have one of these timers. To handle this mechanic, The DPS player in each pair should break their tether first at 12 seconds, then five seconds later, after the debuff wears off, the tank or healer with the same timer should break theirs at seven seconds. This will stagger the debuffs enough for everyone to survive. During this, the boss will cast &#039;&#039;&#039;Hell&#039;s Sting&#039;&#039;&#039;, firing several conal AoEs out towards the edges of the arena, then the safe spaces in between each AoE will also explode. Players need to dodge out of the AOEs, then back into the area where they were to avoid the second hit. Getting hit by either of these will result in a &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff, lowering DPS output.&lt;br /&gt;
&lt;br /&gt;
Once all the tethers have been broken, the boss will cast another &#039;&#039;&#039;Ultimate Impulse&#039;&#039;&#039;, requiring healing and mitigation, then the mechanic will repeat again and can be handled in the exact same way. Finally, the boss will slow cast &#039;&#039;&#039;Ultimate Impulse&#039;&#039;&#039; as an enrage, and must be defeated before the cast finishes, or the party will wipe and return to the start of the phase.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*1 {{Item icon|Asphodelos Mythos IV}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Asphodelos Longsword}}&lt;br /&gt;
{{Drops table row|Asphodelos War Hammer}}&lt;br /&gt;
{{Drops table row|Asphodelos Claymore}}&lt;br /&gt;
{{Drops table row|Asphodelos Bayonet}}&lt;br /&gt;
{{Drops table row|Asphodelos Trident}}&lt;br /&gt;
{{Drops table row|Asphodelos War Scythe}}&lt;br /&gt;
{{Drops table row|Asphodelos Knuckles}}&lt;br /&gt;
{{Drops table row|Asphodelos Samurai Blade}}&lt;br /&gt;
{{Drops table row|Asphodelos Daggers}}&lt;br /&gt;
{{Drops table row|Asphodelos Harp Bow}}&lt;br /&gt;
{{Drops table row|Asphodelos Arquebus}}&lt;br /&gt;
{{Drops table row|Asphodelos Tathlums}}&lt;br /&gt;
{{Drops table row|Asphodelos Staff}}&lt;br /&gt;
{{Drops table row|Asphodelos Grimoire}}&lt;br /&gt;
{{Drops table row|Asphodelos Foil}}&lt;br /&gt;
{{Drops table row|Asphodelos Cane}}&lt;br /&gt;
{{Drops table row|Asphodelos Codex}}&lt;br /&gt;
{{Drops table row|Asphodelos Orrery}}&lt;br /&gt;
{{Drops table row|Asphodelos Pendulums}}&lt;br /&gt;
{{Drops table row|Asphodelos Shield}}&lt;br /&gt;
{{Drops table row|Asphodelos Chest Gear Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Asphodelos Weapon Coffer}}&lt;br /&gt;
{{Drops table row|Demi-Phoinix Horn}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Aglaia&amp;diff=428054</id>
		<title>Aglaia</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Aglaia&amp;diff=428054"/>
		<updated>2022-04-14T14:38:15Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Bosses */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = Aglaia&lt;br /&gt;
| description = In the course of investigating the legendary phantom realm on behalf of the Students of Baldesion, you have encountered four mysterious beings who claim to be of the Twelve, the guardian deities of Eorzean myth. They declare that, in Hydaelyn&#039;s absence, they are the rightful rulers of the star, and you must prove your strength if mankind is to remain the master of his own destiny. While you know precious little about these self-proclaimed divinities, the potential threat they pose cannot be denied. So it is that you resolve to answer their challenge, and prepare for a foray into their sanctum...&lt;br /&gt;
| image = Aglaia.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 565&lt;br /&gt;
| size = alliance&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| roulette = alliance raid&lt;br /&gt;
| tomestones = 100 Aphorism + 20 Astronomy&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = The Realm of the Gods&lt;br /&gt;
| patch = 6.1&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
It is the first part of [[Myths of the Realm]].&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Clear Ingenuity&#039;s Foothold: 0/1&lt;br /&gt;
* Clear the Path: 0/1&lt;br /&gt;
* Clear the Monument to Destruction: 0/1&lt;br /&gt;
* Clear the Endless City: 0/1&lt;br /&gt;
* Clear the Circle of Inquiry: 0/1&lt;br /&gt;
* Clear the Two Halls: 0/1&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
{{#ev:youtube|5Vj9kzGFZPg|350|right|Video guide by Mrhappy1227}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Byregot (Boss)|Byregot]]===&lt;br /&gt;
*&#039;&#039;&#039;Byregot&#039;s Ward&#039;&#039;&#039;: Tankbuster.&lt;br /&gt;
*&#039;&#039;&#039;Ordeal of Thunder&#039;&#039;&#039;: Unavoidable raidwide damage.&lt;br /&gt;
*&#039;&#039;&#039;Byregot&#039;s Strike&#039;&#039;&#039;: Knockback from a random point around the middle of the arena. &lt;br /&gt;
*&#039;&#039;&#039;Builder&#039;s Build&#039;&#039;&#039;: This attack is combined with Byregot&#039;s Strike. Around Byregot will sprout 4 thin conal AoEs. They will not start from the boss&#039;s current position but will be translated into the center of the Byregot&#039;s Strike&#039;s knockback circle.&lt;br /&gt;
The boss will then transition into a different arena, knocking out two sides and replacing the floor with blocks. Hammers will then appear next to the blocks, which will knock the blocks 1 tile to the side after a few seconds. Anyone whose blocks slide beneath their feet will fall to their death.&lt;br /&gt;
*&#039;&#039;&#039;???&#039;&#039;&#039;: A purple hammer will appear on a single tile. This hammer will create a line AoE in a long column, and can be pushed if the row it is on has a hammer on it. Players must predict the movement of the purple hammer while making sure not to have the ground fall beneath their feet to another hammer.&lt;br /&gt;
*&#039;&#039;&#039;Byregot&#039;s Spire&#039;&#039;&#039;: Byregot will jump to one side and start casting a massive line AoE in the center 3 columns. Meanwhile, hammers appear on the outside to push the blocks just before the cast goes off. Players must predict where the blocks will be knocked by avoiding the center 3 columns and standing on a row in the center that will be knocked to another side and standing in the freshly made safe area.&lt;br /&gt;
*&#039;&#039;&#039;Reproduce&#039;&#039;&#039;: Byregot will split up into 5 clones of himself placed on the longer wall, which each cast &#039;&#039;&#039;Cloud to Ground&#039;&#039;&#039;, a circle AoE that will travel in a line down the arena. Some of the clones will have lightning surrounding them, meaning that their AoEs will travel faster than the ones that do not have lightning.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Rhalgr&#039;s Emissary]]===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Destructive Strike&#039;&#039;&#039;: Cleave tankbuster.&lt;br /&gt;
*&#039;&#039;&#039;Bolts from the Blue&#039;&#039;&#039;: Unavoidable raidwide damage.&lt;br /&gt;
*&#039;&#039;&#039;Destructive Static&#039;&#039;&#039;: The boss will hold its axe along one shoulder and cleave the other half of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Bolt&#039;&#039;&#039;: Two bolts of lightning will come out from the boss and draw a line to the wall, turn 90 degrees, and back again. Any players caught in the drawn area will be hit with heavy damage. After the attack, puddles will appear on random players.&lt;br /&gt;
*&#039;&#039;&#039;Boltloop&#039;&#039;&#039;: Two circle AoEs will appear on opposite sides of the arena, followed by an expanding donut AoE.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Rhalgr (Boss)|Rhalgr]]===&lt;br /&gt;
*&#039;&#039;&#039;Lightning Reign&#039;&#039;&#039;: Unavoidable raidwide damage.&lt;br /&gt;
*&#039;&#039;&#039;Advent of the Eighth&#039;&#039;&#039;: Two colored portals will appear, splitting the arena in two. Rhalgr will pull back one of his hands, casting &#039;&#039;&#039;Hand of the Destroyer&#039;&#039;&#039; and preparing to punch one colored portal, hitting the same colored half with a massive fist AoE.&lt;br /&gt;
*&#039;&#039;&#039;Broken World&#039;&#039;&#039;: A flare comet will appear on the bottom of the hand. If this is casted in addition to &#039;&#039;&#039;Advent of the Eighth&#039;&#039;&#039;, the mechanics will change. If Rhalgr is punching the portal next to the comet, he will break the comet into pieces and spread the flare marker across the fingers of the hand, leaving the only safe zone directly under the comet. Otherwise, the hand will punch half of the arena and the flare marker will resolve as normal, followed by an unavoidable circle AoE on random players.&lt;br /&gt;
*&#039;&#039;&#039;Rhalgr&#039;s Beacon&#039;&#039;&#039;: A knockback circle will appear in the center of the arena, as well as 5 green arrow lines indicating where you will be knocked back. Players must make sure they position on a line that goes up one of the fingers, as they will stop the knockback. &lt;br /&gt;
**&#039;&#039;&#039;Hell of Lightning&#039;&#039;&#039; Places purple lightning orbs on some of the fingers, which should be avoided when deciding where to be knocked back into.&lt;br /&gt;
*&#039;&#039;&#039;Bronze Work&#039;&#039;&#039;: Two sets of thin conal AoEs will appear from the boss. Stand in the second cone AoE and then move out of it when the first one goes off.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Lion of Aglaia]] and [[Lioness of Aglaia]]===&lt;br /&gt;
*&#039;&#039;&#039;Double Immolation&#039;&#039;&#039;: Unavoidable raidwide damage.&lt;br /&gt;
*&#039;&#039;&#039;Slash and Burn&#039;&#039;&#039;: One lion will be marked with a donut AoE while the other will be marked with a circle AoE. The dots above them show the order in which the mechanics resolve.&lt;br /&gt;
*&#039;&#039;&#039;Roaring Blaze&#039;&#039;&#039;: The two lions will each mark half of the arena in front of them with an AoE. The dots above them show the order in which they resolve.&lt;br /&gt;
When a lion is killed, the mechanics will simplify.&lt;br /&gt;
*&#039;&#039;&#039;Roaring Blaze&#039;&#039;&#039;: Cleaves half of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Trial by Fire&#039;&#039;&#039;: Circle AoE in the center of the arena.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Azeyma (Boss)|Azeyma]]===&lt;br /&gt;
*&#039;&#039;&#039;Warden&#039;s Warmth&#039;&#039;&#039;: Three tankbusters.&lt;br /&gt;
*&#039;&#039;&#039;Warden&#039;s Prominence&#039;&#039;&#039;: Unavoidable raidwide damage.&lt;br /&gt;
*&#039;&#039;&#039;Solar Wings&#039;&#039;&#039;: Two wide cones to the boss&#039;s flanks, along with 6 fiery orbs where the AoE hit that explode after some time. Sometimes, clones will appear and the boss will cast &#039;&#039;&#039;Haute Air&#039;&#039;&#039;, kicking the orbs in the direction that the clones are facing. Players must predict the trajectory of the orbs to not get hit by a stray orb.&lt;br /&gt;
*&#039;&#039;&#039;Solar Fans&#039;&#039;&#039;: Two fans will start from the boss and move to opposite walls with a line AoE trailing behind them.&lt;br /&gt;
**&#039;&#039;&#039;Radiant Rhythm&#039;&#039;&#039;: The fans will repeatedly move 90 degrees around the edge of the arena.&lt;br /&gt;
**&#039;&#039;&#039;Radiant Finish&#039;&#039;&#039;: Both fans will explode in two massive circle AoEs.&lt;br /&gt;
*&#039;&#039;&#039;Solar Fold&#039;&#039;&#039;: The arena will be divided into four quadrants with bars of flame.&lt;br /&gt;
*&#039;&#039;&#039;Fleeting Spark&#039;&#039;&#039;: A large 270 degree cleave to the boss&#039; front and flanks.&lt;br /&gt;
**&#039;&#039;&#039;Sun&#039;s Shine&#039;&#039;&#039;: Clones will appear on the edge of the arena. After a while, the clones will blow the fire into the quadrant after the wind passes a bar of fire. Note that this does not affect the quadrant directly in front of it.&lt;br /&gt;
*&#039;&#039;&#039;Wildfire Ward&#039;&#039;&#039;: A large portion of the arena will be covered in flame, leaving only a triangle in the center safe. Three knockback lines will then appear in sequence. Players must memorize the sequence that they appear in and position themselves in the center or else they will be knocked into the fire.&lt;br /&gt;
*&#039;&#039;&#039;Noble Dawn&#039;&#039;&#039;: A flaming ball will appear in the center and highlight random areas for fiery circle puddles, which then expand into a medium circle AoE.&lt;br /&gt;
**&#039;&#039;&#039;Sublime Sunset&#039;&#039;&#039;: Azeyma positions herself to kick the flaming ball into one side of the map, placing a flare AoE at where it will be kicked to.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] The Traders: [[Nald&#039;thal (Boss)|Nald&#039;thal]]===&lt;br /&gt;
*&#039;&#039;&#039;Golden Tenet&#039;&#039;&#039;: Split tankbuster, which can be shared with 3 tanks or invulned.&lt;br /&gt;
*&#039;&#039;&#039;As Above, So Below&#039;&#039;&#039;: Unavoidable raidwide damage.&lt;br /&gt;
*&#039;&#039;&#039;Hells&#039; Trial&#039;&#039;&#039;: Stronger unavoidable raidwide damage.&lt;br /&gt;
*&#039;&#039;&#039;Heat Above, Flames Below&#039;&#039;&#039;: The ground will be marked with orange and blue, and four indicators will start floating around the boss. The color of indicator will correspond with the area that is attacked.&lt;br /&gt;
*&#039;&#039;&#039;Heavens&#039; Trial&#039;&#039;&#039;: Three unavoidable conal AoEs on 3 random players and a stack marker.&lt;br /&gt;
*&#039;&#039;&#039;Far Above, Deep Below&#039;&#039;&#039;: Three following AoEs on 3 random players and a line stack marker.&lt;br /&gt;
*&#039;&#039;&#039;Once Above, Ever Below&#039;&#039;&#039;: Two colored moving AoEs will appear on the ground, and four indicators will start floating around the boss. The color of the indicator will go off, and the opposite will not go off. Players should position in between the color that is not shown, as the moving AoEs will hit the other three quadrants.&lt;br /&gt;
*&#039;&#039;&#039;Hell of Fire&#039;&#039;&#039;: Half of the arena will be lit with purple lasers and will be cleaved. Sometimes, the lasers will turn around and hit the other side of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Wayward Soul&#039;&#039;&#039;: Large balls will fall from the sky, leaving a large circle AoE where they fall. This ends with a section where the balls fall in a spiral and players must move in a circle around the boss.&lt;br /&gt;
*&#039;&#039;&#039;Fired Up&#039;&#039;&#039;: Several positions on the arena will be marked with diamonds indicating the order they will go off as well as circular indicator above them. If the indicator is a blue dot, a circle AoE will appear at its position. If the indicator is a yellow dot with arrows expanding arrows, a knockback will appear at its position. The boss will release the indicators after casting &#039;&#039;&#039;Fortune&#039;s Flux&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Soul&#039;s Measure&#039;&#039;&#039;: The boss will create 3 adds and tether each alliance to them, and the adds will take on the appearance of a random party member. &lt;br /&gt;
**&#039;&#039;&#039;Twingaze&#039;&#039;&#039;: A thin cone AoE targeting a random player.&lt;br /&gt;
**&#039;&#039;&#039;Magmatic Spell&#039;&#039;&#039;: Three stack markers that should be taken separately by each alliance.&lt;br /&gt;
*&#039;&#039;&#039;Balance&#039;&#039;&#039;: Nald&#039;thal measures the weight of your souls, as well as the souls of the adds you killed. The arena is split in half, and players must work together to keep the scale balanced. Each player counts as 1 weight and each dead add counts as 8 weight. If the scales are unbalanced at all, the alliance will be wiped.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Byregot (Boss)|Byregot]]===&lt;br /&gt;
*{{tomestone|Aphorism|10}} [[Allagan Tomestone of Aphorism]]&lt;br /&gt;
{{Drops list|Byregot (Boss)}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Rhalgr (Boss)|Rhalgr]]===&lt;br /&gt;
*{{tomestone|Aphorism|20}} [[Allagan Tomestone of Aphorism]]&lt;br /&gt;
{{Drops list|Rhalgr (Boss)}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Azeyma (Boss)|Azeyma]]===&lt;br /&gt;
*{{tomestone|Aphorism|30}} [[Allagan Tomestone of Aphorism]]&lt;br /&gt;
{{Drops list|Azeyma (Boss)}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] [[Nald&#039;thal (Boss)|Nald&#039;thal]]===&lt;br /&gt;
*{{tomestone|Aphorism|40}} [[Allagan Tomestone of Aphorism]]&lt;br /&gt;
*{{tomestone|Astronomy|20}} [[Allagan Tomestone of Astronomy]]&lt;br /&gt;
*{{Item icon|Aglaia Coin}} (Drops at a fixed rate)&lt;br /&gt;
&lt;br /&gt;
{{Drops list|Nald&#039;thal (Boss)}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Wind-up Azeyma}}&lt;br /&gt;
{{Drops table row|Pilgrimage Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Radiance Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|In the Balance Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Nald Card}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
You can receive only one reward item per week for completing duties in Aglaia. In the event you are awarded an item from the loot list, you relinquish your right to vie for all remaining items regardless of whether you selected Need or Greed.&lt;br /&gt;
* Reward eligibility is reset every Tuesday at 1:00 a.m. (PDT)&lt;br /&gt;
&lt;br /&gt;
Each party in the alliance will receive its own treasure chest, the contents of which will be identical regardless of the route taken.&lt;br /&gt;
* Players cannot open a treasure chest belonging to another party.&lt;br /&gt;
&lt;br /&gt;
===Completion Reward===&lt;br /&gt;
Upon completing Aglaia, players can also earn a separate reward once per week: two {{item icon|Cracked Anthocluster}}s and one [[Aglaia Coin]]. The Aglaia Coin can be exchanged with [[Nesvaaz]] in [[Radz-at-Han]] (X:10.6 Y:10.0) for items used to enhance equipment purchased with {{tomestone|Astronomy}} [[Allagan Tomestone of Astronomy]].&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Gear Images===&lt;br /&gt;
&amp;lt;gallery heights=225px widths=400px mode=packed&amp;gt; &lt;br /&gt;
Aglaia gear1.png&lt;br /&gt;
Aglaia gear2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dungeon Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Myths of the Realm1.jpg&lt;br /&gt;
File:Myths of the Realm2.jpg&lt;br /&gt;
File:Myths of the Realm3.jpg&lt;br /&gt;
File:Myths of the Realm4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Raids]] [[Category:Endwalker]] [[Category:Patch 6.1 Features]]&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Endsinger%27s_Aria&amp;diff=427904</id>
		<title>The Minstrel&#039;s Ballad: Endsinger&#039;s Aria</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Endsinger%27s_Aria&amp;diff=427904"/>
		<updated>2022-04-13T20:27:41Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Guide */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Final Day}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Had the Endsinger succeeded in gathering but a few more stars&#039; worth of despair─or even that of a few more souls─might the darkness you faced have been so deep, not even the light of hope kindled by your comrades could pierce it? So muses the wandering minstrel, and by his consummately evocative words, you find your mind set adrift amidst that unsettling possibility, where you can rely upon naught save your own conviction to overcome the ultimate incarnation of despair...&lt;br /&gt;
| image = The Minstrel&#039;s Ballad The Endsinger&#039;s Aria.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 580&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = 20 Aphorism + 10 Astronomy&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = I Wandered Sharlayan as a Minstrel &lt;br /&gt;
| patch = 6.1&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|xgjFwBBk5pc|350|right|Video guide by Mrhappy1227}}&lt;br /&gt;
{{#ev:youtube|AWtNrPfzp28|350|right|Animated guide}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[The Endsinger]]===&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*Each player will receive 2 {{Item icon|Ultimatum Token}} per kill. Collect 10 tokens to exchange for a weapon at [[Nesvaaz]] in [[Radz-at-Han]] (X:10.6 Y:10.0).&lt;br /&gt;
*{{Item icon|Meteion Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Bluefeather Sword}}&lt;br /&gt;
{{Drops table row|Bluefeather Axe}}&lt;br /&gt;
{{Drops table row|Bluefeather Faussar}}&lt;br /&gt;
{{Drops table row|Bluefeather Bayonet}}&lt;br /&gt;
{{Drops table row|Bluefeather Halberd}}&lt;br /&gt;
{{Drops table row|Bluefeather Zaghnal}}&lt;br /&gt;
{{Drops table row|Bluefeather Tonfa}}&lt;br /&gt;
{{Drops table row|Bluefeather Tachi}}&lt;br /&gt;
{{Drops table row|Bluefeather Knives}}&lt;br /&gt;
{{Drops table row|Bluefeather Longbow}}&lt;br /&gt;
{{Drops table row|Bluefeather Musketoon}}&lt;br /&gt;
{{Drops table row|Bluefeather Doomsbanes}}&lt;br /&gt;
{{Drops table row|Bluefeather Rod}}&lt;br /&gt;
{{Drops table row|Bluefeather Grimoire}}&lt;br /&gt;
{{Drops table row|Bluefeather Rapier}}&lt;br /&gt;
{{Drops table row|Bluefeather Wand}}&lt;br /&gt;
{{Drops table row|Bluefeather Codex}}&lt;br /&gt;
{{Drops table row|Bluefeather Torquetum}}&lt;br /&gt;
{{Drops table row|Bluefeather Wings}}&lt;br /&gt;
{{Drops table row|Bluefeather Shield}}&lt;br /&gt;
{{Drops table row|Blue Feather}}&lt;br /&gt;
{{Drops table row|Bluefeather Weapon Coffer}}&lt;br /&gt;
{{Drops table row|Bluefeather Lynx Flute}}&lt;br /&gt;
{{Drops table row|Faded Copy of The Final Day}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:The Endsingers Aria.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Endsinger%27s_Aria&amp;diff=427771</id>
		<title>The Minstrel&#039;s Ballad: Endsinger&#039;s Aria</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Endsinger%27s_Aria&amp;diff=427771"/>
		<updated>2022-04-13T15:11:13Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Guide */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Final Day}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Had the Endsinger succeeded in gathering but a few more stars&#039; worth of despair─or even that of a few more souls─might the darkness you faced have been so deep, not even the light of hope kindled by your comrades could pierce it? So muses the wandering minstrel, and by his consummately evocative words, you find your mind set adrift amidst that unsettling possibility, where you can rely upon naught save your own conviction to overcome the ultimate incarnation of despair...&lt;br /&gt;
| image = The Minstrel&#039;s Ballad The Endsinger&#039;s Aria.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 580&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = 20 Aphorism + 10 Astronomy&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = I Wandered Sharlayan as a Minstrel &lt;br /&gt;
| patch = 6.1&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|xgjFwBBk5pc|350|right|Video guide by Mrhappy1227}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[The Endsinger]]===&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*Each player will receive 2 {{Item icon|Ultimatum Token}} per kill. Collect 10 tokens to exchange for a weapon at [[Nesvaaz]] in [[Radz-at-Han]] (X:10.6 Y:10.0).&lt;br /&gt;
*{{Item icon|Meteion Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Bluefeather Sword}}&lt;br /&gt;
{{Drops table row|Bluefeather Axe}}&lt;br /&gt;
{{Drops table row|Bluefeather Faussar}}&lt;br /&gt;
{{Drops table row|Bluefeather Bayonet}}&lt;br /&gt;
{{Drops table row|Bluefeather Halberd}}&lt;br /&gt;
{{Drops table row|Bluefeather Zaghnal}}&lt;br /&gt;
{{Drops table row|Bluefeather Tonfa}}&lt;br /&gt;
{{Drops table row|Bluefeather Tachi}}&lt;br /&gt;
{{Drops table row|Bluefeather Knives}}&lt;br /&gt;
{{Drops table row|Bluefeather Longbow}}&lt;br /&gt;
{{Drops table row|Bluefeather Musketoon}}&lt;br /&gt;
{{Drops table row|Bluefeather Doomsbanes}}&lt;br /&gt;
{{Drops table row|Bluefeather Rod}}&lt;br /&gt;
{{Drops table row|Bluefeather Grimoire}}&lt;br /&gt;
{{Drops table row|Bluefeather Rapier}}&lt;br /&gt;
{{Drops table row|Bluefeather Wand}}&lt;br /&gt;
{{Drops table row|Bluefeather Codex}}&lt;br /&gt;
{{Drops table row|Bluefeather Torquetum}}&lt;br /&gt;
{{Drops table row|Bluefeather Wings}}&lt;br /&gt;
{{Drops table row|Bluefeather Shield}}&lt;br /&gt;
{{Drops table row|Blue Feather}}&lt;br /&gt;
{{Drops table row|Bluefeather Weapon Coffer}}&lt;br /&gt;
{{Drops table row|Bluefeather Lynx Flute}}&lt;br /&gt;
{{Drops table row|Faded Copy of The Final Day}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:The Endsingers Aria.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_4&amp;diff=410821</id>
		<title>The Second Coil of Bahamut - Turn 4</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_4&amp;diff=410821"/>
		<updated>2022-02-22T00:48:34Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: Fix video guide layout.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = The Second Coil of Bahamut - Turn 4&lt;br /&gt;
| description = At a depth of 6329 yalms, your exhausted yet determined fellowship enters the hulk&#039;s operations deck. An impossible scene unfolds before you, the surreal landscape bathed in a crimson glare and holding the promise of epic conflict...&lt;br /&gt;
| image = The Second Coil of Bahamut - Turn 4.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 105&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| entrance = North Shroud&lt;br /&gt;
| entrance-coordinates = 20,27&lt;br /&gt;
| req-quest = Another Turn in the Coil&lt;br /&gt;
| patch = 2.2&lt;br /&gt;
| release = &lt;br /&gt;
}}&lt;br /&gt;
{{see also|The Second Coil of Bahamut}}&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
The Second Coil of Bahamut Turn 4 is also known as the &amp;quot;Turn 9&amp;quot; of Coil by players, which pits the players against [[Nael Deus Darnus]]. It is the hardest instance on [[patch 2.2]] of [[A Realm Reborn]]. The dungeon was first completed by the [[Free Company]] &#039;&#039;Order of the Blue Garter&#039;&#039; on Excalibur [[server]] on April 13, 2014.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Defeat Nael Deus Darnus.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Nael Deus Darnus]]==&lt;br /&gt;
{{#ev:youtube|K_lnPoQNu7w|350|right|MTQCapture Video Guide}}&lt;br /&gt;
&lt;br /&gt;
===Phase 1: 100%-65%===&lt;br /&gt;
*&#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;: Hard-hitting tankbuster on the main enmity target. Use cooldowns to mitigate.&lt;br /&gt;
*&#039;&#039;&#039;Ravensbeak&#039;&#039;&#039;: Tankbuster on the highest level enmity target. Players hit by this are debuffed with &#039;&#039;&#039;Raven Blight&#039;&#039;&#039;, which explodes on its resolution, dealing damage to the inflicted player and splash damage to anyone nearby.&lt;br /&gt;
*&#039;&#039;&#039;Stardust&#039;&#039;&#039;: A random player is targeted with a marker over their head. Shortly after, a comet will drop where the player is standing, and deals proximity damage. Players must be careful not to drop these meteors too close to each other, or they will explode and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Iron Chariot&#039;&#039;&#039;: The boss will perform &#039;&#039;&#039;Raven Dive&#039;&#039;&#039; on a random ranged DPS player, then use an AoE knockback, sending players nearby into the wall, causing death. Players can use a knockback skill to resist this.&lt;br /&gt;
*&#039;&#039;&#039;Thermonic Beam&#039;&#039;&#039;: A player is marked and is dealt massive damage. Players must stack with this marked player to split the damage, or the marked player will not survive.&lt;br /&gt;
*&#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039;: A donut AoE. Players must stand under the boss or out of range of this attack, as the boss recovers HP for damage dealt from this attack.&lt;br /&gt;
*&#039;&#039;&#039;Meteor Stream&#039;&#039;&#039;: Four random players are marked. Shortly afterwards, clones of the boss will drop on them and deal medium damage. &lt;br /&gt;
*&#039;&#039;&#039;Raven Dive&#039;&#039;&#039;: Performed before and after &#039;&#039;&#039;Iron Chariot&#039;&#039;&#039;. The boss will jump to a random ranged player, perform &#039;&#039;&#039;Iron Chariot&#039;&#039;&#039;, then jump back to the main tank.&lt;br /&gt;
*&#039;&#039;&#039;Dalamud Dive&#039;&#039;&#039;: After &#039;&#039;&#039;Meteor Stream&#039;&#039;&#039;, the boss will return and deal high damage to a tank.&lt;br /&gt;
These mechanics will repeat until the boss is reduced to 65% HP.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
During this phase, the boss will not be targetable. The boss will summon ads that must be dealt with appropriately. The boss will jump to the center of the arena and put up a shield, then three random players will be marked with green stone markers, with meteors dropped on them soon after. Players must drop these meteors around the arena in order to handle mechanics later. A common strategy is to drop one on each of the circles around the center of the arena. The boss will drop three meteors that will turn into &#039;&#039;&#039;Dalamud Spawn&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Dalamud Spawn&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Earthen Heart&#039;&#039;&#039;: Deals high damage on all players hit by the AoE and drops a blue puddle on the ground. Players who stand in this puddle will receive a &#039;&#039;&#039;Burns&#039;&#039;&#039; Damage over Time debuff that deals 1000 damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Strike&#039;&#039;&#039;: Deals heavy damage in an AoE that has a small safe zone.&lt;br /&gt;
&#039;&#039;&#039;Blue Dalamud Spawn&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Magnetism&#039;&#039;&#039;: Pulls in any players, ads or comets with in a small radius.&lt;br /&gt;
*&#039;&#039;&#039;Earthshock&#039;&#039;&#039;: high raid-wide damage and paralysis on all players. This attack must be interrupted.&lt;br /&gt;
&#039;&#039;&#039;Green Dalamud Spawn&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Demolish&#039;&#039;&#039;: Deals high raid-wide damage.&lt;br /&gt;
*&#039;&#039;&#039;Stone skull&#039;&#039;&#039;: A high-damage tankbuster.&lt;br /&gt;
*&#039;&#039;&#039;Boulder Clap&#039;&#039;&#039;: A cleave from the front of the ad&#039;s hitbox, deals high damage.&lt;br /&gt;
Players need to &#039;feed&#039; the boulders to the ads by bringing them near the comets, but a golem can only be fed three comets, or it will grow in size and wipe the raid. The red comets give a &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff, and the yellow comets give &#039;&#039;&#039;Haste&#039;&#039;&#039;. These buffs can stack. If these ads are brought too close to one another, they will tether, one will eat the other and grow large, wiping the raid.&lt;br /&gt;
About a minute after the ads spawn, the phase repeats and needs to be handled the same way. Another minute after this, the boss will begin counting down before it casts &#039;&#039;&#039;Megaflare&#039;&#039;&#039;. This attack will deal high damage to the party. If any comets remain on the field, they will explode and wipe the raid. If two or more golems still remain, they will fuse and wipe the raid. The arena will transform and the boss will jump into the air.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: 65%-47%===&lt;br /&gt;
*&#039;&#039;&#039;Dalamud Dive&#039;&#039;&#039;: This is the same attack from the first phase.&lt;br /&gt;
*&#039;&#039;&#039;Heavensfall&#039;&#039;&#039;: A large pillar will slam into the center of the arena and knock players back. If a player is under the tower when it drops, they die. The pillar will pulse out AoEs that go to the edge of the arena. If a player is hit by this, it will deal significant damage and debuff with &#039;&#039;&#039;Paralyze&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Supernova&#039;&#039;&#039;: Two random players will be targeted and hit by a black hole, which persist after casting. Players who step into these are dealt high damage and inflicted with the &#039;&#039;&#039;Heavy&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Bahamut&#039;s Claw&#039;&#039;&#039;: Hits the main target twice in a row for medium damage.&lt;br /&gt;
*&#039;&#039;&#039;Binding Coil&#039;&#039;&#039;: Deals a small amount of damage and debuffs with &#039;&#039;&#039;Garrote Twist&#039;&#039;&#039;, which applies stacks of &#039;&#039;&#039;Garrote&#039;&#039;&#039;. This debuff will immediately kill the player at 9 stacks.&lt;br /&gt;
After the first &#039;&#039;&#039;Heavensfall&#039;&#039;&#039;, a &#039;&#039;&#039;Ghost of Meracydia&#039;&#039;&#039; will spawn. The off tank needs to grab this ad, and it should be burned down quickly.&lt;br /&gt;
*&#039;&#039;&#039;Deadly Drive&#039;&#039;&#039;: Heavy-hitting tankbuster.&lt;br /&gt;
*&#039;&#039;&#039;Binding Chain&#039;&#039;&#039;: The ad will tether two random players together and begin applying stacks of &#039;&#039;&#039;Garrote&#039;&#039;&#039;. If the attack finishes casting, the tethered players will die.&lt;br /&gt;
The ad can also drop fire puddles, so players need to be sure to not stand in them.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: 47%-0%===&lt;br /&gt;
Once the boss reaches 47%, it will summon ads outside of the arena, and combine attacks from the first phase. Some attacks mechanics have also changed:&lt;br /&gt;
*&#039;&#039;&#039;Bahamut&#039;s Favor&#039;&#039;&#039;: Buffs the boss with a stacking &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff.&lt;br /&gt;
*&#039;&#039;&#039;Bahamut&#039;s Claw&#039;&#039;&#039;: This attack now hits 5 times in a row.&lt;br /&gt;
*&#039;&#039;&#039;Supernova&#039;&#039;&#039;: This attack now targets any player, including the main tank.&lt;br /&gt;
*&#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039; now pairs with &#039;&#039;&#039;Raven Dive&#039;&#039;&#039; instead of &#039;&#039;&#039;Iron Chariot&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Dalamud Dive&#039;&#039;&#039; Unchanged from the first phase but is paired now with &#039;&#039;&#039;Meteor Stream&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;The boss only uses &#039;&#039;&#039;Iron Chariot&#039;&#039;&#039; on the main tank instead of a random player.&lt;br /&gt;
The ads on the edge of the arena will occasionally fire attacks at randomly selected players, adding additional mechanics to the phase:&lt;br /&gt;
*&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;: A random player is targeted and deals a small amount of damage and debuffs with &#039;&#039;&#039;Thunderstruck&#039;&#039;&#039;. When this debuff resolves, it deals heavy damage to the player inflicted, as well as players close by in an AoE, and debuffs with &#039;&#039;&#039;Paralyze&#039;&#039;&#039; on anyone other than the originally debuffed player. This attack always fires &#039;&#039;&#039;Fireball&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Fireball&#039;&#039;&#039;: A random player is targeted and an AoE drops on them, and debuffs the player with &#039;&#039;&#039;Scorched&#039;&#039;&#039;, which makes the next &#039;&#039;&#039;Fireball&#039;&#039;&#039; hit extremely hard. However, each player will be cycled through before hitting the same character again. The only way to remove this debuff is to be hit by &#039;&#039;&#039;Iceball&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Iceball&#039;&#039;&#039;:  A random player is targeted and an AoE drops on them, and debuffs the player with &#039;&#039;&#039;Frostbitten&#039;&#039;&#039;, which makes the next &#039;&#039;&#039;Iceball&#039;&#039;&#039; hit extremely hard. However, each player will be cycled through before hitting the same character again. The only way to remove this debuff is to be hit by &#039;&#039;&#039;Fireball&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Cauterize&#039;&#039;&#039;: Two players are marked, and two dragons will drop on the first marked player, then another dragon will breathe fire on the second player in a wide frontal AoE, which everyone needs to be away from. To handle this, players need to move around the edge of the arena to drop these attacks away from the party.&lt;br /&gt;
The boss will cycle through these attacks with the dragons firing attacks and debuffs in a set order as well until around 13 minutes and the boss enrages. When the boss enrages, players will have to kill the boss before the &#039;&#039;&#039;Megaflare&#039;&#039;&#039; cast finishes, or the party will be wiped.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] [[Nael Deus Darnus]]===&lt;br /&gt;
*{{Item reward|20|Allagan Tomestone of Poetics}}&lt;br /&gt;
*{{Item icon|White Raven Armor Fragment}}&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Weaponry}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Body Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Chest Gear Coffer}}&lt;br /&gt;
{{Drops table row|Faded Copy of Rise of the White Raven}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Blade}}&lt;br /&gt;
{{Drops table row|High Allagan Battleaxe}}&lt;br /&gt;
{{Drops table row|High Allagan Guillotine}}&lt;br /&gt;
{{Drops table row|High Allagan Spear}}&lt;br /&gt;
{{Drops table row|High Allagan Baghnakhs}}&lt;br /&gt;
{{Drops table row|High Allagan Cleavers}}&lt;br /&gt;
{{Drops table row|High Allagan Composite Bow}}&lt;br /&gt;
{{Drops table row|High Allagan Pistol}}&lt;br /&gt;
{{Drops table row|High Allagan Staff}}&lt;br /&gt;
{{Drops table row|High Allagan Grimoire of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Crook}}&lt;br /&gt;
{{Drops table row|High Allagan Grimoire of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Star Globe}}&lt;br /&gt;
{{Drops table row|High Allagan Kite Shield}}&lt;br /&gt;
{{Drops table row|High Allagan Weapon Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Third_Circle_(Savage)&amp;diff=407799</id>
		<title>Asphodelos: The Third Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Third_Circle_(Savage)&amp;diff=407799"/>
		<updated>2022-02-13T20:08:02Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Asphodelos (Savage)|Asphodelos: The Third Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Asphodelos: The Third Circle (Savage)&lt;br /&gt;
| description = &lt;br /&gt;
| image = Asphodelos The Third Circle (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 580&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 30 Astronomy&lt;br /&gt;
| roulette = &lt;br /&gt;
| entrance = The Gates of Pandaemonium&lt;br /&gt;
| entrance-coordinates = 21.4,18.0&lt;br /&gt;
| req-quest = Who Wards the Warders?&lt;br /&gt;
| patch = 6.05&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|MKphNR91gx8|350|right|Video guide by Mrhappy1227}}&lt;br /&gt;
{{#ev:youtube|42mrmSw26ZM|350|right|MTQCapture Video Guide}}&lt;br /&gt;
{{#ev:youtube|iK6QBSr9w2Q|350|right|Hector Lectures Animated Guide}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Mythic Creation: [[The Phoinix]]===&lt;br /&gt;
The edge of the arena is covered in a ring of fire that will kill any player who touches it. It is recommended that tanks and healers pair up with a DPS player for mechanics later on. Players should also form &amp;quot;light parties&amp;quot; consisting of tanks and melee players in one, and healers and ranged in another.&lt;br /&gt;
&lt;br /&gt;
====Phase 1====&lt;br /&gt;
* &#039;&#039;&#039;Scorched Exaltation&#039;&#039;&#039;: Unavoidable roomwide AoE. Mitigate and heal through.&lt;br /&gt;
* &#039;&#039;&#039;Heat of Condemnation&#039;&#039;&#039;: Tankbuster. Two random players will be tethered to the boss. Both tanks must take a tether and spread away from the group as the attack hits in a wide AoE. Be sure to use mitigation. Debuffs with a brief &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Experimental Fireplume&#039;&#039;&#039;: This attack has two variations:&lt;br /&gt;
** &#039;&#039;&#039;Small Orbs&#039;&#039;&#039;: Several explosions will move clockwise around the arena with a large explosion in the center of the arena. Move to the outer ring of the arena after the first explosion to avoid.&lt;br /&gt;
** &#039;&#039;&#039;Large Orb&#039;&#039;&#039;: Players need to bait this massive AoE in the center of the arena, then move out to the edges to avoid.&lt;br /&gt;
* &#039;&#039;&#039;Left/Right Cinderwing&#039;&#039;&#039;: Cleaves the entire arena to the left or right of the boss from the center of its hitbox out. Move to the opposite side of the boss to avoid.&lt;br /&gt;
* &#039;&#039;&#039;Darkened Fire&#039;&#039;&#039;: Players should get with their DPS partners and stand at the intercardinals around the center of the arena (marked by four squares). All four DPS or all tanks and healers will have a &#039;&#039;&#039;Darkened Fire&#039;&#039;&#039; dropped on their location. These ads are invincible when they spawn, and will begin casting &#039;&#039;&#039;Darkened Blaze&#039;&#039;&#039;, which deals massive damage to the party and will most likely cause a wipe. At the same time, the boss will begin casting &#039;&#039;&#039;Brightened Fire&#039;&#039;&#039;, marking players 1-8 with point-blank AoEs. Players must position themselves in order next to the ads in order to debuff the ads and make them vulnerable to attack. Once all the AoEs have gone off, quickly defeat the &#039;&#039;&#039;Darkened Fires&#039;&#039;&#039; before their cast finishes. The boss will follow this up with &#039;&#039;&#039;Heat of Condemnation&#039;&#039;&#039;, so tanks need to be ready to grab tethers. Another &#039;&#039;&#039;Scorched Exaltation&#039;&#039;&#039; will follow this.&lt;br /&gt;
* &#039;&#039;&#039;Devouring Brand&#039;&#039;&#039;: Drops line AoEs at the four cardinal points of the edge of the arena. These will slowly burn across the arena to converge in the middle. Touching these will inflict a  &#039;&#039;&#039;Burning&#039;&#039;&#039; debuff, dealing heavy Damage over Time. Once the AoEs meet in the center, they will expand, so players need to stand away from them. This attack will also be mixed with &#039;&#039;&#039;Experimental Fireplume&#039;&#039;&#039;, so move accordingly.&lt;br /&gt;
* &#039;&#039;&#039;Searing Breeze&#039;&#039;&#039;: All players have a point blank AoE dropped underneath them. Players should stack up to bait these, then move out to avoid. The boss will follow this up with another &#039;&#039;&#039;Left/Right Cinderwing&#039;&#039;&#039; and a &#039;&#039;&#039;Heat of Condemnation&#039;&#039;&#039;, so move accordingly and grab the tethers to take away once again. The boss will follow up with another &#039;&#039;&#039;Experimental Fireplume&#039;&#039;&#039;, then leave the arena.&lt;br /&gt;
* &#039;&#039;&#039;Trail of Condemnation&#039;&#039;&#039;: This attack has two variations:&lt;br /&gt;
** The boss will spew fire from its center beak: The boss breathes fire through the center of the arena and each player is marked with a point blank AoE. Avoid the center of the arena and spread out to avoid overlapping.&lt;br /&gt;
** The boss will spew fire from the left and right beaks: The boss will drop a large fire line AoE on the outer two thirds of the arena, leaving only the center safe. Players will also be marked for AoE&#039;s, either all the tanks and healers or all the DPS. Players should split up with their partners and spread out in a line to avoid overlapping AoEs and also avoiding the fire lines on the arena. This attack debuffs with a brief &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, so getting hit by more than one guarantees death.&lt;br /&gt;
&lt;br /&gt;
====Phase 2====&lt;br /&gt;
the boss will spawn four &#039;&#039;&#039;Sunbird&#039;&#039;&#039; ads on the arena. Each tank should grab two and pull them to opposite edges of the arena. Focus on killing the ads one by one, then moving clockwise around the arena to kill the next ad. These ads must be spread out as when they revive they deal an AoE attack that will buff any &#039;&#039;&#039;Sunbird&#039;&#039;&#039; hit with &#039;&#039;&#039;Damage Up&#039;&#039;&#039;, most likely resulting in a wipe later on.&lt;br /&gt;
* &#039;&#039;&#039;Flames of Undeath&#039;&#039;&#039;: Roomwide AoE that hits all players and the defeated ads, reviving them. Mitigate the attack.&lt;br /&gt;
* &#039;&#039;&#039;Fireglide Sweep&#039;&#039;&#039;: The ads will each tether to a player, and the player will in turn tether to a player who is not tethered to an ad. Once the cast finishes, the ads will leap to the player they are tethered to, then to the player tethered to them. To mitigate this mechanic, players who are tethered to an ad should move to the opposite end of the arena, while a player tethered to another player should move opposite them. This will weaken the tethers and minimize damage. Players should be sure to be fairly spread out when the attack fires, as it deals damage in an AoE and debuffs with &#039;&#039;&#039;Blunt Resistance Down&#039;&#039;&#039;, making getting hit twice guaranteed death. Once the attack finishes the ads can be defeated in the same manner as before. Heal up once the ads are dead, as the boss casts another &#039;&#039;&#039;Flames of Undeath&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Dead Rebirth&#039;&#039;&#039;: Roomwide AoE. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
The ads will now join the boss and deal auto-attacks to the player who is second in the enmity list, so the off tank should make sure to increase enmity if they aren&#039;t second in the list. This will be followed by &#039;&#039;&#039;Heat of Condemnation&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fledgling Flight&#039;&#039;&#039;: All tanks and healers or all DPS will be targeted by the ads, and must turn the ads to face the outside of the arena. Be sure not to have the ads too close together, as they will tether and explode, wiing the raid.&lt;br /&gt;
* &#039;&#039;&#039;Ashen Eye&#039;&#039;&#039;: Each ad fires a conal AoE in the direction they are facing.&lt;br /&gt;
* &#039;&#039;&#039;Experimental Gloryplume&#039;&#039;&#039;: This attack starts similarly to &#039;&#039;&#039;Experimental Fireplume&#039;&#039;&#039; with either several fire orbs or one large one, but then also shows either several dark orbs or one large one. For the large dark orb, players should split into their &amp;quot;light parties&amp;quot; and move to the opposite edge of the arena, as a random tank and healer will be targeted. For small dark orbs, players need to spread out to avoid overlapping point blank AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Fountain of Fire&#039;&#039;&#039;: Eight puddles will spawn on the edge of the arena and tether to the boss. If a player stands within the puddle, the tether will then connect to them. Eventually, the puddle will explode, dealing high damage to whoever is inside it, and buffing whoever it is tethered to with &#039;&#039;&#039;Damage Up&#039;&#039;&#039; and &#039;&#039;&#039;Healing Potency Up&#039;&#039;&#039;. In the meantime, the boss will also cast &#039;&#039;&#039;Sun&#039;s Pinion&#039;&#039;&#039;, dropping two AoE markers on the two closest players to the boss. These will eventually deal damage in a point blank AoE around the player then summon an ad that will tether to the player who had the markers and dash to them. Any player hit will take high damage and a &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff. The player tethered to the bird also takes a &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; debuff, meaning they cannot soak any of the &#039;&#039;&#039;Fountains&#039;&#039;&#039;. The boss will cast &#039;&#039;&#039;Sun&#039;s Pinion&#039;&#039;&#039; three times. To handle this mechanic, it is recommended that the healers handle the puddles around the arena, as they can mitigate the damage, then use their buffed healing to recover quickly, while the remaining players take turns baiting the AoEs and tethers. The norm is to have the melee DPS players take the first AoEs, then the ranged DPS, then finally the tanks. Following this mechanic, the boss will cast &#039;&#039;&#039;Scorched Exaltation&#039;&#039;&#039; twice in a row, so mitigation and healing will be critical here given how much damage is coming out at one time. This will be followed up by another &#039;&#039;&#039;Heat of Condemnation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Phase 3====&lt;br /&gt;
* &#039;&#039;&#039;Firestorms of Asphodelos&#039;&#039;&#039;: Heavy hitting roomwide AoE. This also summons three &#039;&#039;&#039;Darkblaze Twister&#039;&#039;&#039; ads around the arena.&lt;br /&gt;
* &#039;&#039;&#039;Flames of Asphodelos&#039;&#039;&#039;: The boss drops multiple conal AoEs from its hitbox in sequence. Simply stand in the second set of AoEs, then move to the safe space created when the first set goes off.&lt;br /&gt;
* &#039;&#039;&#039;Experimental Ashplume&#039;&#039;&#039;: This attack is the exact same as the dark orb mechanic from &#039;&#039;&#039;Experimental Gloryplume&#039;&#039;&#039;, Stack in groups for the large orb, spread out for the small orbs. This is followed by another &#039;&#039;&#039;Flames of Asphodelos&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Storms of Asphodelos&#039;&#039;&#039;: The three tornadoes will fire a conal AoE in the direction of the closest player, the boss will tether to two players and deal massive damage, while also firing cleaves at the last three players. To handle this mechanic, the two healers and a ranged player should stand next to the tornadoes between them and the wall to bait their attack away from the arena. The tanks should both take the tethers and stand directly in front of two of the tornadoes, while the remaining three DPS should stand at the edge of the boss&#039;s hitbox between the tornadoes to bait the boss&#039;s cleaves in that direction. Players need to be extremely careful not to overlap AoEs, as each hit results in a &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; debuff, meaning any extra damage will result in death.&lt;br /&gt;
* &#039;&#039;&#039;Darkblaze Twister&#039;&#039;&#039;. The boss will tether to each of the ads, with one of the tethers being black. The boss will then cast &#039;&#039;&#039;Searing Breeze&#039;&#039;&#039;, so players should bait the AoEs clockwise around the arena, ending back in front of the black tethered ad. Then the boss will cast &#039;&#039;&#039;Experimental Ashplume&#039;&#039;&#039;, so players should look out for how to react. The ad with the black tether will then knock players away, and the other ads will cast a large donut AoE, with the safe zone in their hitboxes. Players should have the black tether ad knock them back towards the other ads, then stack or spread for &#039;&#039;&#039;Ashplume&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Death&#039;s Toll&#039;&#039;&#039;: The boss will debuff every player with either one, two or four stacks of &#039;&#039;&#039;Death&#039;s Toll&#039;&#039;&#039;. The number of stacks a player has indicates how many times they need to get hit by an attack before the debuff resolves. The boss will also drop the ads on players once again, but this time they should be pointed inwards towards the center of the arena. With them positioned correctly, players can take the requisite number of hits to satisfy their debuff. &lt;br /&gt;
* &#039;&#039;&#039;Life&#039;s Agonies&#039;&#039;&#039;: Once the attacks have resolved, players should group up in the center of the arena for AoE healing, since when this attack finishes casting, if any player is not full HP, they will die.&lt;br /&gt;
&lt;br /&gt;
From here, the boss will cast &#039;&#039;&#039;Experimental Gloryplume&#039;&#039;&#039;, &#039;&#039;&#039;Trail of Condemnation&#039;&#039;&#039;, &#039;&#039;&#039;Devouring Brand&#039;&#039;&#039; with &#039;&#039;&#039;Experimental Fireplume&#039;&#039;&#039;, &#039;&#039;&#039;Searing Breeze&#039;&#039;&#039;, &#039;&#039;&#039;Left/Right Cinderwing&#039;&#039;&#039;, then &#039;&#039;&#039;Scorched Exaltation&#039;&#039;&#039; twice. Finally, the boss will cast &#039;&#039;&#039;Final Exaltation&#039;&#039;&#039; as an enrage, and must be defeated before the cast finishes, or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Asphodelos Mythos III}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Asphodelos Leg Gear Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Radiant Roborant}}&lt;br /&gt;
{{Drops table row|Radiant Twine}}&lt;br /&gt;
{{Drops table row|Asphodelos Head Gear Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Hand Gear Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Foot Gear Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Fourth_Circle_(Savage)&amp;diff=398447</id>
		<title>Asphodelos: The Fourth Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Fourth_Circle_(Savage)&amp;diff=398447"/>
		<updated>2022-01-15T20:00:05Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Asphodelos (Savage)|Asphodelos: The Fourth Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Asphodelos: The Fourth Circle (Savage)&lt;br /&gt;
| description = &lt;br /&gt;
| image = Asphodelos The Fourth Circle (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 580&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 30 Astronomy&lt;br /&gt;
| roulette = &lt;br /&gt;
| entrance = The Gates of Pandaemonium&lt;br /&gt;
| entrance-coordinates = 21.4,18.0&lt;br /&gt;
| req-quest = Who Wards the Warders?&lt;br /&gt;
| patch = 6.05&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|nbPFd_2SHWE|400|right|Video guide by Mrhappy1227 - Part 1}}&lt;br /&gt;
{{#ev:youtube|Usu900crB6A|400|right|Video guide by Mrhappy1227 - Part 2}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Hemitheos: [[Hesperos]]===&lt;br /&gt;
Players should note that the arena is surrounded by spikes on all sides, that if touched, will result in death. It is recommended that players form &amp;quot;light parties&amp;quot; consisting of a tank, healer and two DPS for a stacking mechanic later.&lt;br /&gt;
&lt;br /&gt;
====Phase 1====&lt;br /&gt;
* &#039;&#039;&#039;Decollation&#039;&#039;&#039;: Unavoidable Roomwide AoE. Mitigate and heal through.&lt;br /&gt;
* &#039;&#039;&#039;Bloodrake&#039;&#039;&#039;: This mechanic will target either all DPS or all tanks and healers. The boss will tether to these players and deal damage and absorb their aether. This is the boss noting which roles it tethered to.&lt;br /&gt;
* &#039;&#039;&#039;Aetheric Chlamys&#039;&#039;&#039;: The boss stores the aether absorbed by the blade in it&#039;s cloak (Chlamys). The boss will follow up with another &#039;&#039;&#039;Bloodrake&#039;&#039;&#039; and target the opposite role group from before.&lt;br /&gt;
* &#039;&#039;&#039;Director&#039;s Belone&#039;&#039;&#039;: The boss poisons the aether in its blade and releases it onto the party, debuffing four random players with &#039;&#039;&#039;Role Call&#039;&#039;&#039;. Players whose aether was absorbed into the blade before this must not have this debuff, and need to pass it on to other players. To do this, a debuffed player must simply pass over the player they wish to hand the debuff off to.&lt;br /&gt;
* &#039;&#039;&#039;Inversive Chlamys&#039;&#039;&#039;: The boss poisons the aether within its cape and releases it on to random players with tethers. The role group that didn&#039;t have its aether stored in the cape must pick up these tethers and move away from the group, as they deal heavy damage in a large AoE, and will kill any player with the &#039;&#039;&#039;Role Call&#039;&#039;&#039; debuff. This attack also debuffs with &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, so overlapping these attacks will also result in death. The boss will follow this up with another Decollection, so healers need to be ready.&lt;br /&gt;
* &#039;&#039;&#039;Elegant Evisceration&#039;&#039;&#039;: A multi-hit tankbuster that debuffs with &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; in between hits, making the second hit lethal. Either tankswap to handle this mechanic, or use a tank invulnerability skill.&lt;br /&gt;
* &#039;&#039;&#039;Setting the Scene&#039;&#039;&#039;: Drops four tiles on each quadrant of the arena, each of which has a specific effect when called upon:&lt;br /&gt;
** &#039;&#039;&#039;Fire Panel&#039;&#039;&#039;: Both healers are targeted with a stack marker. Players should quickly split up into their &amp;quot;light parties&amp;quot; to mitigate. Each group will also be debuffed with &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, so overlapping these stacks will result in a wipe.&lt;br /&gt;
** &#039;&#039;&#039;Water Panel&#039;&#039;&#039;: A fast, heavy-hitting knockback from the center of the arena. Players must stand very close to the center of the arena to survive.&lt;br /&gt;
** &#039;&#039;&#039;Thunder Panel&#039;&#039;&#039;: A point blank AoE in the center of the arena. Players must spread out to avoid.&lt;br /&gt;
** &#039;&#039;&#039;Poison Panel&#039;&#039;&#039;: Each player will drop a point blank AoE. Players must spread out to avoid. Each player will also be debuffed with &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, so overlapping these stacks will result in death.&lt;br /&gt;
** Note that when each panel activates, it becomes unsafe to stand in them, dealing heavy damage and debuffing with a &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff.&lt;br /&gt;
* &#039;&#039;&#039;Pinax&#039;&#039;&#039;: Two of the panels will light up, indicating which panels the boss will activate and in what order. After the first two panels activate, the other two will flash, indicating what order they will be used in. These panels will be activated in quick succession, so players need to pay attention to what mechanics are coming out and move accordingly.&lt;br /&gt;
* &#039;&#039;&#039;Shift&#039;&#039;&#039;: The boss will drop a marker at one of the four cardinals of the map, and hold its sword and cape out to either side of it. This will indicate where the boss is moving to, as well as what mechanic will be performed. If the sword is glowing, the boss will use a massive cleave that can only be avoided by standing directly next to the wall where the marker is. If the cape is glowing,&lt;br /&gt;
&lt;br /&gt;
The boss will follow this up with another &#039;&#039;&#039;Elegant Evisceration&#039;&#039;&#039;, then use another &#039;&#039;&#039;Bloodrake&#039;&#039;&#039;, dealing raidwide damage. This time, however, the boss will tether to three of the tiles, leaving the untethered tile as a safe zone for a later mechanic. The boss will remove the floor tiles and cast &#039;&#039;&#039;Setting the Scene&#039;&#039;&#039; again, shifting their locations. Players must remember which tile was their safe zone for later.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Belone&#039;&#039;&#039;: All players will receive a debuff. Tanks and healers receive &#039;&#039;&#039;Acting DPS&#039;&#039;, while two DPS will receive &#039;&#039;&#039;Acting Tank&#039;&#039;&#039; and the remaining two will receive &#039;&#039;&#039;Acting Healer&#039;&#039;&#039;. Later on, players will need to grab an orb tethered to a player that corresponds to their debuff, and the orbs must be grabbed in pairs, as the orbs deal split damage, and will kill a singular player. &lt;br /&gt;
* &#039;&#039;&#039;Elemental Belone&#039;&#039;&#039;: Debuffs all players with &#039;&#039;&#039;Elemental Resistance Down&#039;&#039;&#039;, which means that players not standing on the correct panel later will die.&lt;br /&gt;
&lt;br /&gt;
The boss will use another heavy-hitting &#039;&#039;&#039;Bloodrake&#039;&#039;&#039;, requiring mitigation and healing, then will cast &#039;&#039;&#039;Belone Bursts&#039;&#039;&#039;, summoning the orbs to the field. Each orb will have a marker over it indicating which players need to take it. To make this mechanic easier, it is recommended that players group up according to their debuff, so tanks group together, healers group together, then the &#039;&#039;&#039;Acting Tanks&#039;&#039;&#039; grop together, and the &#039;&#039;&#039;Acting Healers&#039;&#039;&#039; group together, then each stand in a pre-marked position (usually each group will stand in the inner corner of each panel), making it easy for players to identify which orbs they need to take. Once the orbs tether, players can set about running into them. It should be noted as well that each orb explodes in a large AoE, and also debuffs any player hit with a stack of &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;, meaning that players can only be hit by two orbs. If the stack reaches three, the player will be debuffed with &#039;&#039;&#039;Doom&#039;&#039;&#039; and will die. Soon after the boss will begin casting &#039;&#039;&#039;Periaktoi&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Periaktoi&#039;&#039;&#039;: The boss will cause all tiles to erupt, so players must stand on the tile that was previously untethered to, or they will die.&lt;br /&gt;
&lt;br /&gt;
The boss will perform another &#039;&#039;&#039;Bloodrake&#039;&#039;&#039;, tethering to each player and dealing heavy raidwide damage, then will cast &#039;&#039;&#039;Belone Coils&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Belone Coils&#039;&#039;&#039;: The boss will spawn four circles, with either the DPS or healer/tank symbols crossed out in them. This indicates which role can handle the circles. At the same time, the boss will use &#039;&#039;&#039;Inversive Chlamys&#039;&#039;&#039;, which the remaining four players must grab and move away from the circles to avoid overlapping damage. These attacks will resolve at the same time, then the fight will continue. The boss will cast &#039;&#039;&#039;Aetheric Chlamys&#039;&#039;&#039;, storing the aether of the players who picked up the tethers. This will be followed by another &#039;&#039;&#039;Bloodrake&#039;&#039;&#039; and another &#039;&#039;&#039;Belone Coils&#039;&#039;&#039; and &#039;&#039;&#039;Director&#039;s Belone&#039;&#039;&#039;, meaning the players that aren&#039;t in the circles need to grab the debuffs if they land on other players. Another &#039;&#039;&#039;Inversive Chlamys&#039;&#039;&#039; which will be picked up and moved away from the debuffed players. Again, these attacks and debuffs will all resolve at the same time.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will use another&#039;&#039;&#039;Decollation&#039;&#039;&#039;, so healing and mitigation are advised, followed by another &#039;&#039;&#039;Elegant Evisceration&#039;&#039;&#039;. For this phase, the boss will repeat the &#039;&#039;&#039;Setting the Scene&#039;&#039;&#039;/&#039;&#039;&#039;Pinax&#039;&#039;&#039;/&#039;&#039;&#039;Shift&#039;&#039;&#039; mechanics, followed by three casts of &#039;&#039;&#039;Decollation&#039;&#039;&#039;, then another slow cast of &#039;&#039;&#039;Decollation&#039;&#039;&#039;, acting as an enrage. The boss must reach less than 50% before this cast finishes or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
====Phase 2====&lt;br /&gt;
Reaching this point in the fight acts as a checkpoint, so if the party wipes, they will restart from here. Note that leaving the battle and restarting will erase this checkpoint.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Searing Stream&#039;&#039;&#039;: Unavoidable raidwide AoE. Mitigate and heal through.&lt;br /&gt;
* &#039;&#039;&#039;Akanthai: Act 1&#039;&#039;&#039;: The boss will summon several overlapping AoEs and towers. These will initially do nothing and disappear. Once they leave the screen, several dark thorns will drop on to the arena, demonstrating where and when mechanics will resolve, and the boss will cast another &#039;&#039;&#039;Searing Stream&#039;&#039;&#039;. The boss will then begin tethering to the thorns, showing what order they will erupt in. Generally, the boss will tether to either the north/south or east/west thorns, indicating they will erupt first, then the thorns where the towers were, indicating players need to stand in those next, then finally the last set of thorns that weren&#039;t tethered to before. These will erupt in quick succession, requiring players to pay attention, move to the safe zones between the massive AoEs, cover towers, then move to the next safe zones.&lt;br /&gt;
* &#039;&#039;&#039;Near/Farsight&#039;&#039;&#039;: The boss will target either the two closest or two furthest players at the end of the cast (based on which attack used) and deliver a heavy hitting tankbuster to them. Tanks need to mitigate and move to the correct location before the cast finishes.&lt;br /&gt;
* &#039;&#039;&#039;Akanthai: Act 2&#039;&#039;&#039;: Similar to the first act, the boss will show where the towers and AoEs will originate, then they will disappear and be replaced by thorns. The boss will cast &#039;&#039;&#039;Demigod Double&#039;&#039;&#039;, a double tankbuster requiring either both tanks to stack or an invulnerability skill. The boss will then begin tethering to thorns again, demonstrating the safe zones and when mechanics will come out. Then the boss will tether players together with colored orbs over their heads:&lt;br /&gt;
** &#039;&#039;&#039;Red Orb&#039;&#039;&#039;: Group stacks.&lt;br /&gt;
** &#039;&#039;&#039;Purple Orb&#039;&#039;&#039;: Raidwide AoE.&lt;br /&gt;
** &#039;&#039;&#039;Green Orb&#039;&#039;&#039;: Minor damage.&lt;br /&gt;
** Each set of orbs exploding will result in a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff, meaning getting hit by any other mechanic will result in death.&lt;br /&gt;
One tank and one healer and a DPS pair will receive &#039;&#039;&#039;Red Orbs&#039;&#039;&#039;, the remaining healer will receive a &#039;&#039;&#039;Purple Orb&#039;&#039;&#039;, the second DPS pair will receive a &#039;&#039;&#039;Green Orb&#039;&#039;&#039; and finally the remaining tank will receive nothing. The mechanic is resolved by breaking the tethers or letting the mechanic naturally time out. When the mechanic resolves, the effect of the orbs will occur. The boss will also cast &#039;&#039;&#039;Dark Design&#039;&#039;&#039;, dropping AoEs under all players. To handle this mechanic, it is recommended that players position themselves under the boss to bait the AoEs, then have the purple orb players break their tether, then stand in the first set of tethered towers. The DPS players with the red orbs will move to one safe zone to avoid the boss&#039;s tethered AoEs with the tank with a red orb, while the healer with the other red orb will move to the other side of the map with the DPS players that have the green orbs. This will break the other tether, and since players are stacked this will mitigate the damage. Free from their tethers, after the AoEs resolve, the other tank and healer will move to the next set of towers to soak them, then the two DPS with the green orbs will separate, resulting in the other two tethers breaking. Once all the AoEs have resolved, all the tethers should be broken and all the attacks should be mitigated.&lt;br /&gt;
* &#039;&#039;&#039;Ultimate Impulse&#039;&#039;&#039;: High damage roomwide AoE that needs to be mitigated and healed through.&lt;br /&gt;
* &#039;&#039;&#039;Akanthai: Act 3&#039;&#039;&#039;: The boss shows 8 towers and a roomwide knockback from the center of the arena. The boss will tether to four towers on one side, then the other. The knockback will come between the two sides&#039; towers resolving. The boss will then cast &#039;&#039;&#039;Kothornos Kick&#039;&#039;&#039;, leaping to the player that is the furthest away, dealing damage and placing a &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff on them while knocking everyone nearby away. four players (preferably ranged) will soak the towers while a player baits the kick over near the other towers. The boss will then target the three closest players with an attack, so it is recommended that the player who just got hit by the kick move away while melee players move in. During this time the first four towers will resolve, then almost immediately after the knockback will occur. It is recommended to use a knockback resist skill, as it will be difficult to reach the center of the arena for all players before the knockback occurs. The players that previously baited the attacks from the boss should now be near towers to soak the next attack. The boss will then repeat the &#039;&#039;&#039;Kothornos Kick&#039;&#039;&#039; mechanic, this time with no castbar. The ranged players near the first tower will draw the kick, then the remaining players on that side will move in to the hitbox to bait the close range attack. The boss will then use another &#039;&#039;&#039;Near/Farsight&#039;&#039;&#039;, so players should move accordingly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heart Stake&#039;&#039;&#039;: The boss attacks the top two players in the enmity list, dealing heavy damage and a significant &#039;&#039;&#039;Bleed&#039;&#039;&#039; debuff. Healing is recommended.&lt;br /&gt;
* &#039;&#039;&#039;Akanthai: Act 4&#039;&#039;&#039;: The boss will show four towers and four AoEs, then cast &#039;&#039;&#039;Searing Stream&#039;&#039;&#039;, which should be mitigated. Players will then be tethered to either an AoE thorn or a tower thorn, and marked with either a blue or purple orb:&lt;br /&gt;
** &#039;&#039;&#039;Blue Orb&#039;&#039;&#039;: Players deal damage in a point blank AoE.&lt;br /&gt;
** &#039;&#039;&#039;Purple Orb&#039;&#039;&#039;: Players deal a roomwide AoE.&lt;br /&gt;
To handle this mechanic, first mitigate the second &#039;&#039;&#039;Searing Stream&#039;&#039;&#039; the boss casts, then the blue orb players (tethered to towers) should move across the arena to the opposite thorn, plus one in a clockwise direction. Purple orb players should move clockwise one thorn. When the blue orb tethers break, they will also cause the towers to explode, which should be where the purple orb players are standing. Once the blue tethers are broken, players will meet in the middle and rotate clockwise around the edge of the arena, breaking purple tethers one by one, dealing room wide damage while also setting off the AoE&#039;s they are tethered to on the other side of the arena. Players should break these slowly but steadily, as they also inflict a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff, making subsequent hits deal heavy damage. The boss will also begin casting &#039;&#039;&#039;Ultimate Impulse&#039;&#039;&#039;, so the tethers should all be broken before that, players should all be healed up, and mitigation should be applied to survive. Another &#039;&#039;&#039;Searing Stream&#039;&#039;&#039; will follow this.&lt;br /&gt;
* &#039;&#039;&#039;Akanthai: Finale&#039;&#039;&#039;: The boss will show eight towers, dropping thorns, then will summon additional thorns behind some of the towers. The extra thorns will tether to players, giving them a small point blank AoE that will knock back anyone hit by it. The AoEs also deal a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff, so simply move towards the tower and spread out to avoid overlapping damage. The boss will also cast &#039;&#039;&#039;Fleeting Impulse&#039;&#039;&#039;, firing dark orbs at each player in turn. Players need to pay attention to this, as this will determine what tower a player needs to soak in what order. Once all players have been hit, the boss will begin tethering to towers one by one. Players will position themselves in order based on what number orb hit them and what number tower the boss tethered to (for example, if a player is hit by the third orb fired, they will stand in the third tower the boss tethers to). The boss will follow this mechanic with another &#039;&#039;&#039;Near/Farsight&#039;&#039;&#039; and &#039;&#039;&#039;Searing Stream&#039;&#039;&#039;, so players should move accordingly and healers should be ready. The boss will use another &#039;&#039;&#039;Demigod Double&#039;&#039;&#039;, so tanks should be ready to split this attack.&lt;br /&gt;
* &#039;&#039;&#039;Akanthai: Curtain Call&#039;&#039;&#039;: Each player will be tethered to a thorn, and receive a purple orb over their head, which will deal a raidwide AoE and a short &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff, meaning each tether needs to be staggered to survive the attack. There are four different timers for the &#039;&#039;&#039;Thornpricked&#039;&#039;&#039; debuff before the tether breaks: 12s, 22s, 32s, and 42s. Each DPS will have one of these timers, and each tank and healer will have one of these timers. To handle this mechanic, The DPS player in each pair should break their tether first at 12 seconds, then five seconds later, after the debuff wears off, the tank or healer with the same timer should break theirs at seven seconds. This will stagger the debuffs enough for everyone to survive. During this, the boss will cast &#039;&#039;&#039;Hell&#039;s Sting&#039;&#039;&#039;, firing several conal AoEs out towards the edges of the arena, then the safe spaces in between each AoE will also explode. Players need to dodge out of the AOEs, then back into the area where they were to avoid the second hit. Getting hit by either of these will result in a &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff, lowering DPS output.&lt;br /&gt;
&lt;br /&gt;
Once all the tethers have been broken, the boss will cast another &#039;&#039;&#039;Ultimate Impulse&#039;&#039;&#039;, requiring healing and mitigation, then the mechanic will repeat again and can be handled in the exact same way. Finally, the boss will slow cast &#039;&#039;&#039;Ultimate Impulse&#039;&#039;&#039; as an enrage, and must be defeated before the cast finishes, or the party will wipe and return to the start of the phase.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*1 {{Item icon|Asphodelos Mythos IV}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Asphodelos Longsword}}&lt;br /&gt;
{{Drops table row|Asphodelos War Hammer}}&lt;br /&gt;
{{Drops table row|Asphodelos Claymore}}&lt;br /&gt;
{{Drops table row|Asphodelos Bayonet}}&lt;br /&gt;
{{Drops table row|Asphodelos Trident}}&lt;br /&gt;
{{Drops table row|Asphodelos War Scythe}}&lt;br /&gt;
{{Drops table row|Asphodelos Knuckles}}&lt;br /&gt;
{{Drops table row|Asphodelos Samurai Blade}}&lt;br /&gt;
{{Drops table row|Asphodelos Daggers}}&lt;br /&gt;
{{Drops table row|Asphodelos Harp Bow}}&lt;br /&gt;
{{Drops table row|Asphodelos Arquebus}}&lt;br /&gt;
{{Drops table row|Asphodelos Tathlums}}&lt;br /&gt;
{{Drops table row|Asphodelos Staff}}&lt;br /&gt;
{{Drops table row|Asphodelos Grimoire}}&lt;br /&gt;
{{Drops table row|Asphodelos Foil}}&lt;br /&gt;
{{Drops table row|Asphodelos Cane}}&lt;br /&gt;
{{Drops table row|Asphodelos Codex}}&lt;br /&gt;
{{Drops table row|Asphodelos Orrery}}&lt;br /&gt;
{{Drops table row|Asphodelos Pendulums}}&lt;br /&gt;
{{Drops table row|Asphodelos Shield}}&lt;br /&gt;
{{Drops table row|Asphodelos Chest Gear Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Asphodelos Weapon Coffer}}&lt;br /&gt;
{{Drops table row|Demi-Phoinix Horn}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_S1T7_(Extreme)&amp;diff=397202</id>
		<title>Containment Bay S1T7 (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_S1T7_(Extreme)&amp;diff=397202"/>
		<updated>2022-01-11T22:13:10Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Strategy */ Added video guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = Containment Bay S1T7 (Extreme)&lt;br /&gt;
| description = Preserved upon the [[Allagan tomestone]] you received from [[Unukalhai]] was an extraordinary history─a detailed record of the battles fought between the eikon [[Sephirot]] and the armies of [[Allag]]. After feeding the account of this epic conflict into [[Azys Lla]]&#039;s verification systems, you have succeeded in activating what the node describes as a “combat simulation.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Can the enigmatic technology of the ancient empire truly manifest an enhanced simulacrum of the formidable Fiend? Can this artificial incarnation truly surpass the threat posed by the original Sephirot? There is but one way to know for certain...&lt;br /&gt;
| image = Containment_Bay_S1T7_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 205&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = A Fiendish Likeness&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Containment Bay S1T7}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|AWsvth8E_Pk|350|right|Video Guide by MTQCapture}}&lt;br /&gt;
{{#ev:youtube|7TdM6gc_JrY|350|right|Video Guide by Mrhappy1227}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[The Warring Triad]]: [[Sephirot]]===&lt;br /&gt;
DnT Guide:[http://dtguilds.enjin.com/sephirotguide [DnT&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Containment Bay S1T7 (Extreme) Guide]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
===Phase 1: 100% - 65%=== &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;First of all i&#039;d like to say this fight is a dance and you have to know that all moves will blend into each other, I&#039;ll try to keep them in order and as detailed as possible.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ein Sof&#039;&#039;&#039; - Four green circles will pop up growing in size over time, go to the side where no circle pops, and while doing this at the same time the next move will be happening so split up here healers on one side with off-tank and DPS on the other.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fiendish Rage&#039;&#039;&#039; - Two players will be marked and you&#039;ll have to split up the group to share damage for the two hits (usually people will stack the healers and the off tank on one side and the DPS on the other) &lt;br /&gt;
:: &#039;&#039;&#039;&#039;&#039;main tank cannot be hit by either of the split AoE hits or a deadly death blowing debuff will be applied to him&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Chesed&#039;&#039;&#039; - This will happen after you guys are done splitting up the damage from the previous ability, tank will usually re-center the boss ASAP after both groups have been hit, and usually soon after he&#039;s back in the center you&#039;ll see his arm charge back for a super hit on the main tank which I think will happen twice back-to-back (one tank buff+adlo usually works wonders).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ain&#039;&#039;&#039; - This move will happen when you see one green circle spawn on the map (same looking as the ones from ratzon), best practice is to center your self between the boss and the green circle, usually closer to the boss then the green circle to avoid extra damage, and this is done to bait the Ain ability in the direction of the green circle (safe to usually start moving past him after his arms pull back, in preperation for the next ability which will be markers/circles).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ratzon&#039;&#039;&#039; - For this I know most people in learning groups have been doing big purple circle right behind the boss and the small green ones spread out, and i think this is the worst practice happening at the moment, and whats causing much problems for newer groups trying to get to Phase 3 continuously. In my opinion Big circle at the edge of the map would work best because then only one player is having to move really far rather then 3-5 other players having to struggle getting out of the bigger circle&#039;s AoE to be safe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
Ain Markers Circles Example.png|Ain+Markers/Circles Example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;-Repeat from Ein Sof till phase 2&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Adds===&lt;br /&gt;
:Not quite sure what to put for this part yet cause different groups do different things and it&#039;s sad/weird to me that we can&#039;t figure out the best way, if i understand it correctly and being a healer, and decent with numbers 2 big adds spawn and 12 small ones spawn, so I don&#039;t understand why 6-1-6-1 wouldn&#039;t always be the best way to go, for heals sake and tank sake. but please i know this part will need a edit hopefully someone more enlightened has a more solid answer.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Cochma (big add)&#039;&#039;&#039; - Physical Damage and will apply magic down vulnerability stacks over time, also healers note that this big add has it&#039;s own little mini tank buster so just be ready to heal this adds tank around that time.&lt;br /&gt;
::-upon dying a Cochma add can do roughly 10K damage per person party wide without proper buffs and what not&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Binah (little adds)&#039;&#039;&#039; - Magical Damage (these guys can really hurt the big add tank if not careful with the positioning of them)&lt;br /&gt;
::-upon dying each Binah add can do roughly 2K damage per person party wide without proper buffs and what not&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: So after more time in here the best way to go if things are shaky is 3-1-9-1 and it usually always works out as long as people are topped off before the &#039;Cochma&#039; goes off.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
===Phase 3=== &lt;br /&gt;
:should have this part completed by the end of today, aboutz to go hard.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Yesad&#039;&#039;&#039; - Interestingly enough this move is the first and probably most important move to be on the lookout for throughout the entirety of phase 3, and this first one is usually dealt with by just stacking together in the middle of the map for the start of phase 3. The best way to know that this move is coming or that it&#039;s time to move is the entire floor will flash a yellowish color and will then crack up all green, start moving after the yellow flash.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Force Field&#039;&#039;&#039; - This will be the next ability and all this does is applies one of two possible debuffs on you which will come into play for a couple of the next abilities we&#039;re about to talk about.&lt;br /&gt;
::-&#039;&#039;&#039;Orange Debuff:&#039;&#039;&#039; physical resistance, will stack far south of the boss, after first two towers during Razton (green growing balls), also these guys will be stuck with the responsibility of being in the towers AoE while they are up, if at least one person with orange is not in the towers AoE when it goes off it&#039;s going to hurt and party will get paralyzed. Best practice here is four people will have orange and as soon as they get it they should call right or left, so that way all four people with orange don&#039;t end up at the same tower.&lt;br /&gt;
::-&#039;&#039;&#039;Blue Debuff:&#039;&#039;&#039; magic resistance, will stack at boss&#039;s chin breaking the tethers, after towers during Razton (green growing balls), Very important to break the tethers here blue people, or most likely someone&#039;s going to die.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Big Balls in his Hands #1&#039;&#039;&#039; - This will happen right after everyone gets their force field debuff, and to not die just make sure you go to the hand where you&#039;re matching your debuff color with the color of the ball in his hand.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Towers #1&#039;&#039;&#039; - This happens next and is not that hard to deal with at all, simply have two orange people stand in each each tower, at the very least you want one person with the orange debuff in each tower at all times, two is for safety measures.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Razton (Green Growing Balls)&#039;&#039;&#039; - This will sort of happen during towers and is kinda of a way to say get ready to get in place, if you have orange you&#039;re at this point running away from the boss (south of boss), and if you have the blue debuff you should be stacking at his chin to grab one of the four tethers from the orange guys. (if a tether is left on a orange person he/she will be killed)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Towers #2&#039;&#039;&#039; - This will now happen again right after Razton/Tethers, so orange people get ready to get right back in a tower ASAP after green balls disappear.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Big Balls in his Hands #2&#039;&#039;&#039; - This will now also happen again after towers are dealt with, so get to your respective sides, after this ability the color debuff should wear off be ready for earth-shaker makers ASAP.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Earth Shaker/Yesad&#039;&#039;&#039; - 1 DPS and 1 Healer will get a marker above their heads, one has to go far left and the other has to go far right, everyone else should be stacking up tight on bosses mid because keep in mind this earth shaker is happening while a Yesad is also about to be going down, so after the yellow flash goes of get ready to move everyone including the outer people that had the earth shaker markers.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Da&#039;At/AoE Damage&#039;&#039;&#039; - Basically after the above earth shaker and yesad go off, everyone kind of wants to spread out and have their own little space, because this ability will start causing damage (which has a AoE splash, hence the spreading out) to random players starting with a very hard hit on the Main tank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Towers #3&#039;&#039;&#039; - These towers have to get handled by tanks only because no one will have the color debuffs to handle them with, so tanks with their super HP will at this part take one tower each.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Big Balls in his Hands #3&#039;&#039;&#039; - Since we don&#039;t have any color debuffs, everyone can just stack in mid, and healers get ready to lift/top off party.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Pillar of Mercy/Yesad/Razton(x2 balls)&#039;&#039;&#039; - Best practice is to stack on the first pillar of mercy till you see the yellow flash that way you bait the Yesad to where no one should be standing. Once the yellow flash happens right away step out of the first pillar of mercy, looking at the boss you want to step out to the right, if looking away from the boss step out to the left (keep in mind a knock back is incoming, so don&#039;t do a deep left or right while moving out of the pillar of mercy.)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Earth Shaker/Da&#039;At/Yesad&#039;&#039;&#039; - Heaker/DPS with earth shaker makers get ready to go to your proper sides, rest of the group spread out getting ready for Yesad.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Towers #4&#039;&#039;&#039; - These towers have to get handled by tanks only because no one will have the color debuffs to handle them with, so tanks with their super HP will at this part take one tower each.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Big Balls in his Hands #4&#039;&#039;&#039; - Since we don&#039;t have any color debuffs, everyone can just stack in mid, and healers get ready to lift/top off party&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Malkuth (Knock-Back)&#039;&#039;&#039; - Most groups will stack by his face, by whatever marker is there and move slightly forward to avoid being knocked off the edge after he blows the party back.&lt;br /&gt;
&lt;br /&gt;
Note: Healing hell starts here!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Adds/Big Balls Hands #5&#039;&#039;&#039; - Mainly tanks have to worry here about running forward and grabbing adds rest of the party usually stacks on Storm of Words after being knocked back there (healers will be lifting group from knock-back DMG and then will be getting ready to lift the party after AoE Damage, while also topping off tanks for their towers, while also getting ready to AoE heal again after towers for some crazy party DMG).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Towers #5/Yesad/Storm of Words&#039;&#039;&#039; - Tanks grab a tower each, the rest of the group should be stacked on Storm of Words, and getting ready to move for the Yesad that is about to happen (after the yesad finish of the last two adds and stack on Storm of Words getting ready for the last yesad of phase 3).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Big Balls Hands #6&#039;&#039;&#039; - Healers make sure everyone is topped and AoE heal after they go off.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Yesad&#039;&#039;&#039; - This here is the last yesad of phase 3 before the group gets knocked up into the air, thanks to Storm of Words.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Big Balls Hands #7&#039;&#039;&#039; - If you&#039;re a healer at this point your like holy s*** i still have MP left?&lt;br /&gt;
&lt;br /&gt;
Note: Healing hell ends here!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;-Repeat from the first yesad until you defeat him or he enrages&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
File:2fixed.jpg|Pillar+Yesad+Razton Example&lt;br /&gt;
File:1.jpg|Earth Shaker+Yesad Positioning&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*Each player will receive {{Item reward|1|Fiend Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Warring Lanner Whistle}} at [[Bertana]] in [[Idyllshire]] (X:5.9 Y:5.2).&lt;br /&gt;
*{{Item icon|Sephirot Sap}}&lt;br /&gt;
*{{Item icon|Sephirot Card}} (Drops at a fixed rate)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Blade of the Sephirot}}&lt;br /&gt;
{{Drops table row|Axe of the Sephirot}}&lt;br /&gt;
{{Drops table row|Edge of the Sephirot}}&lt;br /&gt;
{{Drops table row|Pike of the Sephirot}}&lt;br /&gt;
{{Drops table row|Fists of the Sephirot}}&lt;br /&gt;
{{Drops table row|Katana of Sephirot}}&lt;br /&gt;
{{Drops table row|Points of the Sephirot}}&lt;br /&gt;
{{Drops table row|Bow of the Sephirot}}&lt;br /&gt;
{{Drops table row|Fire of the Sephirot}}&lt;br /&gt;
{{Drops table row|Staff of the Sephirot}}&lt;br /&gt;
{{Drops table row|Word of the Sephirot}}&lt;br /&gt;
{{Drops table row|Rapier of Sephirot}}&lt;br /&gt;
{{Drops table row|Cane of the Sephirot}}&lt;br /&gt;
{{Drops table row|Song of the Sephirot}}&lt;br /&gt;
{{Drops table row|Star of the Sephirot}}&lt;br /&gt;
{{Drops table row|Shield of the Sephirot}}&lt;br /&gt;
{{Drops table row|Fiend Sap}}&lt;br /&gt;
{{Drops table row|Sephirotic Weapon Coffer}}&lt;br /&gt;
{{Drops table row|Warring Lanner Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Fiend}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Preserved upon the Allagan tomestone you received from Unukalhai was an extraordinary history─a detailed record of the battles fought between the eikon Sephirot and the armies of Allag. After feeding the account of this epic conflict into Azys Lla&#039;s verification systems, you have succeeded in activating what the node describes as a “combat simulation.”&lt;br /&gt;
&lt;br /&gt;
Can the enigmatic technology of the ancient empire truly manifest an enhanced simulacrum of the formidable Fiend? Can this artificial incarnation truly surpass the threat posed by the original Sephirot? There is but one way to know for certain...&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
File:Sephirot1.jpg&lt;br /&gt;
File:Sephirot2.jpg&lt;br /&gt;
File:Sephirot3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Third_Circle_(Savage)&amp;diff=396567</id>
		<title>Asphodelos: The Third Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Third_Circle_(Savage)&amp;diff=396567"/>
		<updated>2022-01-09T14:45:21Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Asphodelos (Savage)|Asphodelos: The Third Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Asphodelos: The Third Circle (Savage)&lt;br /&gt;
| description = &lt;br /&gt;
| image = Asphodelos The Third Circle (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 580&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 30 Astronomy&lt;br /&gt;
| roulette = &lt;br /&gt;
| entrance = The Gates of Pandaemonium&lt;br /&gt;
| entrance-coordinates = 21.4,18.0&lt;br /&gt;
| req-quest = Who Wards the Warders?&lt;br /&gt;
| patch = 6.05&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|MKphNR91gx8|400|right|Video guide by Mrhappy1227}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Mythic Creation: [[The Phoinix]]===&lt;br /&gt;
The edge of the arena is covered in a ring of fire that will kill any player who touches it. It is recommended that tanks and healers pair up with a DPS player for mechanics later on. Players should also form &amp;quot;light parties&amp;quot; consisting of tanks and melee players in one, and healers and ranged in another.&lt;br /&gt;
&lt;br /&gt;
====Phase 1====&lt;br /&gt;
* &#039;&#039;&#039;Scorched Exaltation&#039;&#039;&#039;: Unavoidable roomwide AoE. Mitigate and heal through.&lt;br /&gt;
* &#039;&#039;&#039;Heat of Condemnation&#039;&#039;&#039;: Tankbuster. Two random players will be tethered to the boss. Both tanks must take a tether and spread away from the group as the attack hits in a wide AoE. Be sure to use mitigation. Debuffs with a brief &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Experimental Fireplume&#039;&#039;&#039;: This attack has two variations:&lt;br /&gt;
** &#039;&#039;&#039;Small Orbs&#039;&#039;&#039;: Several explosions will move clockwise around the arena with a large explosion in the center of the arena. Move to the outer ring of the arena after the first explosion to avoid.&lt;br /&gt;
** &#039;&#039;&#039;Large Orb&#039;&#039;&#039;: Players need to bait this massive AoE in the center of the arena, then move out to the edges to avoid.&lt;br /&gt;
* &#039;&#039;&#039;Left/Right Cinderwing&#039;&#039;&#039;: Cleaves the entire arena to the left or right of the boss from the center of its hitbox out. Move to the opposite side of the boss to avoid.&lt;br /&gt;
* &#039;&#039;&#039;Darkened Fire&#039;&#039;&#039;: Players should get with their DPS partners and stand at the intercardinals around the center of the arena (marked by four squares). All four DPS or all tanks and healers will have a &#039;&#039;&#039;Darkened Fire&#039;&#039;&#039; dropped on their location. These ads are invincible when they spawn, and will begin casting &#039;&#039;&#039;Darkened Blaze&#039;&#039;&#039;, which deals massive damage to the party and will most likely cause a wipe. At the same time, the boss will begin casting &#039;&#039;&#039;Brightened Fire&#039;&#039;&#039;, marking players 1-8 with point-blank AoEs. Players must position themselves in order next to the ads in order to debuff the ads and make them vulnerable to attack. Once all the AoEs have gone off, quickly defeat the &#039;&#039;&#039;Darkened Fires&#039;&#039;&#039; before their cast finishes. The boss will follow this up with &#039;&#039;&#039;Heat of Condemnation&#039;&#039;&#039;, so tanks need to be ready to grab tethers. Another &#039;&#039;&#039;Scorched Exaltation&#039;&#039;&#039; will follow this.&lt;br /&gt;
* &#039;&#039;&#039;Devouring Brand&#039;&#039;&#039;: Drops line AoEs at the four cardinal points of the edge of the arena. These will slowly burn across the arena to converge in the middle. Touching these will inflict a  &#039;&#039;&#039;Burning&#039;&#039;&#039; debuff, dealing heavy Damage over Time. Once the AoEs meet in the center, they will expand, so players need to stand away from them. This attack will also be mixed with &#039;&#039;&#039;Experimental Fireplume&#039;&#039;&#039;, so move accordingly.&lt;br /&gt;
* &#039;&#039;&#039;Searing Breeze&#039;&#039;&#039;: All players have a point blank AoE dropped underneath them. Players should stack up to bait these, then move out to avoid. The boss will follow this up with another &#039;&#039;&#039;Left/Right Cinderwing&#039;&#039;&#039; and a &#039;&#039;&#039;Heat of Condemnation&#039;&#039;&#039;, so move accordingly and grab the tethers to take away once again. The boss will follow up with another &#039;&#039;&#039;Experimental Fireplume&#039;&#039;&#039;, then leave the arena.&lt;br /&gt;
* &#039;&#039;&#039;Trail of Condemnation&#039;&#039;&#039;: This attack has two variations:&lt;br /&gt;
** The boss will spew fire from its center beak: The boss breathes fire through the center of the arena and each player is marked with a point blank AoE. Avoid the center of the arena and spread out to avoid overlapping.&lt;br /&gt;
** The boss will spew fire from the left and right beaks: The boss will drop a large fire line AoE on the outer two thirds of the arena, leaving only the center safe. Players will also be marked for AoE&#039;s, either all the tanks and healers or all the DPS. Players should split up with their partners and spread out in a line to avoid overlapping AoEs and also avoiding the fire lines on the arena. This attack debuffs with a brief &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, so getting hit by more than one guarantees death.&lt;br /&gt;
&lt;br /&gt;
====Phase 2====&lt;br /&gt;
the boss will spawn four &#039;&#039;&#039;Sunbird&#039;&#039;&#039; ads on the arena. Each tank should grab two and pull them to opposite edges of the arena. Focus on killing the ads one by one, then moving clockwise around the arena to kill the next ad. These ads must be spread out as when they revive they deal an AoE attack that will buff any &#039;&#039;&#039;Sunbird&#039;&#039;&#039; hit with &#039;&#039;&#039;Damage Up&#039;&#039;&#039;, most likely resulting in a wipe later on.&lt;br /&gt;
* &#039;&#039;&#039;Flames of Undeath&#039;&#039;&#039;: Roomwide AoE that hits all players and the defeated ads, reviving them. Mitigate the attack.&lt;br /&gt;
* &#039;&#039;&#039;Fireglide Sweep&#039;&#039;&#039;: The ads will each tether to a player, and the player will in turn tether to a player who is not tethered to an ad. Once the cast finishes, the ads will leap to the player they are tethered to, then to the player tethered to them. To mitigate this mechanic, players who are tethered to an ad should move to the opposite end of the arena, while a player tethered to another player should move opposite them. This will weaken the tethers and minimize damage. Players should be sure to be fairly spread out when the attack fires, as it deals damage in an AoE and debuffs with &#039;&#039;&#039;Blunt Resistance Down&#039;&#039;&#039;, making getting hit twice guaranteed death. Once the attack finishes the ads can be defeated in the same manner as before. Heal up once the ads are dead, as the boss casts another &#039;&#039;&#039;Flames of Undeath&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Dead Rebirth&#039;&#039;&#039;: Roomwide AoE. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
The ads will now join the boss and deal auto-attacks to the player who is second in the enmity list, so the off tank should make sure to increase enmity if they aren&#039;t second in the list. This will be followed by &#039;&#039;&#039;Heat of Condemnation&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fledgling Flight&#039;&#039;&#039;: All tanks and healers or all DPS will be targeted by the ads, and must turn the ads to face the outside of the arena. Be sure not to have the ads too close together, as they will tether and explode, wiing the raid.&lt;br /&gt;
* &#039;&#039;&#039;Ashen Eye&#039;&#039;&#039;: Each ad fires a conal AoE in the direction they are facing.&lt;br /&gt;
* &#039;&#039;&#039;Experimental Gloryplume&#039;&#039;&#039;: This attack starts similarly to &#039;&#039;&#039;Experimental Fireplume&#039;&#039;&#039; with either several fire orbs or one large one, but then also shows either several dark orbs or one large one. For the large dark orb, players should split into their &amp;quot;light parties&amp;quot; and move to the opposite edge of the arena, as a random tank and healer will be targeted. For small dark orbs, players need to spread out to avoid overlapping point blank AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Fountain of Fire&#039;&#039;&#039;: Eight puddles will spawn on the edge of the arena and tether to the boss. If a player stands within the puddle, the tether will then connect to them. Eventually, the puddle will explode, dealing high damage to whoever is inside it, and buffing whoever it is tethered to with &#039;&#039;&#039;Damage Up&#039;&#039;&#039; and &#039;&#039;&#039;Healing Potency Up&#039;&#039;&#039;. In the meantime, the boss will also cast &#039;&#039;&#039;Sun&#039;s Pinion&#039;&#039;&#039;, dropping two AoE markers on the two closest players to the boss. These will eventually deal damage in a point blank AoE around the player then summon an ad that will tether to the player who had the markers and dash to them. Any player hit will take high damage and a &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff. The player tethered to the bird also takes a &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; debuff, meaning they cannot soak any of the &#039;&#039;&#039;Fountains&#039;&#039;&#039;. The boss will cast &#039;&#039;&#039;Sun&#039;s Pinion&#039;&#039;&#039; three times. To handle this mechanic, it is recommended that the healers handle the puddles around the arena, as they can mitigate the damage, then use their buffed healing to recover quickly, while the remaining players take turns baiting the AoEs and tethers. The norm is to have the melee DPS players take the first AoEs, then the ranged DPS, then finally the tanks. Following this mechanic, the boss will cast &#039;&#039;&#039;Scorched Exaltation&#039;&#039;&#039; twice in a row, so mitigation and healing will be critical here given how much damage is coming out at one time. This will be followed up by another &#039;&#039;&#039;Heat of Condemnation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Phase 3====&lt;br /&gt;
* &#039;&#039;&#039;Firestorms of Asphodelos&#039;&#039;&#039;: Heavy hitting roomwide AoE. This also summons three &#039;&#039;&#039;Darkblaze Twister&#039;&#039;&#039; ads around the arena.&lt;br /&gt;
* &#039;&#039;&#039;Flames of Asphodelos&#039;&#039;&#039;: The boss drops multiple conal AoEs from its hitbox in sequence. Simply stand in the second set of AoEs, then move to the safe space created when the first set goes off.&lt;br /&gt;
* &#039;&#039;&#039;Experimental Ashplume&#039;&#039;&#039;: This attack is the exact same as the dark orb mechanic from &#039;&#039;&#039;Experimental Gloryplume&#039;&#039;&#039;, Stack in groups for the large orb, spread out for the small orbs. This is followed by another &#039;&#039;&#039;FLames of Asphodelos&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Storms of Asphodelos&#039;&#039;&#039;: The three tornadoes will fire a conal AoE in the direction of the closest player, the boss will tether to two players and deal massive damage, while also firing cleaves at the last three players. To handle this mechanic, the two healers and a ranged player should stand next to the tornadoes between them and the wall to bait their attack away from the arena. The tanks should both take the tethers and stand directly in front of two of the tornadoes, while the remaining three DPS should stand at the edge of the boss&#039;s hitbox between the tornadoes to bait the boss&#039;s cleaves in that direction. Players need to be extremely careful not to overlap AoEs, as each hit results in a &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; debuff, meaning any extra damage will result in death.&lt;br /&gt;
* &#039;&#039;&#039;Darkblaze Twister&#039;&#039;&#039;. The boss will tether to each of the ads, with one of the tethers being black. The boss will then cast &#039;&#039;&#039;Searing Breeze&#039;&#039;&#039;, so players should bait the AoEs clockwise around the arena, ending back in front of the black tethered ad. Then the boss will cast &#039;&#039;&#039;Experimental Ashplume&#039;&#039;&#039;, so players should look out for how to react. The ad with the black tether will then knock players away, and the other ads will cast a large donut AoE, with the safe zone in their hitboxes. Players should have the black tether ad knock them back towards the other ads, then stack or spread for &#039;&#039;&#039;Ashplume&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Death&#039;s Toll&#039;&#039;&#039;: The boss will debuff every player with either one, two or four stacks of &#039;&#039;&#039;Death&#039;s Toll&#039;&#039;&#039;. The number of stacks a player has indicates how many times they need to get hit by an attack before the debuff resolves. The boss will also drop the ads on players once again, but this time they should be pointed inwards towards the center of the arena. With them positioned correctly, players can take the requisite number of hits to satisfy their debuff. &lt;br /&gt;
* &#039;&#039;&#039;Life&#039;s Agonies&#039;&#039;&#039;: Once the attacks have resolved, players should group up in the center of the arena for AoE healing, since when this attack finishes casting, if any player is not full HP, they will die.&lt;br /&gt;
&lt;br /&gt;
From here, the boss will cast &#039;&#039;&#039;Experimental Gloryplume&#039;&#039;&#039;, &#039;&#039;&#039;Trail of Condemnation&#039;&#039;&#039;, &#039;&#039;&#039;Devouring Brand&#039;&#039;&#039; with &#039;&#039;&#039;Experimental Fireplume&#039;&#039;&#039;, &#039;&#039;&#039;Searing Breeze&#039;&#039;&#039;, &#039;&#039;&#039;Left/Right Cinderwing&#039;&#039;&#039;, then &#039;&#039;&#039;Scorched Exaltation&#039;&#039;&#039; twice. Finally, the boss will cast &#039;&#039;&#039;Final Exaltation&#039;&#039;&#039; as an enrage, and must be defeated before the cast finishes, or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Asphodelos Mythos III}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Asphodelos Leg Gear Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Radiant Roborant}}&lt;br /&gt;
{{Drops table row|Radiant Twine}}&lt;br /&gt;
{{Drops table row|Asphodelos Head Gear Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Hand Gear Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Foot Gear Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Second_Circle_(Savage)&amp;diff=396566</id>
		<title>Asphodelos: The Second Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Second_Circle_(Savage)&amp;diff=396566"/>
		<updated>2022-01-09T14:43:51Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Asphodelos (Savage)|Asphodelos: The Second Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Asphodelos: The Second Circle (Savage)&lt;br /&gt;
| description = &lt;br /&gt;
| image = Asphodelos The Second Circle (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 575&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 30 Astronomy&lt;br /&gt;
| roulette = &lt;br /&gt;
| entrance = The Gates of Pandaemonium&lt;br /&gt;
| entrance-coordinates = 21.4,18.0&lt;br /&gt;
| req-quest = Who Wards the Warders?&lt;br /&gt;
| patch = 6.05&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|dp1a0CeMQ-8|400|right|Video guide by Mrhappy1227}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Mythic Creation: [[The Hippokampos]]===&lt;br /&gt;
Players should be aware that the arena is surrounded by a barrier that will instantly kill anyone who touches it. It is recommended that players assign &amp;quot;light parties&amp;quot; consisting of a tank, healer and two DPS for a stack mechanic later. &lt;br /&gt;
&lt;br /&gt;
====Phase 1====&lt;br /&gt;
* &#039;&#039;&#039;Murky Depths&#039;&#039;&#039;: Unavoidable roomwide AoE. Simply heal through.&lt;br /&gt;
* &#039;&#039;&#039;Doubled Impact&#039;&#039;&#039;: A shared tankbuster. Both tanks must take this hit and must use mitigation to survive.&lt;br /&gt;
* &#039;&#039;&#039;Sewage Deluge&#039;&#039;&#039;: Heavy hitting unavoidable roomwide AoE. Mitigate and heal through. This attack will also change the arena, flooding it and making the platforms and grates the only safe areas to stand. One of the platforms will also spew water from the grate in the center, making it unsafe to touch. Entering the water here will inflict the &#039;&#039;&#039;Dropsy&#039;&#039;&#039; debuff, dealing heavy water damage and most likely resulting in death.&lt;br /&gt;
* &#039;&#039;&#039;Spoken/Winged Cataract&#039;&#039;&#039;: The boss&#039;s head will separate from its body and face in a direction. The body performs a large line AoE which will be indicated by the direction the large orange arrow is pointing that can be avoided by standing on the grates either on the platforms or between the platforms. The head will fire a half-room AoE either from the front or back of its head (Spoken Cataract will fire from the front of the head, while Winged Cataract will fire from the back of the head).&lt;br /&gt;
* &#039;&#039;&#039;Coherence&#039;&#039;&#039;: The boss will tether to a player, which must be picked up by a tank and moved away from the group, usually to the opposite end of the arena. The other players will line up on the platform at the rear of the boss. Once the cast finishes the tank with the tether will take damage, while the other tank is targeted by another attack, so the rest of the party will be hit with a split-damage line AoE that needs to be shared. The tank with the tether should use a defensive cooldown here as they will take heavy damage. This will be followed by another &#039;&#039;&#039;Murky Depths&#039;&#039;&#039;, so healers should be ready for this.&lt;br /&gt;
* &#039;&#039;&#039;Ominous Bubbling&#039;&#039;&#039;: Both healers are marked with a stack marker. This attack does not fire right away, however when it does players need to be in their light parties. Debuffs with &#039;&#039;&#039;Water Resistance Down II&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Shockwave&#039;&#039;&#039;: The boss will face one of the three &amp;quot;safe&amp;quot; platforms and leap to it. This attack must be absorbed by one of the light party stack groups. This attack also deals a heavy knockback so players must either use their knockback mitigation or stand close to the platform on the grates between platforms so they are knocked back evenly and not into the water, while also maintaining stacks for &#039;&#039;&#039;Ominous Bubbling&#039;&#039;&#039;, which will fire immediately after this. The boss will then return to the center of the room.&lt;br /&gt;
* &#039;&#039;&#039;Predatory Avarice&#039;&#039;&#039;: Three players will be marked with one of two debuffs: &lt;br /&gt;
** &#039;&#039;&#039;Mark of the Depths&#039;&#039;&#039;: A large water AoE will drop and must be shared by the party to avoid death.&lt;br /&gt;
** &#039;&#039;&#039;Mark of the Tides&#039;&#039;&#039;: A point-blank AoE will fire from the player, dealing a heavy knockback that will send players into the wall of the arena if hit.&lt;br /&gt;
&lt;br /&gt;
Players will receive their debuffs, then the boss will use the opposite &#039;&#039;&#039;Cataract&#039;&#039;&#039; ability to the one it used before, then the debuffs will resolve. Players must position themselves immediately after &#039;&#039;&#039;Cataract resolves. It is recommended that players with the &#039;&#039;&#039;Tides&#039;&#039;&#039; debuff move to the grates next to one of the platforms away from the platform where the &#039;&#039;&#039;Depths&#039;&#039;&#039; player is standing to provide sufficient room to avoid the attack. Following this the arena will drain of all water and return to normal.&lt;br /&gt;
&lt;br /&gt;
====Phase 2====&lt;br /&gt;
*&#039;&#039;&#039;Channeling Overflow&#039;&#039;&#039;: Each player will be marked with a front/rear/left/right &#039;&#039;&#039;Mark of the Tides&#039;&#039;&#039; and have a large purple arrow indicating which direction the player will be moved in when the debuff resolves. Players must align themselves to move away from the wall of the arena by the time the debuff resolves, while also making sure to crash into the player directly opposite them, otherwise they will be sent careening into the wall opposite them and die. It is recommended to use the platform edges to do this, as they provide enough room to be moved without hitting a player that would be moving towards them, while also preparing them to handle this mechanic later in the fight when the arena is flooded again. Once the debuff resolves, players will be &#039;&#039;&#039;Stunned&#039;&#039;&#039; in place as well as receiving a short &#039;&#039;&#039;Water Resistance Down II&#039;&#039;&#039; debuff and moved according to their debuff. After this players will be able to move freely again. The boss will follow this up with another &#039;&#039;&#039;Doubled Impact&#039;&#039;&#039;, so tanks should be healed and ready to mitigate. &lt;br /&gt;
&lt;br /&gt;
The boss will use another &#039;&#039;&#039;Murky Depths&#039;&#039;&#039;, then will return to the center of the arena and use another &#039;&#039;&#039;Sewage Deluge&#039;&#039;&#039; and flood the arena again, as well as one of the platforms. This will be followed by another &#039;&#039;&#039;Shockwave&#039;&#039;&#039;, so players should be ready with their knockback mitigation. Each player will then be tethered to the boss and receive either red or blue orbs numbering 1-4 over their head.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kampeos Harma&#039;&#039;&#039;: Players with blue markers will have the boss&#039;s body jumping to them, while players with red markers will have the head dropping on them, dealing a point-blank AoE. Players will be attacked in order according to how many orbs they have over their heads. To handle this mechanic, players with red markers should each position themselves on the grates in the center between two platforms (there are lines on the grates that indicate the center), while players with blue markers should move to opposite platforms to each other in groups (1-3 and 2-4). Players with 1 and 2 will stand at the  front corner of the platform facing inwards to the center of the arena, while players with 3 and 4 will stand at the rear of the platform. After the boss leaps away from the platform, the players will switch positions, ensuring there is no overlapping damage. The boss&#039;s head will simply move to each player in order, debuffing any player hit with a &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039; debuff, which will ensure death if a player is hit more than once. To make organizing positioning easier, it is recommended to use the unsafe platform as a basis for ordering where players will stand. &lt;br /&gt;
Once the attack resolves, the boss will use another &#039;&#039;&#039;Doubled Impact&#039;&#039;&#039;, followed by &#039;&#039;&#039;Murky Depths&#039;&#039;&#039;, so healers should be ready. This will be followed up by another &#039;&#039;&#039;Channeling OverFlow&#039;&#039;&#039;, however it works slightly different this time:&lt;br /&gt;
&lt;br /&gt;
Players will receive their directional debuff, but the length of time will vary between &amp;quot;long&amp;quot; and &amp;quot;short&amp;quot; debuff times. Players with the &amp;quot;short&amp;quot; time will have about 12 seconds to position themselves appropriately, while players with the &amp;quot;long&amp;quot; debuff will be marked with point-blank AoEs called &#039;&#039;&#039;Tainted Flood&#039;&#039;&#039;. This attack deals damage and debuffs with &#039;&#039;&#039;Water Resistance Down II&#039;&#039;&#039; to anyone hit by it, meaning this and &#039;&#039;&#039;Channeling Flow&#039;&#039;&#039; will result in death. To handle this, players with the &amp;quot;short&amp;quot; debuff should position themselves on the edge of their platforms as normal, while the AoE players position themselves either on the grates between the platforms or on the inner corners of the platforms. Once this set resolves, the roles are reversed, and the players whose &#039;&#039;&#039;Tides&#039;&#039;&#039; debuff has resolved will swap places with the &#039;&#039;&#039;Flood&#039;&#039;&#039; players. this will be followed up with &#039;&#039;&#039;Spoken/Winged Cataract&#039;&#039;&#039;, so move accordingly. The water will recede once again, and the arena will return to normal.&lt;br /&gt;
&lt;br /&gt;
====Phase 3====&lt;br /&gt;
The boss will use &#039;&#039;&#039;Predatory Avarice&#039;&#039;&#039;, so players need to be ready to move according to their debuffs. &lt;br /&gt;
* &#039;&#039;&#039;Dissociation&#039;&#039;&#039;: The boss&#039;s head will separate from the body and fire a line AOE through one half of the arena. Move to the opposite side of the arena to avoid.&lt;br /&gt;
&lt;br /&gt;
The boss will use the opposite &#039;&#039;&#039;Cataract&#039;&#039;&#039; to what it just cast, then the &#039;&#039;&#039;Predatory Avarice&#039;&#039;&#039; debuffs will resolve, so be prepared to move away from the party if marked with &#039;&#039;&#039;Mark of the Tides&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The boss will cast another &#039;&#039;&#039;Dissociation&#039;&#039;&#039;, while also casting &#039;&#039;&#039;Sewage Eruption&#039;&#039;&#039;, spawning three sets of AoEs under all players once the cast resolves. It is recommended to stand on the side of the arena with the boss&#039;s head, then move to the safe side as a group to bait the AoEs. Following this, the boss will use &#039;&#039;&#039; Tainted Flood&#039;&#039;&#039; on all players, so be ready to spread out immediately after. This will be followed by another &#039;&#039;&#039;Coherence&#039;&#039;&#039;, so a tank should grab the tether and move to the opposite side from the rest of the group. The boss will then immediately use &#039;&#039;&#039;Doubled Impact&#039;&#039;&#039;, so it is recommended to use a tank invulnerability skill to take the hit solo. This is followed by a &#039;&#039;&#039;Murky Depths&#039;&#039;&#039; and a &#039;&#039;&#039;Sewage Deluge&#039;&#039;&#039;, so be ready with healing and mitigation.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Channeling Flow&#039;&#039;&#039; once again with the short and long debuff times, however the boss will also use &#039;&#039;&#039;Coherence&#039;&#039;&#039;, so a tank must grab the tether and players will need to be ready to stack behind the boss immediately after their debuff resolves, then the remaining debuffed players must position themselves properly for their resolution. This will be immediately followed by another &#039;&#039;&#039;Dissociation&#039;&#039;&#039; and &#039;&#039;&#039;Sewage Eruption&#039;&#039;&#039;, so handle this the same way as before. &lt;br /&gt;
&lt;br /&gt;
The boss will use another &#039;&#039;&#039;Ominous Bubbling&#039;&#039;&#039; and &#039;&#039;&#039;Shockwave&#039;&#039;&#039; followed by a &#039;&#039;&#039;Doubled Impact&#039;&#039;&#039;, then will use two more &#039;&#039;&#039;Murky Waters&#039;&#039;&#039;, then finally will slow cast &#039;&#039;&#039;Sewage Deluge&#039;&#039;&#039; as an enrage. The boss must be defeated before this cast finishes, or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Asphodelos Mythos II}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Discal Tomestone}}&lt;br /&gt;
{{Drops table row|Asphodelos Head Gear Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Hand Gear Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Foot Gear Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Radiant Coating}}&lt;br /&gt;
{{Drops table row|Asphodelos Head Gear Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Hand Gear Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Foot Gear Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_First_Circle_(Savage)&amp;diff=396345</id>
		<title>Asphodelos: The First Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_First_Circle_(Savage)&amp;diff=396345"/>
		<updated>2022-01-08T06:26:46Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Wrong video guide link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Asphodelos (Savage)|Asphodelos: The First Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Asphodelos: The First Circle (Savage)&lt;br /&gt;
| description = &lt;br /&gt;
| image = Asphodelos The First Circle (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 570&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 30 Astronomy&lt;br /&gt;
| roulette = &lt;br /&gt;
| entrance =  The Gates of Pandaemonium&lt;br /&gt;
| entrance-coordinates = 21.4,22.0&lt;br /&gt;
| req-quest = Who Wards the Warders?&lt;br /&gt;
| patch = 6.05&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|FssBYFpVpR0|400|right|Video guide by Mrhappy1227}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Warder of the Condemned: [[Erichthonios]]===&lt;br /&gt;
Before the fight, it is a good idea to set markers and assign positions for players. The most common positioning is tanks and melee DPS at cardinal directions right around the center of the area (about the boss&#039; hitbox across) and healers and ranged DPS at intercardinal directions in the far corners. These positions will be used for spreading before Aetherial Shackles and picking a starting and ending square during Intemperate Torment.&lt;br /&gt;
&lt;br /&gt;
====Phase 1====&lt;br /&gt;
&#039;&#039;&#039;Heavy Hand&#039;&#039;&#039;: A single target Tankbuster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warder&#039;s Wrath&#039;&#039;&#039;: An unavoidable room-wide AoE. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherial Shackles&#039;&#039;&#039;: Places a red Shackles of Loneliness or purple debuff on two random players. The red shackles debuff will target the 3 players standing farthest away and hits each with fairly large AoE, while the purple shackles debuff targets the three closest players and hits each with a smaller AoE. A player getting hit by both debuffed players will take massive damage. The player with the red debuff should stand in a corner away from the boss while the player with the purple debuff should stand right beside the boss in a cardinal direction, with all other players standing in each other corner and cardinal direction around the boss. Shortly after placing the debuffs but before the attack goes off, Erichthonios casts Warder&#039;s Wrath, which should be healed before players spread to their appropriate positions.&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Gaoler&#039;s Flails&#039;&#039;&#039;: Erichthonios throws out two flails one by one, then attacks with them in the same order. He&#039;ll either throw out both a spike ball and a chakram, or two hooks. The spike ball is a point blank AoE centered around the boss and slightly larger than his hitbox. The chakram is the inverse with a donut AoE starting just outside his hitbox. The hook hits everything except for a 90 degree area on the opposite side of the boss.&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Pitiless Flails of Grace/Purgation&#039;&#039;&#039;: Tankbuster with knockback. The tank hit with this attack will also be given a magic vulnerability debuff. Right after this hits, if it is a Flails of Purgation attack, a strong proximity-based AoE will go off from the location of the current tank. If it&#039;s a Flails of Grace attack instead, the current tank will be hit with a follow-up attack that should be shared with the rest of the party. Tanks should swap right after the knockback as the second hit can be lethal with the debuff.&lt;br /&gt;
&lt;br /&gt;
====Phase 2====&lt;br /&gt;
&#039;&#039;&#039;Intemperance&#039;&#039;&#039;: Changes the arena to a 3x3 grid with 3 fire, ice, or purple (lightning) crystals above each of the outer squares.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intemperate Torment&#039;&#039;&#039;: Erichthonios destroys the crystals above each square one by one, giving everyone either the Overwhelmed by Fire or Overwhelmed by Cold debuff. If you are overwhelmed by the element you are struck with, you will take extra damage, so players with the red debuff want to be hit by the blue attack, and vice versa. If you are on the purple cross between the zones or hit by a poison crystal, you will take heavy damage. Additionally, if every outer square isn&#039;t occupied by a player while the first and last crystals are destroyed, or the north and south squares aren&#039;t occupied while the second crystal is destroyed, the entire raid will receive massive damage. Before destroying the first crystal, one of Erichthonios&#039; hands will start glowing in a high or low position to indicate if respectively the top or bottom crystal will be destroyed first.&lt;br /&gt;
&lt;br /&gt;
The first and third crystal that are destroyed are always either a fire or ice crystal. The second crystal is always a poison crystal for eastern and western squares, fire for the northern square, and ice for the southern square. After receiving the debuff from your square&#039;s first crystal, you must run to either the north or south square to receive the opposite debuff if your top crystal matches your bottom one, or wait in the middle to avoid all crystals if your first and last crystals are different elements. Once the last crystal is destroyed, the arena will return to normal.&lt;br /&gt;
&lt;br /&gt;
Shortly after breaking the first and second crystal, the boss will cast Warder&#039;s Wrath for raid-wide damage.&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Shining Cells&#039;&#039;&#039;: This attack deals unavoidable raidwide damage, slightly shrinks the play field, and then divides the arena into alternating red and blue wedges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherflail&#039;&#039;&#039;: Colored orbs will circle Erichthonios while he telegraphs two back to back attacks, similar to his Gaoler&#039;s Flails attack, but this time always mixing a hook flail with either the spike ball or chakram flail. This means the hook flail has safe zones in the 4 wedges opposite the flail&#039;s side, while the spike ball hits all inner wedges and the chakram hits all outer wedges. Colored orbs will also circle Erichthonios, indicating which color wedges will explode with each flail attack, giving everyone a single safe wedge to stand in for both attacks. When the cast completes, all wedges that match the color of his orbs will explode and he&#039;ll swing his first flail. He&#039;ll then swing the second flail while the same wedges explode again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shackles of Time&#039;&#039;&#039;: Surrounds a player with purple chains. After the boss casts a following tankbuster, all wedges of the same color the debuffed player is standing on will explode.&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Slam Shut&#039;&#039;&#039;: Ends the Shining Cells phase, dealing unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fourfold Shackle&#039;&#039;&#039;: Similar to Aetherial Shackles, but this time going off four times in a row. Every player will be randomly assigned a red or purple debuff with a 3, 8, 13, and 18 second timer on each, and must quickly get to corners and cardinal directions around the boss. It&#039;s recommended to preassign each location with a debuff timer value as there&#039;s a small window for everyone to get into position. Once each debuff expires, just like with Aetherial Shackles each red debuffed player will target the 3 furthest players while the purple debuff targets the 3 closest players, each for a small amount of damage. If any single player is targeted by both at once, they will instead take massive damage.&lt;br /&gt;
&lt;br /&gt;
====Phase 3====&lt;br /&gt;
&#039;&#039;&#039;Intemperate Torment (Second Cast)&#039;&#039;&#039;: Similar to the first cast, but this time rather than casting Warder&#039;s Wrath between destroying crystals, Erichthonios will instead cast Gaoler&#039;s Flails with the spike ball and chakram flails. He starts attacking with the flails immediately after the second crystal is destroyed, and shortly after the second flail swing, the final crystal will be destroyed. All players will need to return to their original square while avoiding the flail attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shining Cells (Second Cast)&#039;&#039;&#039;: During the second Shining Cells phase, Erichthonios will start by casting a Pitiless Flails variant or Aetherial Shackles while colored orbs circle him to indicate which wedges are unsafe. When he casts Pitiless Flails, a random player will be marked with the Shackles of Time debuff, and the party will need to resolve the Grace or Purgation mechanic while standing on an opposite colored wedge as the debuffed player. When Aetherial Shackles casts, players will need to arrange themselves on safe wedges while also placing the red debuffed player and 3 others on the outer sections of the arena while the purple debuffed player and 3 others are on inner wedges.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will repeatedly cast Aetherflail and Warder&#039;s Wrath until he enrages and casts Lethe around 10 minutes into the fight, which will result in a full raid wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Erichthonios Card}}&lt;br /&gt;
*1 {{Item icon|Asphodelos Mythos I}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Asphodelos Earring Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Necklace Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Bracelet Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Ring Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Asphodelos Earring Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Necklace Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Bracelet Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Ring Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_First_Circle_(Savage)&amp;diff=396340</id>
		<title>Asphodelos: The First Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_First_Circle_(Savage)&amp;diff=396340"/>
		<updated>2022-01-08T03:39:38Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Asphodelos (Savage)|Asphodelos: The First Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Asphodelos: The First Circle (Savage)&lt;br /&gt;
| description = &lt;br /&gt;
| image = Asphodelos The First Circle (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 570&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 30 Astronomy&lt;br /&gt;
| roulette = &lt;br /&gt;
| entrance =  The Gates of Pandaemonium&lt;br /&gt;
| entrance-coordinates = 21.4,22.0&lt;br /&gt;
| req-quest = Who Wards the Warders?&lt;br /&gt;
| patch = 6.05&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|PRfW76lGu8U|400|right|Video guide by Mrhappy1227}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Warder of the Condemned: [[Erichthonios]]===&lt;br /&gt;
Before the fight, it is a good idea to set markers and assign positions for players. The most common positioning is tanks and melee DPS at cardinal directions right around the center of the area (about the boss&#039; hitbox across) and healers and ranged DPS at intercardinal directions in the far corners. These positions will be used for spreading before Aetherial Shackles and picking a starting and ending square during Intemperate Torment.&lt;br /&gt;
&lt;br /&gt;
====Phase 1====&lt;br /&gt;
&#039;&#039;&#039;Heavy Hand&#039;&#039;&#039;: A single target Tankbuster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warder&#039;s Wrath&#039;&#039;&#039;: An unavoidable room-wide AoE. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherial Shackles&#039;&#039;&#039;: Places a red Shackles of Loneliness or purple debuff on two random players. The red shackles debuff will target the 3 players standing farthest away and hits each with fairly large AoE, while the purple shackles debuff targets the three closest players and hits each with a smaller AoE. A player getting hit by both debuffed players will take massive damage. The player with the red debuff should stand in a corner away from the boss while the player with the purple debuff should stand right beside the boss in a cardinal direction, with all other players standing in each other corner and cardinal direction around the boss. Shortly after placing the debuffs but before the attack goes off, Erichthonios casts Warder&#039;s Wrath, which should be healed before players spread to their appropriate positions.&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Gaoler&#039;s Flails&#039;&#039;&#039;: Erichthonios throws out two flails one by one, then attacks with them in the same order. He&#039;ll either throw out both a spike ball and a chakram, or two hooks. The spike ball is a point blank AoE centered around the boss and slightly larger than his hitbox. The chakram is the inverse with a donut AoE starting just outside his hitbox. The hook hits everything except for a 90 degree area on the opposite side of the boss.&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Pitiless Flails of Grace/Purgation&#039;&#039;&#039;: Tankbuster with knockback. The tank hit with this attack will also be given a magic vulnerability debuff. Right after this hits, if it is a Flails of Purgation attack, a strong proximity-based AoE will go off from the location of the current tank. If it&#039;s a Flails of Grace attack instead, the current tank will be hit with a follow-up attack that should be shared with the rest of the party. Tanks should swap right after the knockback as the second hit can be lethal with the debuff.&lt;br /&gt;
&lt;br /&gt;
====Phase 2====&lt;br /&gt;
&#039;&#039;&#039;Intemperance&#039;&#039;&#039;: Changes the arena to a 3x3 grid with 3 fire, ice, or purple (lightning) crystals above each of the outer squares.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intemperate Torment&#039;&#039;&#039;: Erichthonios destroys the crystals above each square one by one, giving everyone either the Overwhelmed by Fire or Overwhelmed by Cold debuff. If you are overwhelmed by the element you are struck with, you will take extra damage, so players with the red debuff want to be hit by the blue attack, and vice versa. If you are on the purple cross between the zones or hit by a poison crystal, you will take heavy damage. Additionally, if every outer square isn&#039;t occupied by a player while the first and last crystals are destroyed, or the north and south squares aren&#039;t occupied while the second crystal is destroyed, the entire raid will receive massive damage. Before destroying the first crystal, one of Erichthonios&#039; hands will start glowing in a high or low position to indicate if respectively the top or bottom crystal will be destroyed first.&lt;br /&gt;
&lt;br /&gt;
The first and third crystal that are destroyed are always either a fire or ice crystal. The second crystal is always a poison crystal for eastern and western squares, fire for the northern square, and ice for the southern square. After receiving the debuff from your square&#039;s first crystal, you must run to either the north or south square to receive the opposite debuff if your top crystal matches your bottom one, or wait in the middle to avoid all crystals if your first and last crystals are different elements. Once the last crystal is destroyed, the arena will return to normal.&lt;br /&gt;
&lt;br /&gt;
Shortly after breaking the first and second crystal, the boss will cast Warder&#039;s Wrath for raid-wide damage.&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Shining Cells&#039;&#039;&#039;: This attack deals unavoidable raidwide damage, slightly shrinks the play field, and then divides the arena into alternating red and blue wedges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherflail&#039;&#039;&#039;: Colored orbs will circle Erichthonios while he telegraphs two back to back attacks, similar to his Gaoler&#039;s Flails attack, but this time always mixing a hook flail with either the spike ball or chakram flail. This means the hook flail has safe zones in the 4 wedges opposite the flail&#039;s side, while the spike ball hits all inner wedges and the chakram hits all outer wedges. Colored orbs will also circle Erichthonios, indicating which color wedges will explode with each flail attack, giving everyone a single safe wedge to stand in for both attacks. When the cast completes, all wedges that match the color of his orbs will explode and he&#039;ll swing his first flail. He&#039;ll then swing the second flail while the same wedges explode again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shackles of Time&#039;&#039;&#039;: Surrounds a player with purple chains. After the boss casts a following tankbuster, all wedges of the same color the debuffed player is standing on will explode.&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Slam Shut&#039;&#039;&#039;: Ends the Shining Cells phase, dealing unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fourfold Shackle&#039;&#039;&#039;: Similar to Aetherial Shackles, but this time going off four times in a row. Every player will be randomly assigned a red or purple debuff with a 3, 8, 13, and 18 second timer on each, and must quickly get to corners and cardinal directions around the boss. It&#039;s recommended to preassign each location with a debuff timer value as there&#039;s a small window for everyone to get into position. Once each debuff expires, just like with Aetherial Shackles each red debuffed player will target the 3 furthest players while the purple debuff targets the 3 closest players, each for a small amount of damage. If any single player is targeted by both at once, they will instead take massive damage.&lt;br /&gt;
&lt;br /&gt;
====Phase 3====&lt;br /&gt;
&#039;&#039;&#039;Intemperate Torment (Second Cast)&#039;&#039;&#039;: Similar to the first cast, but this time rather than casting Warder&#039;s Wrath between destroying crystals, Erichthonios will instead cast Gaoler&#039;s Flails with the spike ball and chakram flails. He starts attacking with the flails immediately after the second crystal is destroyed, and shortly after the second flail swing, the final crystal will be destroyed. All players will need to return to their original square while avoiding the flail attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shining Cells (Second Cast)&#039;&#039;&#039;: During the second Shining Cells phase, Erichthonios will start by casting a Pitiless Flails variant or Aetherial Shackles while colored orbs circle him to indicate which wedges are unsafe. When he casts Pitiless Flails, a random player will be marked with the Shackles of Time debuff, and the party will need to resolve the Grace or Purgation mechanic while standing on an opposite colored wedge as the debuffed player. When Aetherial Shackles casts, players will need to arrange themselves on safe wedges while also placing the red debuffed player and 3 others on the outer sections of the arena while the purple debuffed player and 3 others are on inner wedges.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will repeatedly cast Aetherflail and Warder&#039;s Wrath until he enrages and casts Lethe around 10 minutes into the fight, which will result in a full raid wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Erichthonios Card}}&lt;br /&gt;
*1 {{Item icon|Asphodelos Mythos I}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Asphodelos Earring Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Necklace Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Bracelet Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Ring Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Asphodelos Earring Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Necklace Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Bracelet Coffer}}&lt;br /&gt;
{{Drops table row|Asphodelos Ring Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Fourth_Circle&amp;diff=384949</id>
		<title>Asphodelos: The Fourth Circle</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Fourth_Circle&amp;diff=384949"/>
		<updated>2021-12-22T14:40:27Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Asphodelos|Asphodelos: The Fourth Circle (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Asphodelos: The Fourth Circle&lt;br /&gt;
| description = The perpetrator of the chaos in Asphodelos is revealed to be none other than its keyward Hesperos. Once known for his kindness to both warders and captives alike, he now appears before you as an amalgamation of mythic beast and man─a hemitheos. Drunk with devotion to Lahabrea and dripping venom for Erichthonios, Asphodelos&#039;s keeper may too be its most fearsome creation...&lt;br /&gt;
| image = Asphodelos The Fourth Circle.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 565&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 20 Aphorism&lt;br /&gt;
| roulette = normal raids&lt;br /&gt;
| entrance = The Gates of Pandaemonium&lt;br /&gt;
| entrance-coordinates = 21.4,18.0&lt;br /&gt;
| req-quest = Who Wards the Warders?&lt;br /&gt;
| patch = 6.01&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|E53vQo-HPGc|400|right|Video guide by Mrhappy1227}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Hemitheos: Hesperos===&lt;br /&gt;
A very straightforward fight with numerous simple to handle attacks that can one-shot players if not handled properly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elegant Evisceration&#039;&#039;&#039; - Tankbuster&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setting the Stage&#039;&#039;&#039; - Hesperos drops a curtain on one, three, or four quarters of the field.  After a short time the curtain glows red, then disappears, revealing one of four elemental quadrants he uses for his next attack.  Setting the Stage itself deals no damage.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pinax&#039;&#039;&#039; - One of the four elemental wells flares with power. Then an attack lands depending on what well discharged. Touching one of the wells will also inflict a status effect: &#039;&#039;&#039;Electrocution&#039;&#039;&#039; for lightning, &#039;&#039;&#039;Dropsy&#039;&#039;&#039; for water, &#039;&#039;&#039;Pollen&#039;&#039;&#039; for poison, and &#039;&#039;&#039;Burns&#039;&#039;&#039; for lava.&lt;br /&gt;
&lt;br /&gt;
If the lightning quadrant activates, he is preparing &#039;&#039;&#039;Levinstrike Pinax&#039;&#039;&#039;. This is a proximity-based attack focused on the center of the arena. Move to a corner to take as little damage as possible. This version of &#039;&#039;&#039;Pinax&#039;&#039;&#039; is always the first one seen.&lt;br /&gt;
&lt;br /&gt;
If the water quadrant activates, he is preparing &#039;&#039;&#039;Well Pinax&#039;&#039;&#039;. This is a knockback focused on the center of the arena. This is always the second version of the attack to appear.&lt;br /&gt;
&lt;br /&gt;
If the poison quadrant activates, he is preparing &#039;&#039;&#039;Acid Pinax&#039;&#039;&#039;, which will place spread markers on everyone. Players cannot survive more than one of these attacks, so spreading out is crucial. This is always the thirs version of the attack to appear.&lt;br /&gt;
&lt;br /&gt;
If the lava quadrant activates, he is preparing &#039;&#039;&#039;Lava Pinax&#039;&#039;&#039;, which will place a stack marker on a random raid member. This version of the attack will not appear until all others have been seen.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Decollation&#039;&#039;&#039; - Heavy raidwide damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;Direction&amp;gt; Shift&#039;&#039;&#039; - Hesperos puts a marker on the edge of the arena, in the direction indicated. If there is a &#039;&#039;&#039;sword&#039;&#039;&#039; over the marker, he&#039;ll do an extremely wide cone attack that hits the entire field.  This attack deals extreme damage and is a one shot kill on anyone who already has a vulnerability stack. If there is a &#039;&#039;&#039;cloak&#039;&#039;&#039; over the marker, he&#039;ll do a burst push from the marker that hits the entire field.  This attack pushes anyone who isn&#039;t directly in front of the marker into the spikes, killing them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bloodrake&#039;&#039;&#039; - Hesperos drains the aether from everyone, doing moderate raidwide damage. Then he does one of two attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Belone Coils&#039;&#039;&#039; - Four meteor circles appear in the center of the arena, each marked with a crossed-out role icon. At least one player must take each meteor, but players who take a meteor matching their role icon will be killed. Each meteor not successfully caught will inflict one vuln stack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Belone Bursts&#039;&#039;&#039; - Green orbs appear around the outskirts of the arena, and each one will tether to a player. Like the meteor circles, these orbs will be marked with anti-role icons. Players must pop orbs of other roles, but each one touched will inflict one stack of &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;, which will wear off shortly after the mechanic resolves.&lt;br /&gt;
&lt;br /&gt;
As the fight progresses, Hesperos will start combining &#039;&#039;&#039;Setting the Stage&#039;&#039;&#039; with &#039;&#039;&#039;Bloodrake&#039;&#039;&#039;, meaning players will have to perform &#039;&#039;&#039;Pinax&#039;&#039;&#039; and &#039;&#039;&#039;Belone&#039;&#039;&#039; mechanics simultaneously.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*1 {{Item icon|Unsung Blade of Asphodelos}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Unsung Armor of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Chausses of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Greaves of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Ring of Asphodelos}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Unsung Armor of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Gauntlets of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Chausses of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Ring of Asphodelos}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 3===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Nosferatu}}&lt;br /&gt;
{{Drops table row|Hic Svnt Leones Orchestrion Roll}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Third_Circle&amp;diff=384948</id>
		<title>Asphodelos: The Third Circle</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Third_Circle&amp;diff=384948"/>
		<updated>2021-12-22T14:39:41Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Asphodelos|Asphodelos: The Third Circle (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Asphodelos: The Third Circle&lt;br /&gt;
| description = Having successfully subdued the hippokampos, your group sets out to find Erichthonios&#039;s fellow warders, presumed to be hiding in the deepest circles of Asphodelos. Standing in your way, however, is the phoinix, a violent failed iteration of the iconic immortal bird. It soars through halls warped by creation magicks into an arid, desolate wasteland─its perfect choice of battlefield─awaiting any foolish enough to venture into its newfound domain...&lt;br /&gt;
| image = Asphodelos The Third Circle.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 565&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 20 Aphorism&lt;br /&gt;
| roulette = normal raids&lt;br /&gt;
| entrance = The Gates of Pandaemonium&lt;br /&gt;
| entrance-coordinates = 21.4,18.0&lt;br /&gt;
| req-quest = The Fires of Creation&lt;br /&gt;
| patch = 6.01&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|m8dc8Sfhle0|400|right|Video guide by Mrhappy1227}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Mythic Creation: The Phoinix===&lt;br /&gt;
&lt;br /&gt;
After summoning four invincible purple flames, the Phoenix will target four raid members with purple AoE targeted attacks.  These AoEs will destroy the flames if the flames are struck.  Each flame that is not destroyed will do unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Unsung Helm of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Armor of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Chausses of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Ring of Asphodelos}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Unsung Armor of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Gauntlets of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Chausses of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Ring of Asphodelos}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 3===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Ancient Shackles Orchestrion Roll}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Second_Circle&amp;diff=384947</id>
		<title>Asphodelos: The Second Circle</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_Second_Circle&amp;diff=384947"/>
		<updated>2021-12-22T14:38:53Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Asphodelos|Asphodelos: The Second Circle (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Asphodelos: The Second Circle&lt;br /&gt;
| description = The warder Erichthonios has brought with him the chilling news that all creations within Asphodelos, the highest level of Pandæmonium, now run free of their fetters. In order to prevent total chaos from bursting forth unto the world above, Themis and Erichthonios plan to utilize interment magicks to safely capture any errant creatures─if their theory translates well into practice, that is. With only one way to find out, you head for the waterways to confront a monster of legend, the water-wielding hippokampos.&lt;br /&gt;
| image = Asphodelos The Second Circle.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 565&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 20 Aphorism&lt;br /&gt;
| roulette = normal raids&lt;br /&gt;
| entrance = The Gates of Pandaemonium&lt;br /&gt;
| entrance-coordinates = 21.4,18.0&lt;br /&gt;
| req-quest = Under the Surface&lt;br /&gt;
| patch = 6.01&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|BvgNaXBviRc|400|right|Video guide by Mrhappy1227}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Mythic Creation: The Hippokampos===&lt;br /&gt;
&lt;br /&gt;
The Hippokampos does powerful AoE attacks that layer with each other aggressively, forcing the raid to dodge on tiny platforms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Murky Depths&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unavoidable raidwide damage after a moderate cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doubled Impact&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tank Stack. Both tanks (and no one else) should stack for this attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spoken Cataract&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This attack hits twice... once on a wide line front to back on the Hippokampus itself, and once on the side of the arena that the tail is pointing towards.  Move to the side of the Hippokampus that the tail (the red ring) is not pointing to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sewage Deluge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Phase transition.  Raidewide damage, and floods the entire arena with water.  The only safe place to stand are the four raised platforms, and the grates between them.  The rest of the arena inflicts moderate water elemental damage over time to anyone who steps in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predatory Sight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stack triangles.  Deals unavoidable damage, and inflicts vulnerability to anyone who isn&#039;t touching another player when it goes off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disassociation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippokampus detaches their head before growing a new one.  The head flies to the edge of the arean, where it floats for a while before doing an attack that hits the entire half of the arena it is facing.  This attack goes off during the Hippokampus&#039;s next attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coherance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippokampus targets one player with a flare marker (three white arrows) and another with a stack line marker.  Everyone without the flare marker should stack, while the remaining player should run away from the raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sewage Eruption&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Puts targeted AoEs under most of the raid repeatedly.  This attack is not dangerous when the arena is free from obstructions, but if Sewage Deluge has flooded most of the arena and Disassociation is about to hit half of the playfield, it is very easy to run out of places to go.  The raid should stack up during the Sewage Erruption cast and escape from the AoEs together, so the AoEs stack up and don&#039;t fill the platforms completely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shockwave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippokampus will leap to a spot on the floor and push the entire raid away from him.  Don&#039;t get pushed into the death field surrounding the arena.  Often this attack is combined with Sewage Deluge or Disassociation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tainted Flood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Red targeted aoes hit most of the raid, who should spread out to minimize damage.  Most dangerous during Sewage Deluge, when players should spread out one player to a platform and one player to a grate.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Unsung Helm of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Armor of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Ring of Asphodelos}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Unsung Gauntlets of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Chausses of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Greaves of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Ring of Asphodelos}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_First_Circle&amp;diff=384946</id>
		<title>Asphodelos: The First Circle</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Asphodelos:_The_First_Circle&amp;diff=384946"/>
		<updated>2021-12-22T14:37:42Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Asphodelos|Asphodelos: The First Circle (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Asphodelos: The First Circle&lt;br /&gt;
| description = The discovery of a crystal borne from the far reaches of the aetherial sea and the desperate plea contained within lead you once more to Elpis, where your trajectory quite literally collides with that of a young man named Themis. Like you, he is here for answers, seeking the source of an aetheric disturbance culminating in loss of contact with the gaol housing the ancients&#039; most dangerous creations. It is this place─this Pandæmonium─into which you now descend...&lt;br /&gt;
| image = Asphodelos The First Circle.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 565&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 20 Aphorism&lt;br /&gt;
| roulette = normal raids&lt;br /&gt;
| entrance =  The Gates of Pandaemonium&lt;br /&gt;
| entrance-coordinates = 21.4,22.0&lt;br /&gt;
| req-quest = Where Familiars Dare&lt;br /&gt;
| patch = 6.01&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|QGJ8pA3-n3o|400|right|Video guide by Mrhappy1227}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Warder of the Condemned: Erichthonios===&lt;br /&gt;
Erichthonios uses a series of powerful attacks that strike half the arena.  Move around him to dodge nearly all of his damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaeoler&#039;s Flail&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Erichthonios spins his flail in either his left or right hand, and when the cast completes hits the entire left or right side of the arena.  Move to the side that he isn&#039;t spinning his flail on to dodge this attack.&lt;br /&gt;
&lt;br /&gt;
As the fight continues, Erichthonios begins using this attack during other attacks, without a cast bar indicator.  Watch for his flail while dodging Intemperate Torrent and Aetherflail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pitiless Flail&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Erichthonios targets a random character with an undodgeable line AoE.  On hit, pushes.  The targeted player needs to get close to Erichthonios so they&#039;re not pushed out of the arena, while other players should avoid the attack entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Hand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tankbuster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warden&#039;s wrath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A slow cast that deals heavy raidwide damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intemperance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives every raid member the debuff &amp;quot;Overwhelmed by Fire&amp;quot; or &amp;quot;Overwhelmed by Cold&amp;quot;.  The arena is broken into quarters, each with three crystals floating above it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intemperate Torrent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Erichthonios will cast this spell three times.  Each time, the crystal at the bottom of each stack will explode, dealing fire damage if it is red or cold damage if it is blue.  If you are overwhelmed by the element you are struck with, you will take extra damage, so players with the red debuff want to be hit by the blue attack, and vice versa.  If you are on the purple cross between the zones, you will take heavy damage.&lt;br /&gt;
&lt;br /&gt;
After the first Intemperance phase, Erichthonios will begin charging up Gaeoler&#039;s Flail strikes that hit after the elemental explosions.  Watch his hands and move to the side of the boss that is safe. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shining Cells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This attack slightly shrinks the play field.  Chains will divide the arena into red and blue wedges, and deals unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherchain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Colored orbs will circle Erichthonios.  When the cast completes, all squares that match the color of his orbs will explode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherflail&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the first two casts of Aetherchain, Erichthonios will begin casting Gaeoler&#039;s Jail during Aetherchain.  This attack will strike the half of the arena he&#039;s whirling his chain on and all squares that match the color of his orbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slam Shut&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ends the Shining Cells phase, dealing unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Erichthonios Card}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Unsung Helm of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Armor of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Chausses of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Ring of Asphodelos}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Unsung Helm of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Gauntlets of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Greaves of Asphodelos}}&lt;br /&gt;
{{Drops table row|Unsung Ring of Asphodelos}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Hydaelyn%27s_Call&amp;diff=384386</id>
		<title>The Minstrel&#039;s Ballad: Hydaelyn&#039;s Call</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Hydaelyn%27s_Call&amp;diff=384386"/>
		<updated>2021-12-20T21:43:41Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Guide */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Mothercrystal}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = From the first note of the minstrel&#039;s melody, you recall the scene with crystal clarity─your allies and Hydaelyn, hope against hope. Overcome once again with the emotion of that day, no epithet seems too grand, no verse too epic...&lt;br /&gt;
| image = The Minstrel&#039;s Ballad Hydaelyn&#039;s Call.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 560&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = 15 Aphorism&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = I Wandered Sharlayan as a Minstrel &lt;br /&gt;
| patch = 6.0&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|lOAZU9kbrQ4|400|right|Video guide by Mrhappy1227}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Hydaelyn (boss)|Hydaelyn]]===&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
&#039;&#039;&#039;Heroes&#039;s Radiance&#039;&#039;&#039;: Raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shining Saber&#039;&#039;&#039;: Stack up to spread damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crystallize&#039;&#039;&#039;: The boss will display an element, followed by a weapon - the weapon attack will happen before the element attack. The first Crystallize will always be Water &amp;gt; Red or Green, the second will always be Ice &amp;gt; Green or Red (the opposite of the first), and the third is Rock or Water &amp;gt; Blue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elements&#039;&#039;&#039;&lt;br /&gt;
* Water - A small AOE targeted on the two healers; stack into light parties to soak up damage.&lt;br /&gt;
* Rock - A small AOE targeted on a random player; the full party should stack to spread damage.&lt;br /&gt;
* Ice - A small AOE targeted on every player; players should spread out to avoid this attack, ideally into clock positions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Dancer Chakrams (Red icon)&#039;&#039;&#039;: A large donut AoE, stand close to her to avoid this attack.&lt;br /&gt;
* &#039;&#039;&#039;Dragoon Lance (Green icon)&#039;&#039;&#039;: A large circle AoE under her, move away to avoid this attack.&lt;br /&gt;
* &#039;&#039;&#039;Paladin Sword &amp;amp; Shield (Blue icon)&#039;&#039;&#039;: A plus shaped AoE that always goes in directions of cardinals, position yourself in an intercardinal position to avoid this attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magos&#039;s Radiance&#039;&#039;&#039;: Raid wide attack.&lt;br /&gt;
&#039;&#039;&#039;Mousa&#039;s Scorn&#039;&#039;&#039;: Shared Tank Buster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aureole&#039;&#039;&#039;: Wide AOE attack where you&#039;re only &#039;&#039;&#039;safe on the boss&#039; sides&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Lateral Aureole&#039;&#039;&#039;: Wide AOE attack where you&#039;re only &#039;&#039;&#039;safe in-front and behind the boss&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After the first Crystalize attack, the boss will use either &#039;&#039;&#039;Magos&#039;s Radiance&#039;&#039;&#039; or &#039;&#039;&#039;Mousa&#039;s Scorn&#039;&#039;&#039;, followed by a random &#039;&#039;&#039;Aureole&#039;&#039;&#039;, followed by a second &#039;&#039;&#039;Crystallize&#039;&#039;&#039;; after that, the boss will use whichever of Radiance and Scorn it hasn&#039;t used yet, followed by another random Aureole, followed by a third Crystallize. After that, the boss will transition into Phase 2.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 (Crystals + Adds) ===&lt;br /&gt;
&#039;&#039;&#039;Crystal adds&#039;&#039;&#039;&lt;br /&gt;
* Hydaelyn summons 6 crystals - three on the north side of the arena, and three on the south. &lt;br /&gt;
* One set of three crystals will start glowing once the phase starts - the DPS and healers should prioritise attacking these crystals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echo of Hydaelyn adds&#039;&#039;&#039;&lt;br /&gt;
* Two &#039;&#039;&#039;Echo of Hydaelyn&#039;&#039;&#039; spawn - one on the east, one on the west. Each tank should pick up one and pull it to the other side of the arena from the glowing crystals.&lt;br /&gt;
* Each Echo will tether to the three closest crystals to it, and tethering to a living crystal causes the boss&#039; Conviction meter to rise more quickly - the meter rises especially quickly when an Echo is tethered to a glowing crystal.&lt;br /&gt;
* Once all of the glowing crystals are dead, the tanks should move the Echoes to the other side of the arena while the last of the crystals are taken down; after all six crystals are destroyed, the Echoes can be killed, which causes Hydaelyn to cast Conviction.&lt;br /&gt;
* The Echoes have extremely powerful auto-attacks, so healers should make sure to keep the tanks topped off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conviction&#039;&#039;&#039;&lt;br /&gt;
* If the Conviction meter ever reaches 100, Hydaelyn will cast it and automatically wipe the raid; otherwise, this is cast at the end of the phase and deals heavy raid-wide damage.&lt;br /&gt;
* At max strength (99 Conviction) this deals about 25,000 damage; be sure to heal and mitigate as necessary.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 (1st Lightwave) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halo&#039;&#039;&#039;: Raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightwave&#039;&#039;&#039;:&lt;br /&gt;
* Spawns four crystals - three on either the north or south side of the arena, one on the opposite side.&lt;br /&gt;
* Two light waves will spawn on the side with three crystals - one in the center, and one on either the west or east side.&lt;br /&gt;
* The light waves will move across the arena, dealing damage to anyone who stands in them, and whenever they collide with a crystal, that crystal deals damage to anything within line of sight; this damage should be blocked by hiding behind another crystal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infralateral Arc&#039;&#039;&#039;: The boss casts this after two crystals have been hit by light waves; she cleaves in a cone targeting a random healer, tank, and DPS one after the other (not necessarily in that order). The healers, tanks, and DPSes should group up and each stand behind different crystals, to split up the damage from this attack and then have a crystal to hide behind for the next line of sight attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightwave&#039;&#039;&#039;: This Lightwave spawns five crystals, one in the center and one in each corner, as well as two light waves on the edges, with a third central wave in the same direction coming later. The first four collisions can be blocked by standing behind the central crystal; the fifth should be blocked by using the crystal in whichever corner is behind the boss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hero&#039;s Glory&#039;&#039;&#039;: The boss will use this attack twice during this phase, once before any of the collisions and one at the same time as the last one. The boss will cleave in front of her; make sure to be standing behind the boss.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4 ===&lt;br /&gt;
&lt;br /&gt;
After all of the light waves have dissipated, the boss will resume using mechanics from the first phase, but with a few additional ones:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heros&#039;s Sundering&#039;&#039;&#039;: Tankbuster in the shape of a cone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parhelion&#039;&#039;&#039;/&#039;&#039;&#039;Subparhelion&#039;&#039;&#039;: &#039;&#039;&#039;Parhelion&#039;&#039;&#039; shoots out three sets of dancer chakrams in three directions that drop line AoEs from Hydaelyn, these will explode in the order they spawn. After this, Hydaelyn will cast a Water Crystallize, followed by &#039;&#039;&#039;Subparhelion&#039;&#039;&#039;, which causes those chakrams to shoot line AOEs that cover the entire arena. The Crystallize will resolve at the same time as the first Subparhelion, so make sure to be split into light parties, and be ready to run.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parhelic Circle&#039;&#039;&#039;: Spawns a green snowflake-shaped symbol on the ground which will in turn spawn AoEs in the middle and at the tip of the lines. Avoid standing in the middle of this symbol or position yourself on the smaller lines so you dodge the circle AoEs.&lt;br /&gt;
&lt;br /&gt;
=== Phase 5 (2nd Lightwave) ===&lt;br /&gt;
&lt;br /&gt;
The boss will summon four light waves, two in each direction - one of those will be central, and one of those will be on the left or the right, leaving one corner as a safe zone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echoes&#039;&#039;&#039;: &lt;br /&gt;
* A stack marker that hits multiple hits, stay stacked until the mechanic is done.&lt;br /&gt;
* Afterwards she will place stack markers on the party, everyone but tanks should spread to avoid damage.&lt;br /&gt;
* Tanks stick together for a shared tankbuster.&lt;br /&gt;
* After Echoes resolves, four more light waves will spawn, leaving the center as a safe zone, and the boss will cast a Water Crystallize followed by a Shining Saber, the latter of which resolves first.&lt;br /&gt;
&lt;br /&gt;
After this, the phase repeats, followed by the enrage.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*Each player will receive 1 {{Item icon|Umbral Totem}} per kill. Collect 10 totems to exchange for a weapon at [[Nesvaaz]] in [[Radz-at-Han]] (X:10.6 Y:10.0).&lt;br /&gt;
*{{Item icon|Hydaelyn Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Bastard Sword of Divine Light}}&lt;br /&gt;
{{Drops table row|Blade of Divine Light}}&lt;br /&gt;
{{Drops table row|Cane of Divine Light}}&lt;br /&gt;
{{Drops table row|Codex of Divine Light}}&lt;br /&gt;
{{Drops table row|Daggers of Divine Light}}&lt;br /&gt;
{{Drops table row|Foil of Divine Light}}&lt;br /&gt;
{{Drops table row|Greatsword of Divine Light}}&lt;br /&gt;
{{Drops table row|Grimoire of Divine Light}}&lt;br /&gt;
{{Drops table row|Gunblade of Divine Light}}&lt;br /&gt;
{{Drops table row|Labrys of Divine Light}}&lt;br /&gt;
{{Drops table row|Longbow of Divine Light}}&lt;br /&gt;
{{Drops table row|Partisan of Divine Light}}&lt;br /&gt;
{{Drops table row|Pistol of Divine Light}}&lt;br /&gt;
{{Drops table row|Rod of Divine Light}}&lt;br /&gt;
{{Drops table row|Sainti of Divine Light}}&lt;br /&gt;
{{Drops table row|Shield of Divine Light}}&lt;br /&gt;
{{Drops table row|Tathlums of Divine Light}}&lt;br /&gt;
{{Drops table row|Torquetum of Divine Light}}&lt;br /&gt;
{{Drops table row|War Scythe of Divine Light}}&lt;br /&gt;
{{Drops table row|Wings of Divine Light}}&lt;br /&gt;
{{Drops table row|Divine Light Weapon Coffer}}&lt;br /&gt;
{{Drops table row|Crystal of Divine Light}}&lt;br /&gt;
{{Drops table row|Lynx of Divine Light Flute}}&lt;br /&gt;
{{Drops table row|Faded Copy of Your Answer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Zodiark%27s_Fall&amp;diff=382883</id>
		<title>The Minstrel&#039;s Ballad: Zodiark&#039;s Fall</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Zodiark%27s_Fall&amp;diff=382883"/>
		<updated>2021-12-19T13:46:00Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Guide */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Dark Inside}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = The account of your triumph over the god of Darkness has prompted the wandering minstrel to once again perform the impossible, by taking an already senses-shattering encounter and exaggerating it to ludicrous extremes. His mellifluous musings transport your mind to that fateful moment, where your terrifying foe awaits, His unfathomable strength surpassing even your wildest imagination...&lt;br /&gt;
| image = The Minstrel&#039;s Ballad Zodiark&#039;s Fall.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 560&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = 15 aphorism&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = I Wandered Sharlayan as a Minstrel&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|NaMGchE1iIc|400|right|Video guide by Mrhappy1227}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Zodiark]]===&lt;br /&gt;
It should be noted that unlike other similar fights, most of Zodiark&#039;s mechanics require players to react to them and happen at random, meaning there is no set way to mark the fight, players must simply learn the attacks and movement associated with them.&lt;br /&gt;
&lt;br /&gt;
This arena does not have a border, so players can fall (or be knocked) off the edge of the arena and fall to their death.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kokytos&#039;&#039;&#039;: The boss opens with this ability. A raidwide AoE, all players will have their HP reduced to one. Group up for AoE healing to get back to full.&lt;br /&gt;
* &#039;&#039;&#039;Paradeigma&#039;&#039;&#039;: This attack will spawn various ads that have specific patterns that require players to move to avoid. The first use of this attack will summon four bird-like ads that perform a wide donut attack that overlap. Other ads that can spawn are:&lt;br /&gt;
** &#039;&#039;&#039;Behemoths&#039;&#039;&#039;: Spawn in pairs, creating an AoE that covers a quadrant of the arena.&lt;br /&gt;
** &#039;&#039;&#039;Snakes&#039;&#039;&#039;: Spawn at the edge of the arena and fire line AoEs that cover one quarter of the arena.&lt;br /&gt;
* &#039;&#039;&#039;Styx&#039;&#039;&#039; Requires players to all stack up and take multiple hits of an attack. Players need to stay stacked for all six hits, as each player mitigates the damage.&lt;br /&gt;
* &#039;&#039;&#039;Ania&#039;&#039;&#039; A heavy-hitting tankbuster that inflicts a &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039;, requiring a tankswap.&lt;br /&gt;
For now only the birds will spawn, the others will appear later in the fight.&lt;br /&gt;
* &#039;&#039;&#039;Exoterikos&#039;&#039;&#039;: The boss will summon two large portals along two of the edges of the arena with a colored shape within. This shape indicates what AoE shape is coming:&lt;br /&gt;
** &#039;&#039;&#039;Triangle&#039;&#039;&#039;: A massive cone that reaches to the opposite edge of the arena. Has a purple tether.&lt;br /&gt;
** &#039;&#039;&#039;Square&#039;&#039;&#039;: An AoE covers half the arena, requiring players to move to the opposite side of the arena to avoid. Has a pink tether.&lt;br /&gt;
** A third variety can fire, a red tether, that can be either of the above mentioned.&lt;br /&gt;
These attacks will fire at the same time so players need to quickly determine where to stand to avoid both attacks.&lt;br /&gt;
* &#039;&#039;&#039;Algedon&#039;&#039;&#039;: The boss moves to a random corner of the arena and charges across to the opposite corner in a wide AoE. This can knock players off the arena if they are hit by this.&lt;br /&gt;
* &#039;&#039;&#039;Phobos&#039;&#039;&#039;: An unavoidable raidwide AoE that inflicts a heavy &#039;&#039;&#039;Bleed&#039;&#039;&#039; on all players. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;:&lt;br /&gt;
The boss opens the fight with &#039;&#039;&#039;Kokytos&#039;&#039;&#039;, reducing all players HP to one. Players should group up to make healing easier. Shortly after, the boss will cast &#039;&#039;&#039;Paradeigma&#039;&#039;&#039; and summon four bird ads. Players should stick together and group under the same ad, as the boss follows this with &#039;&#039;&#039;Styx&#039;&#039;&#039;, requiring players to stack to mitigate damage. After this, the boss will cast &#039;&#039;&#039;Ania&#039;&#039;&#039;, inflicting a &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; and hitting with a tankbuster, requiring a tankswap mid-cast.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will cast &#039;&#039;&#039;Exoterikos&#039;&#039;&#039; and summon both a triangle and square portal to two edges and fire simultaneously. Players need to move to a safe zone to avoid both attacks. The boss will cast &#039;&#039;&#039;Paradeigma&#039;&#039;&#039; again, this time summoning two birds and two behemoths, while also using &#039;&#039;&#039;Algedon&#039;&#039;&#039;, moving to one of the corners of the arena and preparing to charge across the stage. Players will need to watch where the boss moves to and move to the bird ad that won&#039;t be hit by the boss&#039;s attack. Finally, the boss will use &#039;&#039;&#039;Phobos&#039;&#039;&#039;, dealing raidwide damage and inflicting &#039;&#039;&#039;Bleed&#039;&#039;&#039; on all players.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The boss will use combinations of the above mentioned abilities, along with some new ones:&lt;br /&gt;
* &#039;&#039;&#039;Astral Flow&#039;&#039;&#039; Rotates the stage 90 degrees, along with &#039;&#039;&#039;any mechanics that are physically on the stage&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Adikia&#039;&#039;&#039;: The boss strikes the stage leaving massive AoEs that slightly overlap in the very center of the arena, rendering the center north and center south of the stage as safe zones.&lt;br /&gt;
* &#039;&#039;&#039;Esoteric Pattern&#039;&#039;&#039;: The boss will fire three of the portals while introducing a new one: a green diamond, a line AoE. Two of these green portals will be on either side of the north edge of the arena, with a random pattern in the center of the north edge.&lt;br /&gt;
* The boss will also summon ads this phase, four &#039;&#039;&#039;Roiling Darkness&#039;&#039;&#039; orbs that slowly feed power to the boss until its gauge reaches 100. &lt;br /&gt;
* &#039;&#039;&#039;Apomnemoneumata&#039;&#039;&#039;: The boss casts this after either the ads are defeated or its gauge reaches 100. If it&#039;s the latter, the party wipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Paradeigma&#039;&#039;&#039;, summoning two snakes to the edge of the arena, as well as &#039;&#039;&#039;&#039;Exoterikos&#039;&#039;&#039;. The boss will then use &#039;&#039;&#039;Astral Flow&#039;&#039;&#039;, rotating the platform 90 degrees underneath the platform. This will move the hitbox of the snake&#039;s attacks but &#039;&#039;&#039;not the hitbox of the portals&#039;&#039;&#039;. Players need to position themselves in a manner that will allow them to avoid both attacks. After these both resolve, the boss will perform another &#039;&#039;&#039;Ania&#039;&#039;&#039;, requiring a tankswap. Another &#039;&#039;&#039;Paradeigma&#039;&#039;&#039; follows this, then the boss will use &#039;&#039;&#039;Adikia&#039;&#039;&#039;, striking the east and west sides of the arena, leaving the north and south the only safe areas.&lt;br /&gt;
&lt;br /&gt;
After this, the boss will summon four &#039;&#039;&#039;Roiling Darkness&#039;&#039;&#039; ads that must be defeated before the boss&#039;s power gauge reaches 100. While players are taking out these ads, the boss will use &#039;&#039;&#039;Esoteric Pattern&#039;&#039;&#039;, firing three random portals while introducing a new portal type: a green diamond that fires a line AoE that covers one fourth of the platform. Determine the safe zone, let the attacks resolve, then return to destroying the ads. If they are destroyed before the gauge reaches 100, the boss will cast &#039;&#039;&#039;Apomnemoneumata&#039;&#039;&#039;, dealing damage requiring mitigation and healing. If the gauge reaches 100, the attack will wipe the party.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Astral Eclipse&#039;&#039;&#039;: The boss will leave the stage and fly around the arena. For every side it passes, a line will appear on the edge of the arena leading to the sky, where players will see several meteors in a pattern in the sky. The boss will fly around the stage dropping these lines on three sides. Players will be able to look into the sky facing the edge to determine the safe zones of the falling meteors. If players are standing on the edge facing outwards to the meteors, then the bottom edge lines up with the bottom row of tiles on the arena. Each set of meteors will have two safe zones available. Players will have roughly thirteen seconds to determine all the safe zones from the moment the boss starts moving to when the first set of meteors drop. Move accordingly to the safe areas to avoid damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Once players move to the safe area for the third set of meteors, they should turn to face the boss to see which order the &#039;&#039;&#039;Triple Esoteric Ray&#039;&#039;&#039; portals spawn. Players need to move immediately after the meteors land to the safe lane of the portals, then once one of them fires, move to that lane to avoid the portals that spawned later. &lt;br /&gt;
&lt;br /&gt;
The boss will perform another &#039;&#039;&#039;Paradeigma&#039;&#039;&#039;, spawning two behemoths and two snakes, as well as a line AoE that stretches from one corner diagonally to the other corner. When the boss uses &#039;&#039;&#039;Astral Flow&#039;&#039;&#039;, this line will turn to a fire line AoE that will cover a quadrant in fire and damage anyone who touches it. After these attacks resolve, the boss will use another &#039;&#039;&#039;Ania&#039;&#039;&#039; requiring a tankswap, then another random &#039;&#039;&#039;Exoterikos&#039;&#039;&#039; and &#039;&#039;&#039;Algedon&#039;&#039;&#039; at the same time.&lt;br /&gt;
&lt;br /&gt;
Once again, the boss will cast &#039;&#039;&#039;Paradeigma&#039;&#039;&#039;, this time summoning four birds, two snakes and a fire line AoE. The boss will also cast &#039;&#039;&#039;Astral Flow&#039;&#039;&#039; With the bar, only two of the birds hitboxes will be safe. Players should determine which hitbox is safe. Once the attacks resolve, players need to group up for another cast of &#039;&#039;&#039;Styx&#039;&#039;&#039;, which hits seven times this cast. The boss will cast &#039;&#039;&#039;Exoterikos&#039;&#039;&#039; and summon three more random portals, then use &#039;&#039;&#039;Adikia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The boss will use another &#039;&#039;&#039;Astral Eclipse&#039;&#039;&#039;, then after the meteors land, will move to a corner and use &#039;&#039;&#039;Algedon&#039;&#039;&#039;, so players should move to the safe zone on either side. After returning to the arena, the boss will use another &#039;&#039;&#039;Ania&#039;&#039;&#039;, requiring another tankswap. This will lead into another combination of &#039;&#039;&#039;Paradeigma&#039;&#039;&#039;, a random &#039;&#039;&#039;Exoterikos&#039;&#039;&#039; and &#039;&#039;&#039;Astral Flow&#039;&#039;&#039;. The boss will summon two snakes and a fire line. With Astral Flow these will move, but not the Exoterikos. Finally, the boss will use the skill &#039;&#039;&#039;Phlegethon&#039;&#039;&#039;, marking three AoEs under each player. Players should move together, avoiding AoEs, then stack for another &#039;&#039;&#039;Styx&#039;&#039;&#039;, which will hit eight times.&lt;br /&gt;
&lt;br /&gt;
The boss will use an &#039;&#039;&#039;Exoterikos&#039;&#039;&#039; and &#039;&#039;&#039;Esoteric Rays&#039;&#039;&#039; at the same time. Players will need to identify what ray(s) spawn first, then determine the safe zone from the individual Exoterikos. This will be followed by another &#039;&#039;&#039;Paradeigma&#039;&#039;&#039; &#039;&#039;&#039;Exoterikos&#039;&#039;&#039; &#039;&#039;&#039;Astral Flow&#039;&#039;&#039; combo, his time with two birds, two behemoths and a fire line. This will leave only one safe zone. Finally the boss will use &#039;&#039;&#039;Phobos&#039;&#039;&#039;, a raidwide hit with a strong &#039;&#039;&#039;Bleed&#039;&#039;&#039; debuff. This will send the boss into its final attack phase which ends in an enrage.&lt;br /&gt;
&lt;br /&gt;
The boss&#039;s final attack pattern is three &#039;&#039;&#039;Exoterikos&#039;&#039;&#039; and an &#039;&#039;&#039;Algedon&#039;&#039;&#039;, then &#039;&#039;&#039;Styx&#039;&#039;&#039; with nine hits, requiring a group up, a random &#039;&#039;&#039;Paradeigma&#039;&#039;&#039;, followed by another &#039;&#039;&#039;Styx&#039;&#039;&#039;, then the boss will enrage. Players will need to defeat the boss before this final cast goes off, or the party will be wiped.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*Each player will receive 1 {{Item icon|Astral Totem}} per kill. Collect 5 totems to exchange for accessories at [[Nesvaaz]] in [[Radz-at-Han]] (X:10.6 Y:10.0).&lt;br /&gt;
*{{Item icon|Zodiark Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Eternal Dark Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Eternal Dark Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Eternal Dark Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Eternal Dark Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Eternal Dark Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Eternal Dark Necklace of Aiming}}&lt;br /&gt;
{{Drops table row|Eternal Dark Necklace of Casting}}&lt;br /&gt;
{{Drops table row|Eternal Dark Necklace of Fending}}&lt;br /&gt;
{{Drops table row|Eternal Dark Necklace of Healing}}&lt;br /&gt;
{{Drops table row|Eternal Dark Necklace of Slaying}}&lt;br /&gt;
{{Drops table row|Eternal Dark Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|Eternal Dark Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|Eternal Dark Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|Eternal Dark Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|Eternal Dark Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|Eternal Dark Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Eternal Dark Ring of Casting}}&lt;br /&gt;
{{Drops table row|Eternal Dark Ring of Fending}}&lt;br /&gt;
{{Drops table row|Eternal Dark Ring of Healing}}&lt;br /&gt;
{{Drops table row|Eternal Dark Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Crystal of Eternal Darkness}}&lt;br /&gt;
{{Drops table row|Lynx of Eternal Darkness Flute}}&lt;br /&gt;
{{Drops table row|Faded Copy of Endcaller}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Smileton&amp;diff=382818</id>
		<title>Smileton</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Smileton&amp;diff=382818"/>
		<updated>2021-12-18T18:37:00Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Bosses */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = Smileton was to be a paradise for the people of Etheirys, a refuge where every need is met, its inhabitants content and happy for all their days. But what is happiness? In pursuit of an answer, the Loporrits created the Big Cheese, designed to make manifest all they might need and more to fulfill the needs of their passengers-to-be. They were eager to please─perhaps, too eager─and their plans became more fickle, each new idea a betrayal of the last. The Big Cheese now burrows toward the center of the moon, a labyrinth of contradiction left in its wake. If left unchecked, its wanton pursuit of happiness may very well spell the end of the moon.&lt;br /&gt;
| image = Smileton.png&lt;br /&gt;
| type = dungeon&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = 90&lt;br /&gt;
| ilvl = 540&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| size = light&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| roulette = Level 90 Dungeons&lt;br /&gt;
| tomestones = 80 Aphorism&lt;br /&gt;
| entrance = Mare Lamentorum&lt;br /&gt;
| entrance-coordinates = 11.8,22.6&lt;br /&gt;
| req-quest = Cutting the Cheese&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
*Arrive at Smileport: 0/1&lt;br /&gt;
*Clear Smileport: 0/1&lt;br /&gt;
*Arrive at the Welcome Wheel: 0/1&lt;br /&gt;
*Clear the Welcome Wheel: 0/1&lt;br /&gt;
*Arrive at the Frame: 0/1&lt;br /&gt;
*Defeat the Big Cheese: 0/1&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
{{#ev:youtube|aOfFNU0Scbw|400|right|Video guide by AzuriteRPG}}&lt;br /&gt;
&lt;br /&gt;
Note that failing any mechanics in these fights will result in the player who failed them receiving a two minute stacking &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff.&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Face]]===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lines of Fire&#039;&#039;&#039;: The boss will tether to the face statues outside of the arena, and several line AoEs will appear that force players into alignment with one of the statues. Getting hit by any of these will result in the death of the player. Once the beams fire, the face the player is in line with will debuff them with a stack of either &#039;&#039;&#039;Smiley Face&#039;&#039;&#039; (blue) or &#039;&#039;&#039;Frowny Face&#039;&#039;&#039; (red). Players must alternate between the two debuffs for the entire fight, as getting two stacks deals heavy damage, knocks the player back and debuffs with &#039;&#039;&#039;Down for the Count&#039;&#039;&#039;. Three stacks will K.O the player.&lt;br /&gt;
* &#039;&#039;&#039;Off My Lawn&#039;&#039;&#039;: Knockback usually combined with targeted AoE for each player, spread out to avoid overlapping..&lt;br /&gt;
* &#039;&#039;&#039;Temper&#039;s Flare&#039;&#039;&#039;: Raid-wide AoE.&lt;br /&gt;
* &#039;&#039;&#039;Upside Down&#039;&#039;&#039;: Turns the faces on the outside upside down so their colour switches. &lt;br /&gt;
* &#039;&#039;&#039;Heart On Fire IV&#039;&#039;&#039;: Tankbuster.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Frameworker]]===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: Raid-wide AoE.&lt;br /&gt;
* &#039;&#039;&#039;Leap Forward&#039;&#039;&#039;: Jumps in the direction boss is facing and drop a massive AoE. Move to the opposite wall that the boss is facing to avoid.&lt;br /&gt;
* &#039;&#039;&#039;Print Workers&#039;&#039;&#039;: Commands the two adds to copy the Leap mechanic.&lt;br /&gt;
* &#039;&#039;&#039;Omnidimensional Onslaught&#039;&#039;&#039;: Cone AoEs first in the cardinal directions and then in the intercardinal directions, move into the safe spot when the first set of AoEs pop.&lt;br /&gt;
* &#039;&#039;&#039;Steel Beam&#039;&#039;&#039;: Tankbuster.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Smilemaker: [[The Big Cheese]]===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explosives Distribution&#039;&#039;&#039;: Places two explosive tanks on the outside of the arena on conveyer belts. Arrows will soon appear indicating how far the explosives will move. One arrow means the explosives are moving to the top quadrant of the arena, while two arrows indicates the bottom quadrant. Move to a safe zone to avoid.&lt;br /&gt;
* &#039;&#039;&#039;Piercing Missile&#039;&#039;&#039;: Tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Dispense Explosives&#039;&#039;&#039;: Spawns two bombs in two different quadrants that will explode if players enter their radius.&lt;br /&gt;
* &#039;&#039;&#039;Explosive Power&#039;&#039;&#039;: Detonates the bombs that have been placed.&lt;br /&gt;
* &#039;&#039;&#039;Right Disassembler&#039;&#039;&#039;: Cleave on the right side of the boss.&lt;br /&gt;
* &#039;&#039;&#039;Left Disassembler&#039;&#039;&#039;: Cleave on the left side of the boss.&lt;br /&gt;
* &#039;&#039;&#039;Electric Arc&#039;&#039;&#039;: Stack.&lt;br /&gt;
* &#039;&#039;&#039;Levelling Missile&#039;&#039;&#039; Targeted AoEs on each player.&lt;br /&gt;
* &#039;&#039;&#039;Violent Discharge&#039;&#039;&#039; Raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Face]]===&lt;br /&gt;
{{Drops list|Face}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Frameworker]]===&lt;br /&gt;
{{Drops list|Frameworker}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[The Big Cheese]]===&lt;br /&gt;
{{Drops list|The Big Cheese}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffers===&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 1 (X: ?? Y: ??)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 2 (X: ?? Y: ??)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 3 (X: ?? Y: ??)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]] Treasure Coffer 4 (X: ?? Y: ??)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Gear Images===&lt;br /&gt;
&lt;br /&gt;
===Dungeon Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|dungeon}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Stigma_Dreamscape&amp;diff=382817</id>
		<title>The Stigma Dreamscape</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Stigma_Dreamscape&amp;diff=382817"/>
		<updated>2021-12-18T18:36:03Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Bosses */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = For the first time since the fall of its civilization, the warmongering Stigma-4 is awake, its unbeating heart set on conquering a distant star─yours. Omicron N-7000 believes that the most effective means of deterrence is to convince its subconscious circuits of how poorly it would fare against Hydaelyn&#039;s champion, and has opened a path to allow you to implant a pseudo-memory of just such a contest. Thus does it fall to you to answer the question─of what do matrices dream?&lt;br /&gt;
| image = The Stigma Dreamscape.png&lt;br /&gt;
| type = dungeon&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = 90&lt;br /&gt;
| ilvl = 540&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| size = light&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| roulette = Level 90 Dungeons&lt;br /&gt;
| tomestones = 80 Aphorism&lt;br /&gt;
| entrance = Ultima Thule&lt;br /&gt;
| entrance-coordinates = 34.8,28.8&lt;br /&gt;
| req-quest = Where No Loporrit Has Gone Before&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Stigma&#039;&#039; is Latin for a mark or brand, and root of the English word &#039;&#039;stigmatize&#039;&#039;.&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
{{#ev:youtube|i8MrfvNX6WE|400|right|Video guide by AzuriteRPG}}&lt;br /&gt;
&lt;br /&gt;
Note that failing any mechanics in these fights will result in the player who failed them receiving a two minute stacking &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff.&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Proto-Omega]]===&lt;br /&gt;
After the bosses first attack, the edge of the arena will be covered in and AoE that inflicts a &#039;&#039;&#039;Bleeding&#039;&#039;&#039; debuff, dealing Damage over Time until the player steps off it.&lt;br /&gt;
* &#039;&#039;&#039;Side Cannons&#039;&#039;&#039;: The boss will cleave the entire arena from the left or right side of its hitbox, indicated by the arrows pointing outwards. Move to the opposite side to avoid.&lt;br /&gt;
* &#039;&#039;&#039;Rear Interceptors&#039;&#039;&#039;: Fires an AoE that covers the entire arena from the bosses flank as indicated by the small arrows on either side of the hitbox to the edge of the arena. Move to the front of the bosses hitbox to avoid.&lt;br /&gt;
* &#039;&#039;&#039;Chemical Missile&#039;&#039;&#039;: All players but the tank are marked with point-blank AoEs, requiring them to spread out to avoid overlapping damage. Once they resolve, they will drop lava puddles that will debuff a player with &#039;&#039;&#039;Burning&#039;&#039;&#039; until they step out of them.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;: A random player will be marked for a stacking radial knockback from their hitbox, then the boss will leap on that player, knocking everyone back. Players should move in to avoid being knocked into the walls of the arena, or use a knockback resistance skill.&lt;br /&gt;
* &#039;&#039;&#039;Guided Missile&#039;&#039;&#039;: Players will be tethered to missiles that will slowly move towards them until impact, dealing minor damage and dropping more lava puddles.&lt;br /&gt;
* &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;: Heavy-hitting tankbuster. Mitigate to minimize damage.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Arch-Lambda]]===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wheel&#039;&#039;&#039;: Tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Atomic Flame&#039;&#039;&#039;: Roomwide AoE.&lt;br /&gt;
* &#039;&#039;&#039;Auto-mobile Assault Cannon&#039;&#039;&#039;: The boss will return to the center of the arena and indicate where it will dash to. The boss will dash four times, hitting a wall and turning. Players should move to a space where the boss won&#039;t be charging through.&lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;: On the wall where the boss stops &#039;&#039;&#039;Auto-mobile Assault Cannon&#039;&#039;&#039;, it will turn and cleave the entire room from the front half of its hitbox. Players must move to the safe zone behind the boss to avoid.&lt;br /&gt;
* &#039;&#039;&#039;Auto-mobile Sniper Cannon&#039;&#039;&#039;: The boss will dash to the north wall and drop a line AoE across the center of the arena. Orbs will appear in the AoE and over the players head, indicating that when the boss reaches that spot, the player will be hit by a laser attack. Players should stand next to the corresponding number of orbs to avoid hitting other players with their beam.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Siege Matrix: [[Stigma-4]]===&lt;br /&gt;
After roughly five seconds, the edge of the arena will be covered in and AoE that inflicts a &#039;&#039;&#039;Bleeding&#039;&#039;&#039; debuff, dealing Damage over Time until the player steps off it.&lt;br /&gt;
* &#039;&#039;&#039;AI Takeover&#039;&#039;&#039;: Spawns one of three adds:&lt;br /&gt;
** Omega Frame: The ad will use &#039;&#039;&#039;Proto-wave Cannon&#039;&#039;&#039;, a cleave from one half of its hitbox, and &#039;&#039;&#039;Self-Destruct&#039;&#039;&#039;, dealing massive damage if it isn&#039;t defeated before the cast finishes.&lt;br /&gt;
** Hybrid Dragon: Uses &#039;&#039;&#039;Firebreath&#039;&#039;&#039;, a wide conal AoE with a very short telegraph. Players need to be next to the dragon to avoid, ans &#039;&#039;&#039;Self-Destruct&#039;&#039;&#039;, handled the same way as the &#039;&#039;&#039;Omega Frame&#039;&#039;&#039;.&lt;br /&gt;
** Proto-Rocket Punch: Six ads will spawn on the edge of the arena and cast &#039;&#039;&#039;Rush&#039;&#039;&#039;. Once the cast finishes, the ads fly across the arena. Players need to find the gap between the ads for the safe spot.&lt;br /&gt;
&lt;br /&gt;
The boss will also transform peridically into one of two shapes:&lt;br /&gt;
** If the boss turns into a double helix spiral, it will use a point-blank AoE. Move away to avoid.&lt;br /&gt;
** If the boss turns into a donut, it will fire a Donut AoE, so players should move into the bosses hitbox to avoid.&lt;br /&gt;
* &#039;&#039;&#039;Mindhack&#039;&#039;&#039;: After the cast finishes, all players receive a &#039;&#039;&#039;Face&#039;&#039;&#039; direction debuff, that will cause them to run in the direction listed in relation to where they are facing once the debuff runs out. Players need to watch to see what shape the boss takes, then prepare to face accordingly.&lt;br /&gt;
* &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;: Roomwide AoE.&lt;br /&gt;
* &#039;&#039;&#039;Multi-AI Takeover&#039;&#039;&#039;: Spawns two of the three different ads from &#039;&#039;&#039;AI Takeover&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Proto-Omega]]===&lt;br /&gt;
{{Drops list|Proto-Omega}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Arch-Lambda]]===&lt;br /&gt;
{{Drops list|Arch-Lambda}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] Siege Matrix: [[Stigma-4]]===&lt;br /&gt;
{{Drops list|Stigma-4}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffers===&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 1 (X: ?? Y: ??)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 2 (X: ?? Y: ??)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 3 (X: ?? Y: ??)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]] Treasure Coffer 4 (X: ?? Y: ??)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Gear Images===&lt;br /&gt;
&lt;br /&gt;
===Dungeon Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|dungeon}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Final_Day&amp;diff=382183</id>
		<title>The Final Day</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Final_Day&amp;diff=382183"/>
		<updated>2021-12-18T03:31:21Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Guide */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = Meteion and her sisters took to the stars in search of hope; they found naught but despair. Wishing to free mankind from his vain struggle, they began to sing, their chorus borne upon the invisible winds of dynamis to usher in the Final Days.&lt;br /&gt;
&lt;br /&gt;
Against all odds, you have arrived at their nest at the edge of the universe. In this place, where emotions dictate reality, the hopes of your comrades have opened the way forward, and it falls to you to take the last step. Transforming conviction into strength, you sally forth upon dragonback to confront the Endsinger and silence her song of oblivion.&lt;br /&gt;
| image = The Final Day.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 540&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = 10 Aphorism&lt;br /&gt;
| entrance = The Final Day (Zone)&lt;br /&gt;
| entrance-coordinates = 6.1,6.2&lt;br /&gt;
| req-quest = Endwalker (Quest)&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|dZiu_Z04rpo|400|right|Video guide by AzuriteRPG}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[The Endsinger]]===&lt;br /&gt;
Falling off the arena is possible. Do NOT use LB3 before the add phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&#039;&#039;&#039;Elegeia&#039;&#039;&#039;: Raid-wide AoE and spawns two planets circling the arena. Pay attention to the SLOWER moving planet and move away from it as it will spawn a huge AoE on the side of the platform when they collide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Galaxias&#039;&#039;&#039;: The Endsinger drops a meteor in the middle, creating a knockback. Move to the middle so you&#039;re knocked back only halfway and do not fall off of the platform.  If you have an anti-knockback skill, be sure to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elenchos&#039;&#039;&#039;: The Endsinger will spawn one of two possible attacks:&lt;br /&gt;
* If her MOUTH GLOWS purple - a line AoE will shoot through the middle --&amp;gt; Move to the sides.&lt;br /&gt;
* If her EYES TEAR down her face in purple streaks - two line AoEs will shoot out on the sides --&amp;gt; Move to the middle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death&#039;s Embrace&#039;&#039;&#039;: Targets players with narrow cone AoE that follows the player when they move. Spread these out; DO NOT OVERLAP with other party members. Right after this attack a couple of adds called &amp;quot;Feather of Despair&amp;quot; will drop and start casting Pharmakon. Simply move away from the feathers, as they will spawn circle AoEs at their bases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aporrhos&#039;&#039;&#039;: Spawns 4 faces similar to that of The Endsinger which will cast a line AoE in the direction they are facing, like the mouth version of Elenchos. Position in between the faces to avoid this attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hubris&#039;&#039;&#039;: Tankbuster on both tanks - spread these out as they are AoE attacks. Tanks: pop multiple cooldowns here. Healers: be ready to help heal them through this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elegeia Unforgotten&#039;&#039;&#039;: Like the original version this is a raid-wide AoE attack, followed by the spawn of two planets that will eventually collide. Watch the SLOWER moving planet for the collision.  The boss will then begin to reconstruct the moon and cast the next spell,... Note: The planets will always explode in the same order if more than one collision is shown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatalism&#039;&#039;&#039;: Rewinds the recorded event, will be cast within a Elegeia Unforgotten window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ekstasis&#039;&#039;&#039;: The Endsinger drops AoE puddles across the platform, these puddles will turn into heads which will in turn drop growing AoE puddles. Position yourself all the way at the edge at cardinal positions to avoid the puddles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interstellar&#039;&#039;&#039;: Before this attack The Endsinger changes its position and is indicated with the voiceline &amp;quot;&#039;Tis so lonely between the stars&amp;quot;. This attack will cleave through the middle so players should move to the sides of the arena, but at the same time it targets four players with an AoE circle. Position yourself so AoEs do not overlap and leave safe space for players without AoEs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nemesis&#039;&#039;&#039;: Spawns a targetted AoE on every player, spread out to avoid overlapping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetes&#039;&#039;&#039;: Phase swap to adds.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
Add phase starts with a cutscene showing The Endsinger spawning an add and eventually starts creating a purple orb of oblivion. The add known as Kakodaimon has the following abilities and must be slain before Despair bar reaches 100:&lt;br /&gt;
* Meteor Radiant: Spawns planets on the outside of the arena that signalises where they are about to fall through a rainbow coloured arrow. To avoid the AoE simply move away from the location the arrow lands at.&lt;br /&gt;
* Meteor Outburst: Targets every player with an own AoE, spread out to avoid overlapping.&lt;br /&gt;
&lt;br /&gt;
After Kakodaimon is dead, The Endsinger will proceed to cast Ultimate Fate onto the players, this must be countered with mitigation and a tank LB3. Cast tank LB3 at around the count of 3-2 seconds to ensure it is not too early or too late. Keep in mind the boss will reverse this mechanic but a second LB is not possible nor is it needed. &lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
&#039;&#039;&#039;Telos&#039;&#039;&#039;: Raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telomania&#039;&#039;&#039;: This mechanic is a combination of multiple and repeats until you kill The Endsinger. The combination is as following:&lt;br /&gt;
* First part of Telomania consists of four cleaves over the arena, mitigate and heal these as necessary. &lt;br /&gt;
* Second part of Telomania is a raid-wide AoE similar to the one of Telos, however it is not as hard hitting.&lt;br /&gt;
* Lastly, three sets of puddles will spawn under some players. Simply move to avoid getting hit.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Meteion Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dead_Ends&amp;diff=381438</id>
		<title>The Dead Ends</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dead_Ends&amp;diff=381438"/>
		<updated>2021-12-17T04:14:08Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Bosses */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = Here, at the edge of the universe, await as many stories as there are stars in its sea. Of rises and falls, of beginnings and ends...of a little bird who left home with hope, yet nested in sorrow. Hearken unto these tales to be told...&lt;br /&gt;
| image = The Dead Ends.png&lt;br /&gt;
| type = dungeon&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = 90&lt;br /&gt;
| ilvl = 540&lt;br /&gt;
| ilvl-sync = 570&lt;br /&gt;
| size = light&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| roulette = Level 90 Dungeons&lt;br /&gt;
| tomestones = 80 Aphorism&lt;br /&gt;
| entrance = Ultima Thule&lt;br /&gt;
| entrance-coordinates = 21.4, 21.2&lt;br /&gt;
| req-quest = Endwalker (Quest)&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Meet the sixth end: 0/1&lt;br /&gt;
* Leave the sixth end behind: 0/1&lt;br /&gt;
* Meet the eighth end: 0/1&lt;br /&gt;
* Leave the eighth end behind: 0/1&lt;br /&gt;
* Meet the seventeenth end: 0/1&lt;br /&gt;
* Leave the seventeenth end behind: 0/1&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
{{#ev:youtube|8SC8tWy_Fro|400|right|Video guide by AzuriteRPG}}&lt;br /&gt;
&lt;br /&gt;
Players should be aware that stepping in any of the puddles on the ground in the &#039;&#039;&#039;Pestilent Sands&#039;&#039;&#039; or the &#039;&#039;&#039;Greuloff Pillars&#039;&#039;&#039; will debuff them with a potent poison Damage over Time debuff called &#039;&#039;&#039;Toxicosis&#039;&#039;&#039;, which deals about 10 000 damage per second until they step out.&lt;br /&gt;
&lt;br /&gt;
Note that failing any mechanics in these fights will result in the player who failed them receiving a two minute stacking &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Caustic Grebuloff]]===&lt;br /&gt;
* &#039;&#039;&#039;Miasmata&#039;&#039;&#039;: Roomwide AoE that additionally spawns AoE circles around the arena. These AoEs will move across the arena in the direction of the wind, so players must position themselves to avoid them. If hit, a player will receive the &#039;&#039;&#039;Necrosis&#039;&#039;&#039; debuff, which must be cleansed, otherwise it can kill them.&lt;br /&gt;
* &#039;&#039;&#039;Cough Up&#039;&#039;&#039;: Drops 3 sets of AoEs on each player, spread apart to avoid overlapping. After the AoE circles players will receive a red arrow above their head, stack together to resolve the mechanic.&lt;br /&gt;
* &#039;&#039;&#039;Wave of Nausea&#039;&#039;&#039;: A donut AoE around the boss.&lt;br /&gt;
* &#039;&#039;&#039;Pox Flail&#039;&#039;&#039;: Tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Blighted Water&#039;&#039;&#039;: Stack marker.&lt;br /&gt;
* &#039;&#039;&#039;Befoulment&#039;&#039;&#039;: Targetted AoE circles, spread to avoid overlap.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Peacekeeper]]===&lt;br /&gt;
* &#039;&#039;&#039;Decimation&#039;&#039;&#039;: Raid-wide AoE that also covers the outer part of the arena in fire.&lt;br /&gt;
* &#039;&#039;&#039;Electromagnetic Repellant&#039;&#039;&#039;: The boss summons a field that fills its hitbox, that debuffs players with &#039;&#039;&#039;Electrocution&#039;&#039;&#039; and deals damage as long as they stand in it.&lt;br /&gt;
* &#039;&#039;&#039;Order To Fire&#039;&#039;&#039;: Spawns a number of turrets around the boss, which then shoot line AoEs directly outward from the boss.  The line AoEs converge at the edge of the boss&#039;s hitbox, leaving narrow cone safe-zones between the line AoEs between the boss&#039;s hitbox and the edge of the arena. Usually combined with a targeted AoE, so spread to avoid overlapping.&lt;br /&gt;
* &#039;&#039;&#039;No Future&#039;&#039;&#039;: Spawns a pattern of targeting circles, which will hit every area of the arena at some point.  Stand in areas that don&#039;t yet have targeting circles, or ones that spawned later, then move into ones that just exploded.  This attack has two patterns: the AoEs will spawn under the boss and move outwards, or will start from outside the arena and move inwards. The hitbox under the boss is never a safe zone, so players should avoid standing there. If the AoEs spawn from the edge inward, players can identify the safe space and move into it. If they spawn from the center of the arena, players can stand at the point where the AoEs overlap, as the next ones to spawn will spawn outward from the first and not be touching. The attack will fire two sets of circles on the first time, and three sets per cast from the second cast onward.  Each successive cast is rotated such that the areas that were initially safe in the prior cast are now targeting circles, requiring players to adjust their positioning. &lt;br /&gt;
* &#039;&#039;&#039;Peacefire&#039;&#039;&#039;: Spawns AoEs that will keep rotating around the boss, avoid by rotating with the AoEs.  Always cast alongside &#039;&#039;&#039;Electromagnetic Repellant, forcing players to stand in the area the circles rotate through.  This can be cast alongside &#039;&#039;&#039;Order To Fire&#039;&#039;&#039;, requiring the players to find a position ahead of the rotating AoEs and within the narrow cone safe zones.&lt;br /&gt;
* &#039;&#039;&#039;Eclipsing Echaust&#039;&#039;&#039;: Spawns AoE circles around the edges, with several gaps between them, then triggers a telegraphed knockback from the center of the room.  Get knocked into a gap.&lt;br /&gt;
* &#039;&#039;&#039;Elimination&#039;&#039;&#039;: Tankbuster. The boss fires a wide beam that will hit other players if they are too close, almost certainly killing them.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] The Last Mercy: [[Ra-Ia]]===&lt;br /&gt;
* &#039;&#039;&#039;Warm Glow&#039;&#039;&#039;: Raid-wide AoE.&lt;br /&gt;
* &#039;&#039;&#039;Pity&#039;&#039;&#039;: Tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Prance&#039;&#039;&#039;: Boss jumps 4 times, dealing no damage, but dropping golden circular zones that will grow, then explode in the order they were spawned in.  Move into one of the last two circles, then move into where the first circle was after it explodes.&lt;br /&gt;
* &#039;&#039;&#039;Lifesbreath&#039;&#039;&#039;: The boss jumps to the edge of the arena, then shoots a line AoEs through the middle.  After the line AoE, a line of butterflies will spawn in the same location, each one randomly facing one of the two sides of where the line was.  After a short delay, the butterflies will fire a blast forward in the direction they are facing.  Players must position themselves behind a butterfly to avoid the attack.  Note that you can move through the line of butterflies before they fire. If hit by the butterflies player will receive the Doom debuff and must be healed up to full health to recover.  The second cast of this is accompanied by &#039;&#039;&#039;Loving Embrace&#039;&#039;&#039;, making one have of the line unsafe to stand on.&lt;br /&gt;
* &#039;&#039;&#039;Benevolence&#039;&#039;&#039;: Stack marker.&lt;br /&gt;
* &#039;&#039;&#039;Loving Embrace&#039;&#039;&#039;: The boss will raise a glowing wing, then cleave that entire side of the stage from the middle of its hitbox outwards. Move to the other side to avoid.&lt;br /&gt;
* &#039;&#039;&#039;Still Embrace&#039;&#039;&#039;: Targeted AoE circles, spread to avoid overlapping.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Caustic Grebuloff]]===&lt;br /&gt;
{{Drops list|Caustic Grebuloff}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Peacekeeper]]===&lt;br /&gt;
{{Drops list|Peacekeeper}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] The Last Mercy: [[Ra-Ia]]===&lt;br /&gt;
{{Drops list|Ra-Ia}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffers===&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 1 (X: 11.6 Y: 12.8)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 2 (X: 10.3 Y: 9.3)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 3 (X: 11.2 Y: 11.8)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]] Treasure Coffer 4 (X: 9.3 Y: 9.3)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Gear Images===&lt;br /&gt;
&lt;br /&gt;
===Dungeon Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|dungeon}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Aitiascope&amp;diff=371184</id>
		<title>The Aitiascope</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Aitiascope&amp;diff=371184"/>
		<updated>2021-12-13T23:51:53Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Bosses */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = Deep in the heart of Labyrinthos lies its secret among secrets─the device through which the Sharlayans have peered into the aetherial sea to learn Hydaelyn&#039;s secrets. With their bargain with the Forum fulfilled, the Scions of the Seventh Dawn are poised to journey to the Aitiascope and beyond to beg Her aid, but no depths are without their darkness...&lt;br /&gt;
| image = The Atiascope.png&lt;br /&gt;
| type = dungeon&lt;br /&gt;
| level = 89&lt;br /&gt;
| level-sync = 90&lt;br /&gt;
| ilvl = 520&lt;br /&gt;
| ilvl-sync = 550&lt;br /&gt;
| size = light&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| roulette = Leveling&lt;br /&gt;
| tomestones = &lt;br /&gt;
| entrance = Labyrinthos&lt;br /&gt;
| entrance-coordinates = 16.7, 28.3&lt;br /&gt;
| req-quest = Her Children, One and All&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
}}&lt;br /&gt;
An &#039;&#039;aitia&#039;&#039; is an ancient Greek mythological origin story.&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Arrive at the central observatory: 0/1&lt;br /&gt;
* Clear the central observatory: 0/1&lt;br /&gt;
* Arrive at the saltcrystal strings: 0/1&lt;br /&gt;
* Clear the saltcrystal strings: 0/1&lt;br /&gt;
* Arrive at Midnight Downwell: 0/1&lt;br /&gt;
* Defeat Amon the Undying: 0/1&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
{{#ev:youtube|EPPnDwi6Xe0|400|right|Video guide by AzuriteRPG}}&lt;br /&gt;
&lt;br /&gt;
Note that failing any mechanics in these fights will result in the player who failed them receiving a two minute stacking &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff.&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Livia the Undeterred]]===&lt;br /&gt;
* &#039;&#039;&#039;Aglaea Bite&#039;&#039;&#039;: Tank Buster.&lt;br /&gt;
* &#039;&#039;&#039;Frustration&#039;&#039;&#039;: Room-wide AOE.&lt;br /&gt;
* &#039;&#039;&#039;Odi Et Amo&#039;&#039;&#039;:  Two circle AoEs spawn under two party members.  Shortly thereafter, a stack marker will spawn on a party member, requiring the group to stack after moving for the circles.&lt;br /&gt;
* &#039;&#039;&#039;Disparagement&#039;&#039;&#039;: Conal AOE cast in the direction of the stack marker target after the stack damage occurs, forcing the group to move out of the cone after the stack.&lt;br /&gt;
* &#039;&#039;&#039;Aglaea Climb&#039;&#039;&#039;: Boss will spread its arms.  Two of the four arms will glow, and afterward will attack in that direction.  Each arm will attack a specific quadrant of the boss&#039;s hitbox (front-left, front-right, back-left, back-right), and the glowing arms are always directly opposite each other (ex. front-left and back-right).  Stand in the quadrant of one of the two arms that is not glowing.&lt;br /&gt;
* &#039;&#039;&#039;Aglaea Shot&#039;&#039;&#039;: 8 Line AOES will fire out from the boss to the cardinal and intercardinal points of the arena, giving a safe zone between each line.  After reaching the edge of the platform, these crystals will pause for approximately 10 seconds, then fire back to the center.  The telegraphs for the crystals returning to the center are extremely short.  The second cast of this can occur during an Aglaea Climb, requiring players to dodge the arms while also paying attention to where the crystals are.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Rhitahtyn the Unshakable]]===&lt;br /&gt;
* &#039;&#039;&#039;Anvil of Tartarus&#039;&#039;&#039;: Tank Buster&lt;br /&gt;
* &#039;&#039;&#039;Tartarean Impact&#039;&#039;&#039;: Room-wide AOE&lt;br /&gt;
* &#039;&#039;&#039;Tartarean Spark&#039;&#039;&#039;:  Line AOE on a random player&lt;br /&gt;
* &#039;&#039;&#039;Shrapnel Shell&#039;&#039;&#039;: Fires mortar shots into the air, spawning two targeting circles which will move out from under the boss towards two of the 4 corners of the room, where they will then spawn a number of additional targeting markers around them which will be hit by the mortar shots, roughly filling that quadrant of the room.&lt;br /&gt;
* &#039;&#039;&#039;Vexillatio&#039;&#039;&#039;: Marks the outer thirds of the arena with an AOE marker that will then summon walls restricting movement to the center third. Players hit by this are knocked back a short distance and receive a &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff.&lt;br /&gt;
* &#039;&#039;&#039;Shield Skewer&#039;&#039;&#039;: The boss will begin absorbing Aether from four crystals along the newly summoned walls, each with an Aether meter to show how much is being drained. When a crystal is fully drained it will shatter. Once the boss finishes its cast, it will charge down the lane, dealing knockback, &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuffs and very heavy damage. Players must watch to see which crystal depletes first, then move into the open space until the boss finishes its attack to avoid damage.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Sundered Soul: [[Amon the Undying]]===&lt;br /&gt;
* &#039;&#039;&#039;Dark Forte&#039;&#039;&#039;: Tank Buster.&lt;br /&gt;
* &#039;&#039;&#039;Entr&#039;acte&#039;&#039;&#039;: Room-wide AOE&lt;br /&gt;
* &#039;&#039;&#039;Eruption Forte&#039;&#039;&#039;: Places two circle AoEs under random players, which explode after a short time.&lt;br /&gt;
* &#039;&#039;&#039;Thundaga Forte&#039;&#039;&#039;: Spawns an proximity-based AoE in the middle of the room, requiring players to run to the edges of the room.  The room is then divided into eight sections. Each section will be visually filling with lightning, 4 of them quickly and 4 of them slowly, alternating around the circle. Move into a section where the electricity is moving slowly, then move into one of the fast sections on either side once that section has exploded to dodge the slow explosion.&lt;br /&gt;
* &#039;&#039;&#039;Strophe&#039;&#039;&#039;: Summons 1 or more circular discs from the ground. Afterwards Amon will cast &#039;&#039;&#039;Antistrophe&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Antistrophe&#039;&#039;&#039;: The boss raises the circular disc(s) up on their edge.  At the end of the cast, a column AoE will fire outward from both faces of the raised disc(s).  The first cast is a single disc in the center, leaving a safe zone to either side.  The second cast is two discs on either side of the platform.  These discs can face parallel to each other, in which case the safe zone is at the edge of the arena on either side (between them is not safe), or they can converge towards the north or south of the arena, leaving a safe zone on the edges of the arena on either side, as well as a large triangular safe zone from the middle of the room to the side they are not converging at.&lt;br /&gt;
* &#039;&#039;&#039;Left/Right Firaga Forte&#039;&#039;&#039;: The boss will cleave its entire left or right side with a fire AoE, move to the opposite side of the arena to avoid. Keep in mind this is the boss&#039;s left and right, not the players&#039;.  Since the boss is stationary at the north edge and facing the arena, the direction specified in the cast name can instead be thought of as the side that is safe from the player&#039;s perspective (ex. if the cast is &#039;&#039;&#039;Left Firaga Forte&#039;&#039;&#039;, then the safe area is on the player&#039;s left as they face the boss).&lt;br /&gt;
* &#039;&#039;&#039;Curtain Call&#039;&#039;&#039;: During the long cast, two circular AoEs, similar to &#039;&#039;&#039;Eruption Forte&#039;&#039;&#039; will spawn in succession.  Shiva will then spawn a huge ice crystal in the middle of the room (with a damage telegraph circle before it spawns, don&#039;t be near it) that the player must hide behind to avoid the attack. Any player not behind the ice crystal will be instantly killed.&lt;br /&gt;
&lt;br /&gt;
From here the fight will continue with the above mechanics until the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Livia the Undeterred]]===&lt;br /&gt;
{{Drops list|??????}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Rhitahtyn the Unshakable]]===&lt;br /&gt;
{{Drops list|??????}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Amon the Undying]]===&lt;br /&gt;
{{Drops list|??????}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffers===&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 1 (X: 11.8 Y: 12.6)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 2 (X: 11.3 Y: 10.0)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 3 (X: 11.3 Y: 13.1)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]] Treasure Coffer 4 (X: 11.2 Y: 8.9)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Gear Images===&lt;br /&gt;
&lt;br /&gt;
===Dungeon Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|dungeon}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ktisis_Hyperboreia&amp;diff=366465</id>
		<title>Ktisis Hyperboreia</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ktisis_Hyperboreia&amp;diff=366465"/>
		<updated>2021-12-12T16:57:44Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: Video guide formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = The most extensive facility in Elpis, Ktisis Hyperboreia is a sprawling complex of magically simulated environs. Concepts awaiting evaluation are brought here for the last stages of observation, and, upon meeting the appropriate criteria, are finally released into the world at large. Determined not to surrender Meteion, it is within this facility that Hermes has taken refuge, and you and your companions must find and confront him if you are to shed light upon the truth of the Final Days.&lt;br /&gt;
| image = Ktisis Hyperboreia.png&lt;br /&gt;
| type = dungeon&lt;br /&gt;
| level = 87&lt;br /&gt;
| level-sync = 88&lt;br /&gt;
| ilvl = 515&lt;br /&gt;
| size = light&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| roulette = Leveling&lt;br /&gt;
| tomestones = &lt;br /&gt;
| entrance = Elpis&lt;br /&gt;
| entrance-coordinates = 13.2, 6.1, 4.9&lt;br /&gt;
| req-quest = Caging the Messenger&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
}}&lt;br /&gt;
The name is literally &#039;&#039;acquiring beyond-North&#039;&#039; in Greek. Hyperboreia is the mythical Greek name for the Arctic and its legendary inhabitants.&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
* Arrive at the Frozen Sphere: 0/1&lt;br /&gt;
* Clear the Frozen Sphere: 0/1&lt;br /&gt;
* Arrive at the Concept Review: 0/1&lt;br /&gt;
* Clear the Concept Review: 0/1&lt;br /&gt;
* Arrive at the Celestial Sphere: 0/1&lt;br /&gt;
* Defeat Hermes: 0/1&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
{{#ev:youtube|QPtaIDzPH7s|400|right|Video guide by AzuriteRPG}}&lt;br /&gt;
&lt;br /&gt;
Note that failing any mechanics in these fights will result in the player who failed them receiving a two minute stacking &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff.&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Lyssa]]===&lt;br /&gt;
* &#039;&#039;&#039;Skull Dasher&#039;&#039;&#039;: Tank Buster&lt;br /&gt;
* &#039;&#039;&#039;Frigid Stomp&#039;&#039;&#039;: Room-wide AOE &lt;br /&gt;
* &#039;&#039;&#039;Frostbite and Seek&#039;&#039;&#039;: The boss returns to the center of the arena and shrouds it in a snowstorm, then disappears. Shortly after, the boss will emerge from one of the six craters around the arena and cover it in a massive AoE that can only be avoided by standing behind the boss. Players can determine which crater the boss will emerge from by looking for the crater with no tracks leading away from it. If hit by this, players will take heavy damage and a &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff.&lt;br /&gt;
* &#039;&#039;&#039;Icicall&#039;&#039;&#039;: Three icicles spawn around the arena and fire point-blank AoEs. Following this they will either fire a straight line AoE across the edges of the arena or directly through the center.&lt;br /&gt;
* &#039;&#039;&#039;Heavy Smash&#039;&#039;&#039;: A random player receives a stack marker, requiring players to stack together to mitigate damage. This can occur  during &#039;&#039;&#039;Icicall&#039;&#039;&#039;, and will resolve after the icicles have fired, so it is recommended to stack after the arena is clear.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Ladon Lord]]===&lt;br /&gt;
* &#039;&#039;&#039;Scratch&#039;&#039;&#039;: Tank Buster.&lt;br /&gt;
* &#039;&#039;&#039;Intimidation&#039;&#039;&#039;: Room-wide AOE.&lt;br /&gt;
* &#039;&#039;&#039;Pyric Blast&#039;&#039;&#039;: Stack marker&lt;br /&gt;
* &#039;&#039;&#039;Inahle&#039;&#039;&#039;: The boss will inhale Aether, after which one or two of its heads will grow large and flames will issue from its mouths. This indicates which heads will perform &#039;&#039;&#039;Pyric Breath&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Pyric Breath&#039;&#039;&#039;: The boss will leap to the center of the room, and once it begins casting, will face a direction and not turn. The heads that are swollen will cast a 120-degree fire AoE that fills an entire third of the room, with the normal heads indicating a safe zone to stand in.&lt;br /&gt;
* &#039;&#039;&#039;Pyric Spheres&#039;&#039;&#039;: Summons four &#039;&#039;&#039;Pyric Spheres&#039;&#039;&#039; around the arena. They will fire cross-line AoEs across the arena, so players must stand in the spaces between to avoid.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Winged Defiance: [[Hermes]]===&lt;br /&gt;
After the boss&#039;s first &#039;&#039;&#039;Trismegistos&#039;&#039;&#039;, the edge of the arena will be covered in an AoE that inflicts a 15 second &#039;&#039;&#039;Windburn&#039;&#039;&#039; debuff that deals Damage over Time.&lt;br /&gt;
* &#039;&#039;&#039;Trismegistos&#039;&#039;&#039;: Room-wide AOE.&lt;br /&gt;
* &#039;&#039;&#039;Double&#039;&#039;&#039;: Augments the next spell cast.&lt;br /&gt;
* &#039;&#039;&#039;Quadruple&#039;&#039;&#039;: Augments the next two spells cast.&lt;br /&gt;
* &#039;&#039;&#039;True Tornado&#039;&#039;&#039;: Tank Buster.  If cast with &#039;&#039;&#039;Double&#039;&#039;&#039;, drops a circular AoE under the tank&#039;s feet after the cast, which should be dodged.&lt;br /&gt;
* &#039;&#039;&#039;True Bravery&#039;&#039;&#039;: Interruptible - The boss receives a &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that lasts for 20 seconds.&lt;br /&gt;
* &#039;&#039;&#039;True Aero&#039;&#039;&#039;: Each player will be marked by an unavoidable AoE line that must be spread out to avoid hitting other players. If the boss casts &#039;&#039;&#039;Double&#039;&#039;&#039; before this, after the lines fire, they will drop an additional line AoE that players can simply step out of to avoid.&lt;br /&gt;
* &#039;&#039;&#039;True Aero II&#039;&#039;&#039;: Players will be marked with point-blank AoEs and must spread out to avoid overlapping damage. If the boss cast &#039;&#039;&#039;Quadruple&#039;&#039;&#039; before this, after the initial AoEs resolve, another AoE will spawn that players must step out of.&lt;br /&gt;
* &#039;&#039;&#039;Meteor&#039;&#039;&#039;: 4 proximity markers around the edges of the arena. Run to the center to minimize damage from the meteors that will land. These meteors will block the damage from &#039;&#039;&#039;Hermetica&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Hermetica&#039;&#039;&#039;: Summon large green panels at the edges of the arena.  After a moment, these will fire a large line AoE across the platform, knocking back anyone hit.  The boss will summon these in one of four patterns:&lt;br /&gt;
** Two sets of two panels spawn at the edges of the arena and are offset so as not to fire through the centre of the arena.  Simply stand in the center of the room to avoid.&lt;br /&gt;
** Two panels per side on two sides that fire through the center of the arena. &lt;br /&gt;
** (Double): Two sets of four panels. Players need to observe the order in which the sets are summoned, and break the Line of Sight of the panels in the order they were summoned. Players need to stand behind the meteor without the yellow cracks, as those meteors will shatter after the first attack, and players will not have enough time to move between the sets firing.&lt;br /&gt;
** (Quadruple): Four sets of two panels on each edge of the arena. These will fire in the order they are summoned, and players will need to stand in the center and dodge towards the opening next to each set of panels to avoid each blast.&lt;br /&gt;
&lt;br /&gt;
These mechanics will repeat until the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Lyssa]]===&lt;br /&gt;
{{Drops list|??????}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Ladon Lord]]===&lt;br /&gt;
{{Drops list|??????}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Hermes]]===&lt;br /&gt;
{{Drops list|??????}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffers===&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 1 (X: 9.9 Y: 12.2)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 2 (X: 12.1 Y: 12.2)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 3 (X: 11.4 Y: 11.1)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]] Treasure Coffer 4 (X: 10.9 Y: 11.3)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Gear Images===&lt;br /&gt;
&lt;br /&gt;
===Dungeon Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|dungeon}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ktisis_Hyperboreia&amp;diff=366463</id>
		<title>Ktisis Hyperboreia</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ktisis_Hyperboreia&amp;diff=366463"/>
		<updated>2021-12-12T16:56:55Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Objectives */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = The most extensive facility in Elpis, Ktisis Hyperboreia is a sprawling complex of magically simulated environs. Concepts awaiting evaluation are brought here for the last stages of observation, and, upon meeting the appropriate criteria, are finally released into the world at large. Determined not to surrender Meteion, it is within this facility that Hermes has taken refuge, and you and your companions must find and confront him if you are to shed light upon the truth of the Final Days.&lt;br /&gt;
| image = Ktisis Hyperboreia.png&lt;br /&gt;
| type = dungeon&lt;br /&gt;
| level = 87&lt;br /&gt;
| level-sync = 88&lt;br /&gt;
| ilvl = 515&lt;br /&gt;
| size = light&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| roulette = Leveling&lt;br /&gt;
| tomestones = &lt;br /&gt;
| entrance = Elpis&lt;br /&gt;
| entrance-coordinates = 13.2, 6.1, 4.9&lt;br /&gt;
| req-quest = Caging the Messenger&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
}}&lt;br /&gt;
The name is literally &#039;&#039;acquiring beyond-North&#039;&#039; in Greek. Hyperboreia is the mythical Greek name for the Arctic and its legendary inhabitants.&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
{{#ev:youtube|QPtaIDzPH7s|400|right|Video guide by AzuriteRPG}}&lt;br /&gt;
&lt;br /&gt;
* Arrive at the Frozen Sphere: 0/1&lt;br /&gt;
* Clear the Frozen Sphere: 0/1&lt;br /&gt;
* Arrive at the Concept Review: 0/1&lt;br /&gt;
* Clear the Concept Review: 0/1&lt;br /&gt;
* Arrive at the Celestial Sphere: 0/1&lt;br /&gt;
* Defeat Hermes: 0/1&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Note that failing any mechanics in these fights will result in the player who failed them receiving a two minute stacking &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff.&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Lyssa]]===&lt;br /&gt;
* &#039;&#039;&#039;Skull Dasher&#039;&#039;&#039;: Tank Buster&lt;br /&gt;
* &#039;&#039;&#039;Frigid Stomp&#039;&#039;&#039;: Room-wide AOE &lt;br /&gt;
* &#039;&#039;&#039;Frostbite and Seek&#039;&#039;&#039;: The boss returns to the center of the arena and shrouds it in a snowstorm, then disappears. Shortly after, the boss will emerge from one of the six craters around the arena and cover it in a massive AoE that can only be avoided by standing behind the boss. Players can determine which crater the boss will emerge from by looking for the crater with no tracks leading away from it. If hit by this, players will take heavy damage and a &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff.&lt;br /&gt;
* &#039;&#039;&#039;Icicall&#039;&#039;&#039;: Three icicles spawn around the arena and fire point-blank AoEs. Following this they will either fire a straight line AoE across the edges of the arena or directly through the center.&lt;br /&gt;
* &#039;&#039;&#039;Heavy Smash&#039;&#039;&#039;: A random player receives a stack marker, requiring players to stack together to mitigate damage. This can occur  during &#039;&#039;&#039;Icicall&#039;&#039;&#039;, and will resolve after the icicles have fired, so it is recommended to stack after the arena is clear.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Ladon Lord]]===&lt;br /&gt;
* &#039;&#039;&#039;Scratch&#039;&#039;&#039;: Tank Buster.&lt;br /&gt;
* &#039;&#039;&#039;Intimidation&#039;&#039;&#039;: Room-wide AOE.&lt;br /&gt;
* &#039;&#039;&#039;Pyric Blast&#039;&#039;&#039;: Stack marker&lt;br /&gt;
* &#039;&#039;&#039;Inahle&#039;&#039;&#039;: The boss will inhale Aether, after which one or two of its heads will grow large and flames will issue from its mouths. This indicates which heads will perform &#039;&#039;&#039;Pyric Breath&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Pyric Breath&#039;&#039;&#039;: The boss will leap to the center of the room, and once it begins casting, will face a direction and not turn. The heads that are swollen will cast a 120-degree fire AoE that fills an entire third of the room, with the normal heads indicating a safe zone to stand in.&lt;br /&gt;
* &#039;&#039;&#039;Pyric Spheres&#039;&#039;&#039;: Summons four &#039;&#039;&#039;Pyric Spheres&#039;&#039;&#039; around the arena. They will fire cross-line AoEs across the arena, so players must stand in the spaces between to avoid.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Winged Defiance: [[Hermes]]===&lt;br /&gt;
After the boss&#039;s first &#039;&#039;&#039;Trismegistos&#039;&#039;&#039;, the edge of the arena will be covered in an AoE that inflicts a 15 second &#039;&#039;&#039;Windburn&#039;&#039;&#039; debuff that deals Damage over Time.&lt;br /&gt;
* &#039;&#039;&#039;Trismegistos&#039;&#039;&#039;: Room-wide AOE.&lt;br /&gt;
* &#039;&#039;&#039;Double&#039;&#039;&#039;: Augments the next spell cast.&lt;br /&gt;
* &#039;&#039;&#039;Quadruple&#039;&#039;&#039;: Augments the next two spells cast.&lt;br /&gt;
* &#039;&#039;&#039;True Tornado&#039;&#039;&#039;: Tank Buster.  If cast with &#039;&#039;&#039;Double&#039;&#039;&#039;, drops a circular AoE under the tank&#039;s feet after the cast, which should be dodged.&lt;br /&gt;
* &#039;&#039;&#039;True Bravery&#039;&#039;&#039;: Interruptible - The boss receives a &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that lasts for 20 seconds.&lt;br /&gt;
* &#039;&#039;&#039;True Aero&#039;&#039;&#039;: Each player will be marked by an unavoidable AoE line that must be spread out to avoid hitting other players. If the boss casts &#039;&#039;&#039;Double&#039;&#039;&#039; before this, after the lines fire, they will drop an additional line AoE that players can simply step out of to avoid.&lt;br /&gt;
* &#039;&#039;&#039;True Aero II&#039;&#039;&#039;: Players will be marked with point-blank AoEs and must spread out to avoid overlapping damage. If the boss cast &#039;&#039;&#039;Quadruple&#039;&#039;&#039; before this, after the initial AoEs resolve, another AoE will spawn that players must step out of.&lt;br /&gt;
* &#039;&#039;&#039;Meteor&#039;&#039;&#039;: 4 proximity markers around the edges of the arena. Run to the center to minimize damage from the meteors that will land. These meteors will block the damage from &#039;&#039;&#039;Hermetica&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Hermetica&#039;&#039;&#039;: Summon large green panels at the edges of the arena.  After a moment, these will fire a large line AoE across the platform, knocking back anyone hit.  The boss will summon these in one of four patterns:&lt;br /&gt;
** Two sets of two panels spawn at the edges of the arena and are offset so as not to fire through the centre of the arena.  Simply stand in the center of the room to avoid.&lt;br /&gt;
** Two panels per side on two sides that fire through the center of the arena. &lt;br /&gt;
** (Double): Two sets of four panels. Players need to observe the order in which the sets are summoned, and break the Line of Sight of the panels in the order they were summoned. Players need to stand behind the meteor without the yellow cracks, as those meteors will shatter after the first attack, and players will not have enough time to move between the sets firing.&lt;br /&gt;
** (Quadruple): Four sets of two panels on each edge of the arena. These will fire in the order they are summoned, and players will need to stand in the center and dodge towards the opening next to each set of panels to avoid each blast.&lt;br /&gt;
&lt;br /&gt;
These mechanics will repeat until the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Lyssa]]===&lt;br /&gt;
{{Drops list|??????}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Ladon Lord]]===&lt;br /&gt;
{{Drops list|??????}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Hermes]]===&lt;br /&gt;
{{Drops list|??????}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffers===&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 1 (X: 9.9 Y: 12.2)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 2 (X: 12.1 Y: 12.2)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]]  Treasure Coffer 3 (X: 11.4 Y: 11.1)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]] Treasure Coffer 4 (X: 10.9 Y: 11.3)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Gear Images===&lt;br /&gt;
&lt;br /&gt;
===Dungeon Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|dungeon}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Umbra_(Savage)&amp;diff=348177</id>
		<title>Eden&#039;s Promise: Umbra (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Umbra_(Savage)&amp;diff=348177"/>
		<updated>2021-11-26T22:52:22Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* link= Abyssal Abhorrence: The Cloud of Darkness */ Added video guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Umbra}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Umbra (Savage)&lt;br /&gt;
| image =  Eden&#039;s_Promise_Umbra_(Savage).png&lt;br /&gt;
| description = 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...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 500&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 30 revelation&lt;br /&gt;
| roulette = &lt;br /&gt;
| req-quest = Where I Belong&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Abyssal Abhorrence: The Cloud of Darkness]]==&lt;br /&gt;
{{#ev:youtube|B_6hU9-4q_0|400|right|MTQCapture Video Guide}}&lt;br /&gt;
{{#ev:youtube|WvIM5eEJk88|400|right|Mrhappy Video Guide}}&lt;br /&gt;
&lt;br /&gt;
Note: The battle takes place upon a large platform. Any player who jumps over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Before the fight, it is a good idea to set markers and assign positions for players. The most common positioning is tanks at the north and south, healers to the east and west, and DPS at the intercardinals. Once positioning has been decided, DPS players will decide on a partner for a stack up mechanic later in the fight. Finally, assign two groups consisting of a tank, a healer, and two DPS for another mechanic.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
The first phase of the fight is simply to show some of the mechanics that will repeat and evolve over the course of the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ground-Razing Particle Beam&#039;&#039;&#039;: An unavoidable room-wide AOE. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;: This attack has two variations, and you can tell which one the boss is using based on whether her tentacles are glowing or not.&lt;br /&gt;
**&#039;&#039;&#039;Glowing tentacles&#039;&#039;&#039;: Each DPS will be targeted for a line AOE and must join their partner to mitigate the damage.&lt;br /&gt;
**&#039;&#039;&#039;Non-glowing tentacles&#039;&#039;&#039;: Each player will be targeted for a line AOE. To avoid overlap, players should move to their assigned locations around the boss.&lt;br /&gt;
**Which version of this attack she uses is random, so be sure to watch the boss closely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;/&#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;: The main target will be hit and given a &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; debuff, and then with the tank buster &#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;. Tanks can either swap during the cast of &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; and use cooldowns to mitigate damage from &#039;&#039;&#039;Zero-Form&#039;&#039;&#039;, or just use an invulnerability skill to get through the attack. Either way, other players should get away from the tank to avoid getting clipped by the attack.&lt;br /&gt;
&lt;br /&gt;
After these attacks, the boss will move to the middle of the room and use &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;. This causes room-wide damage and needs to be healed through/mitigated and changes the platform for the second phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
This phase consists of tether mechanics and expands on the &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; attack from the first phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;: Room-wide damage with knockback and marks the floor under players with a puddle that will cause high damage. Players should use their knockback resistance and stack the puddles at the intercardinals near the boss. This will help create a safe zone for a mechanic coming up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039;: The boss will tether to two roots on opposite sides of the room that will cause massive AOEs on the sides of the platform. Moving to the opposite cardinal edges of the platform will let you avoid these AOEs. At the same time, players will be&lt;br /&gt;
&lt;br /&gt;
*The battle takes place upon a large platform. Any player who jumps over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
tethered to seeds in the puddles, and DPS players will be tethered to a tank or a healer. These tethers will eventually pull players into the puddles and deal massive damage. The strategy to break the tethers is to have the tanks and healers run to one safe zone and the DPS to the other. Once the AOE from &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; resolves, players will run to the opposite side of the arena to break the tethers.&lt;br /&gt;
&lt;br /&gt;
*The boss will then tether to a side of the room and will perform one of two attacks:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Air Phaser Unlimited&#039;&#039;&#039;: The attack consists of a point-blank AOE around the boss, a large circle AOE buster on both tanks, a split AOE on both healers, and a wide conal AOE from the boss. To avoid taking damage, players will want to split into their assigned parties of four and move to either side of the boss, with the tanks moving to the edge of the arena away from their group. The point-blank AOE will go off, then the tank AOE, followed by the split for the healers with DPS to help mitigate the damage. The tanks should move back to the party quickly to avoid the conal AOE coming afterwards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;&#039;Wide-Angle Phaser&#039;&#039;&#039; Unlimited&#039;&#039;&#039;: This attack is similar to &#039;&#039;&#039;Anti-Air Phaser&#039;&#039;&#039; however the order is reversed, and the tank buster is a line instead of a circle AOE. The boss will start with a large conal AOE, the tank line buster, the split attack on the healers, and finally the point-blank AOE.&lt;br /&gt;
&lt;br /&gt;
*It is random which phaser the boss will use, so pay attention to the cast bar. After the attack, the boss should be pulled back into the center of the room.&lt;br /&gt;
&lt;br /&gt;
*The boss will then perform another room wide AOE and begin casting &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;: One of the boss’s tentacles will start glowing, indicating that the attack is coming out on the left or right, followed by either the stacking or splitting mechanics from the first &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;. Pay attention to which side the attack is coming out on, move to the opposite side, then move into assigned positions, as it’s easier to adjust to partner stacks if needed.&lt;br /&gt;
&lt;br /&gt;
*The boss will now use the opposite phaser attack from what was used earlier. This will lead to another &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039;/&#039;&#039;&#039;Zero-Form Particle Beam&#039;&#039;&#039;, then the boss will cast &#039;&#039;&#039;Empty Plane&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empty Plane&#039;&#039;&#039;: Room wide AOE dealing high damage, changes the platform, and marks panels on the floor for destruction.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
This phase requires parties to be well-coordinated in order to dodge attacks and move around each other, as players overlapping on a tile will cause instant death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flood of Emptiness&#039;&#039;&#039;: Destroys the marked platforms and turns the center tile under the boss into a death-zone, as well as inflicts players with &#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039; and &#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Curse of Darkness&#039;&#039;&#039;: After the duration of the debuff, players fire a line AOE from their front. Aim away from players to avoid damage.&lt;br /&gt;
**&#039;&#039;&#039;Cloying Condensation&#039;&#039;&#039;: Players can only occupy a tile on the floor for a certain amount of time before collapsing. If the tile is yellow, it is safe to continue standing on. If the tile turns red, players should move to an empty tile and back to reset the timer. If two players occupy the same tile, however, the tile will immediately collapse.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Hypercharged Condensation&#039;&#039;&#039;: The boss summons four &#039;&#039;&#039;Hypercharged Clouds&#039;&#039;&#039; at the cardinals of the platform that slowly move towards the boss. Each one that reaches the boss give her a damage up buff. Standing in front of the clouds inflicts them with Heavy, slowing them down significantly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039;: A large donut AOE. Stand on the edge of the bosses hitbox without entering the space underneath her to avoid.&lt;br /&gt;
&lt;br /&gt;
*The boss will then use &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, attacking half the stage (half of the panels in the middle column will be safe), then requiring players to either stack or spread out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039;: Unavoidable room wide AOE, mitigate/heal through. The arena will then return to normal.&lt;br /&gt;
&lt;br /&gt;
The movement for this phase requires extreme coordination. If players pass over a tile at the same time, both will fall to their death. If you arranged your party as mentioned above, have your healers move to the outer tile on the east and west, their respective DPS partners move to the tile in front of them, and the DPS that are partnered with the tanks to the north and south outer tiles. This will give you two people per cloud to slow them down and enough firepower to destroy them before they reach the boss. Once the &#039;&#039;&#039;Full Perimeter Particle Beam&#039;&#039;&#039; is ready to go off, players can move clockwise one tile to let the healers and DPS on the outer tiles in to get closer to the center, then move back once the attack has resolved. For &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;, having the tanks move one space to the left or the right allows the DPS on the inner tile of the marked side to move to one space previously occupied by the tank, and the healer to move to the other. Send healers to the north inner tile and DPS to the south, so there aren’t any overlapping players. Stand on the half of the tile that isn’t being attacked, then have the healers move back to their square first, followed by the DPS. Before the tanks move back, let the DPS on the outer tiles move quickly in and out to reset their timers. For the second half of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039;, if players must stack, they should stand close to each other in their respective tiles without crossing over, and to split, players should simply rotate clockwise one tile again to let the players on the outside in. After this, players will return to their assigned location and wait for &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; and the arena to return to normal to signal the end of the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
Summon: the boss will summon two clones, one to a corner of the stage, and one to an edge of the platform next to the other clone. The boss will proceed to use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; on either the left or right, which the clones will copy. This creates a small safe wedge on the stage. There is no indicator for these attacks, so looking to see where the clones are in relation to the boss is key. The boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; after this, so mitigate or tank swap to avoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Art of Darkness&#039;&#039;&#039;: This is simply a repeat of &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; mechanics in rapid succession. While the side she attacks is random, the boss will always use &#039;&#039;&#039;Art of Darkness&#039;&#039;&#039; in the following order:&lt;br /&gt;
*Left or right-side attack.&lt;br /&gt;
*Stack or split mechanic.&lt;br /&gt;
*The opposite side to the first attack.&lt;br /&gt;
&lt;br /&gt;
===Mini Phase 1===&lt;br /&gt;
This phase is almost the same as phase two, with the addition of a Meteor mechanic.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Obscure Woods&#039;&#039;&#039;, dealing damage and changing the arena, followed by &#039;&#039;&#039;Flood of Obscurity&#039;&#039;&#039;, causing knockback and dropping seed puddles. Pop knockback and place puddles around the intercardinals of the boss like last time. This time, however, the boss will also cast &#039;&#039;&#039;Particle Concentration&#039;&#039;&#039;, spawning eight Meteor markers that require a player to stand in each one or the meteors will explode, causing massive raid-wide damage and a debuff.&lt;br /&gt;
&lt;br /&gt;
Players must break their tethers, then stand in the meteor markers until they resolve, then heal.&lt;br /&gt;
&lt;br /&gt;
The boss will then use either &#039;&#039;&#039;Anti- Air Phaser&#039;&#039;&#039; or &#039;&#039;&#039;Wide-Angle Phaser&#039;&#039;&#039;, so dodge accordingly and move the boss back to the center of the room. The boss will use &#039;&#039;&#039;Ground-Razing Particle Beam&#039;&#039;&#039; and cast &#039;&#039;&#039;Rejuvenating Balm&#039;&#039;&#039; again, this time mixing in &#039;&#039;&#039;Second Art of Darkness&#039;&#039;&#039;. Players must identify the safe side to stand on to avoid both attacks, then either stack or split as before for the second half of the attack. The timing is tight for this part, so move quickly. Finally, the boss will use &#039;&#039;&#039;Devouring Dark&#039;&#039;&#039; again and move into the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
===Mini Phase 2===&lt;br /&gt;
The final phase is a repeat of phase three, except that it lasts slightly longer. If you haven’t defeated the boss by this point, the boss will enrage and use &#039;&#039;&#039;Deluge of Darkness&#039;&#039;&#039; to wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Book of Umbra}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenmorn Waist Gear Coffer}}&lt;br /&gt;
{{Drops table row|Edenmorn Earring Coffer}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenmorn Waist Gear Coffer}}&lt;br /&gt;
{{Drops table row|Edenmorn Earring Coffer}}&lt;br /&gt;
{{Drops table row|Edenmorn Necklace Coffer}}&lt;br /&gt;
{{Drops table row|Edenmorn Bracelet Coffer}}&lt;br /&gt;
{{Drops table row|Edenmorn Ring Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cinder_Drift_(Extreme)&amp;diff=345597</id>
		<title>Cinder Drift (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cinder_Drift_(Extreme)&amp;diff=345597"/>
		<updated>2021-11-09T23:02:55Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* link= Mark III Anti-Eikon Warmachina: The Ruby Weapon */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Cinder Drift}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Garlond Ironworks attracts a fair number of mechanically-minded lunatics, and even goes so far as to offer some of them employment. One in particular has taken it upon himself to craft likenesses of [[Garlean]] warmachina, including that of the recently defeated Ruby Weapon. A restored [[Allagan]] device uses it as a basis to project images of a foe far more ferocious than the one you had previously laid low, and your mind is filled with visions of what might have been.&lt;br /&gt;
| image = Cinder Drift (Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| tomestones = 25 Allegory + 13 Revelation&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Ruby Doomsday&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Requirements==&lt;br /&gt;
After completing the quest [[Ruby Doomsday]], speak to the [[Warmachina Fanatic]] in [[The Lochs]] (X:11.5 Y:22.5) as a level 80 Disciple of War or Magic.&lt;br /&gt;
&lt;br /&gt;
==(Phase 1) Ruby Weapon&#039;s Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Mark III Anti-Eikon Warmachina: The Ruby Weapon===&lt;br /&gt;
{{#ev:youtube|tO3jau5upVg|400|right|Video guide by MTQcapture}}&lt;br /&gt;
&lt;br /&gt;
Your showdown with the &#039;&#039;&#039;Mark III Anti-Eikon Warmachina&#039;&#039;&#039; - otherwise known as The Ruby Weapon, an iconic boss from Final Fantasy VII - takes place within in a circular arena containing no death-walls or fatal drops.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039; - unleashes unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Bits&#039;&#039;&#039; - spawns several mechanical adds around the edges of the platform. The adds are reminiscent of the &#039;bits&#039; summoned during previous fights with the Ultima weapon - flying gadgets that will continuously shoot straight-line AoE&#039;s at random players that must be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; - causes Ruby Weapon to plunge its elongated claws into the ground whilst hovering in the air, indicating the arrival of a mini-phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Helioclaw&#039;&#039;&#039; - one of two abilities used during &#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; - causes three AoE circles to form beneath Ruby Weapon, as well as a tri-lined &amp;quot;fan&amp;quot; pattern on the ground. Just like normal mode, the AoE circles beneath Ruby Weapon will eventually explode while travelling in the direction of the pattern shown on the floor, except this time, there will be two rounds of &#039;&#039;&#039;Helioclaw&#039;&#039;&#039; back-to-back. However, players will also have to contend with &#039;&#039;&#039;Magitek Bits&#039;&#039;&#039; which will still be actively shooting straight-line AoE&#039;s at random players. To avoid, players should quickly recognize where the (very small) safe spots are located during each round of &#039;&#039;&#039;Helioclaw&#039;&#039;&#039;, but before standing in a safe-spot, bait the &#039;&#039;&#039;Magitek Bits&#039;&#039;&#039; into shooting somewhere else. If players move to a safe-spot without baiting the bits, they risk being shot for major damage by the bits, or take massive damage from &#039;&#039;&#039;Helioclaw&#039;&#039;&#039; if choosing to dodge the bits into an unsafe area.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stamp&#039;&#039;&#039; - causes Ruby Weapon to stomp on its primary target with a vicious tank-buster. Unlike normal mode, &#039;&#039;&#039;Stamp&#039;&#039;&#039; will also inflict a &#039;&#039;&#039;Blunt Vulnerability&#039;&#039;&#039; debuff, essentially boosting Ruby Weapon&#039;s damage against that target for a hefty duration. As a result, tanks will need to swap after each &#039;&#039;&#039;Stamp&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; - causes Ruby Weapon to plunge its elongated claws into the ground once again, indicating the arrival of another mini-phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravensclaw&#039;&#039;&#039; - forms eight cracks in the floor which begin travelling in cardinal and inter-cardinal directions, alternating between long and short distances, with long cracks reaching the outer edge of the arena, and short cracks stopping beyond halfway to the edges. Eventually, an AoE circle will also spawn directly under Ruby Weapon, exploding for massive damage against anyone standing within its hit-box. Simultaneously, AoE circles will also explode at the end of all eight cracks that were formed (with no visual telegraph), forcing participants to figure out safe-spots for themselves. A good rule-of-thumb is to stand at the edge of Ruby Weapon&#039;s hit-box, directly on top of a long crack on the ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once the explosions have detonated, Ruby Weapon will cast one of two possible abilities: &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; or &#039;&#039;&#039;Undermine&#039;&#039;&#039;&#039;&#039;. Bear in mind that the ability will be entirely random and will always overlap with another mechanic, &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*If Ruby Weapon casts &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; - this causes the entire arena (except for the cracks formed by &#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;) to degrade into swirling quick-sand that slowly pulls all players into the ground. To avoid being dragged to an early grave, players must stand on the cracks.&lt;br /&gt;
&lt;br /&gt;
*If Ruby Weapon casts &#039;&#039;&#039;Undermine&#039;&#039;&#039; - this causes all cracks to explode after a brief delay, indicated by a glowing red telegraph surrounding all crack-lines. To avoid, players must move away from the cracks or stand between them.&lt;br /&gt;
&lt;br /&gt;
*Regardless of which ability is chosen, all players will also have to contend with &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039;, marking all raid members with a large circular AoE mark. Whilst &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; or &#039;&#039;&#039;Undermine&#039;&#039;&#039; is underway, all marked players will periodically drop up to three mines on the ground (the same size as the &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039; marker itself), and each drop of a mine will also inflict a stacking &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039; debuff. Due to &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; or &#039;&#039;&#039;Undermine&#039;&#039;&#039; reducing the amount of safe areas in the arena, as well as the stacking &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039; against all players, the entire raid must co-ordinate themselves so that their three mines are dropped in a manner that allows everyone to avoid the other mechanics safely. Should any player walk into a mine (no matter who it belonged to), the mine will explode and likely result in a gruesome death.&lt;br /&gt;
&lt;br /&gt;
*If &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; is underway, the only available safe-spots are on top of &#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; cracks. As a result, players should each be assigned a crack to stand on and use these to slowly drop each of their three &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039;&#039;s along said crack. If done correctly, all players will finish dropping their spheres whilst standing close to (or inside) Ruby Weapon&#039;s hit-box, with enough space for everyone to get there without colliding with a mine. &lt;br /&gt;
&lt;br /&gt;
*If &#039;&#039;&#039;Undermine&#039;&#039;&#039; is underway, all cracks are completely unsafe, meaning that the only available safe-spots are in-between cracks or at the outer edges of the arena. Due to the size of &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039; mines, the raid should divide into even groups and utilize the safe-spots to drop their mines safely. If a safe-spot is too crowded, players may collide with mines or risk being slain by the exploding cracks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Assigning each player to cardinal or inter-cardinal locations before the battle is a great way of ensuring that everyone has a safe-spot (crack) during &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; and/or can divide easily into safe spots during &#039;&#039;&#039;Undermine&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039; + &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; / &#039;&#039;&#039;Undermine&#039;&#039;&#039; has concluded, Ruby Weapon will retract its claws and the fight resumes as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; - causes Ruby Weapon to face a random player and charge up a massive straight-line AoE that will slaughter anyone standing in its path. As the name implies, &#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; is indicated by a swelling of red energy. Once you see Ruby Weapon charging up, move behind it as soon as possible. As soon as &#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; has concluded, the raid will be bombarded with another cast of &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;, the unavoidable raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; - causes Ruby Weapon to plunge its elongated claws into the ground yet again, except this time, &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; will be cast immediately, turning the outer edges of the arena into quicksand, indicated by multiple circle markers on the ground. To avoid being sucked under the earth, all participants must stand in the centre of the arena - the only part of the arena that is safe to stand on during this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravensflight&#039;&#039;&#039; - causes Ruby Weapon to leap to the outer edge of the battlefield and begin charging up. After a delay, Ruby Weapon will repeatedly dash across the arena in different directions, inflicting high damage to anyone caught in its path. Whilst charging up, telegraphs will display the order (and direction) of Ruby Weapon&#039;s flight, giving players a brief opportunity to discern safe locations. However, &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; will persist during this time, forcing the raid to stay in the arena centre and use very limited space to avoid the dash-attacks. Anyone caught in Ruby Weapon&#039;s path will suffer high damage, so watch out!&lt;br /&gt;
&lt;br /&gt;
After half of the dashes have been performed, Ruby Weapon will cease charging and extend one of its claws (indicated by Ruby Weapon landing near a claw-like icon), then resume dashing. From here on, players must now avoid being on the claw-side of Ruby Weapon during the remaining &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes. Near the end of &#039;&#039;&#039;Ravensflight&#039;&#039;&#039;, Ruby Weapon will also hit a &#039;quicksand&#039; icon which essentially inverses &#039;&#039;&#039;Liquefaction&#039;&#039;&#039;. When this happens, the outer edge of the arena will become safe, whereas the arena centre will become quicksand instead for a brief period. As such, the final safe-spot will always be at the outer-edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Once all &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes have been performed, the arena will normalize and the fight returns to normal after another cast of &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039; - the unavoidable raid-wide AoE - followed by another &#039;&#039;&#039;Stamp&#039;&#039;&#039; - the vicious tank-buster that applies &#039;&#039;&#039;Blunt Vulnerability&#039;&#039;&#039;, forcing another tank-swap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruby Dynamics&#039;&#039;&#039; - causes Ruby Weapon to dash to the edge of the arena and prepare to swipe the entire arena with its extended claws. Unlike normal mode, &#039;&#039;&#039;Ruby Dynamics&#039;&#039;&#039; comes with absolutely no telegraph. To avoid, players must move within Ruby Weapon&#039;s hitbox as soon as they notice Ruby Weapon extending its claws. However, two players will also be marked with stack-mark AoE&#039;s due to &#039;&#039;&#039;Homing Laser&#039;&#039;&#039;, forcing the raid to split into two groups and help soak each marker. Due to being forced to stand within Ruby Weapon&#039;s hitbox to avoid the claw-attack at the same time, participants will have limited space to work with. To avoid both mechanics, simply have the two stack-marked players stand at opposite sides of Ruby Weapon&#039;s hit-box and ensure that enough players are standing in each stack-marker to soak the damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Homing Laser&#039;&#039;&#039; + &#039;&#039;&#039;Cut &amp;amp; Run&#039;&#039;&#039; - marks the entire raid with large AoE circles, forcing everyone to spread out. After a brief delay, all circles will explode simultaneously for high damage. As always, make sure not to overlap other players with your own AoE circle. At the same time, Ruby Weapon will prepare to walk through the centre of the arena while swiping left and right with its claws, slicing anyone in its path into ribbons. To avoid both mechanics, the raid should divide into two groups (4x4) and spread out at the outer-edges of the arena. This gives all participants enough space to avoid overlapping their &#039;&#039;&#039;Homing Laser&#039;&#039;&#039; AoE markers and also leaves enough room for Ruby Weapon to charge through the centre without hitting anyone via &#039;&#039;&#039;Cut &amp;amp; Run&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Charge&#039;&#039;&#039; - spawns proximity markers at the east and west of the arena during the end of &#039;&#039;&#039;Cut &amp;amp; Run&#039;&#039;&#039;. To avoid, players should run into Ruby Weapon&#039;s hitbox as soon as &#039;&#039;&#039;Cut &amp;amp; Run&#039;&#039;&#039; has concluded. After a brief delay, Ruby Weapon will then cast &#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; (the massive straight-line AoE aimed at a random player), and &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;, the unavoidable raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; - Ruby Weapon plunges its elongated claws into the ground once more, followed by &#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;, causing eight cracks to travel in cardinal and inter-cardinal directions just like earlier, except this time, Ruby Weapon will follow-up with &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; or &#039;&#039;&#039;Undermine&#039;&#039;&#039; (whichever was NOT randomly cast beforehand). For example, if &#039;&#039;&#039;Ravensclaw&#039;&#039;&#039; was followed by &#039;&#039;&#039;Undermine&#039;&#039;&#039; earlier in the battle, then &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; will be used here instead, or vice-versa. Similarly to before, all players will have to contend with &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039; - forcing all players to use the limited amount of safe-spots to distribute 3x mines each.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Liquefaction&#039;&#039;&#039; - turns the arena centre into quicksand, leaving the outer edges safe to stand on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravensflight&#039;&#039;&#039; - causes Ruby Weapon to repeatedly dash across the arena in different directions (just like earlier), inflicting high damage to anyone caught in its path. Players can use the telegraphs on the ground to discern the direction of each dash and pre-position themselves into safe locations.&lt;br /&gt;
&lt;br /&gt;
Unlike before, Ruby Weapon will hit a &#039;quicksand&#039; icon during the earliest dashes, inverting &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; quick-sand so that the outer-edges will become unsafe whilst turning the arena centre from quicksand into a safe location. After dodging the initial dashes, players must be ready to move from the outer edges to the centre. Soon after, Ruby Weapon will once again hit a &#039;claw&#039; marker, extending either its left or right claw before continuing to dash across the arena. From here on, players must now avoid being on the claw-side of Ruby Weapon during the remaining &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes.&lt;br /&gt;
&lt;br /&gt;
Once all &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes have been performed, the arena will normalize, followed by another &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039; - the unavoidable raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
Ruby Weapon will begin to enrage after the second set of &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes have resolved, giving the raid a window of opportunity to defeat Ruby Weapon before the raid is wiped.&lt;br /&gt;
&lt;br /&gt;
Once Ruby Weapon is defeated, players are treated to a transitional animation into a new phase. Just like normal mode, reaching the next phase serves as a checkpoint. As a result, wiping during the second phase will simply restart the fight at the beginning of the phase (rather than force the group to restart from the first phase).&lt;br /&gt;
&lt;br /&gt;
==(Phase 2) Nael van Darnus Abilities==&lt;br /&gt;
&lt;br /&gt;
Contrary to normal mode, the outer edge of the arena during phase 2 will become a &#039;death wall&#039; - slaying any player who touches it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Project&#039;&#039;&#039; - starts a background timer that eventually leads to the summoning of Dalamud. The timer&#039;s progress will be indicated via text-comments throughout the course of the battle. Players will also notice the backdrop gradually undergoing various changes. At the timers climax, Dalamud crashes down into the background, resulting in a catastrophic spectacle that heavily damages the entire raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Negative Personae&#039;&#039;&#039; - spawns two Nael-themed adds - each called &#039;&#039;&#039;Raven&#039;s Image&#039;&#039;&#039; - which must be tanked away from each other, one add per tank. If the adds are kept close together, they will tether to one-another and become completely invulnerable to damage until they are separated.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, all players (and each add) will be also afflicted with either an &#039;&#039;&#039;orange&#039;&#039;&#039; (Rage) or &#039;&#039;&#039;blue&#039;&#039;&#039; (Grief). As a result, each add can only be harmed by players of the opposite colour. For example, one add will be &#039;&#039;&#039;orange&#039;&#039;&#039; and one will be &#039;&#039;&#039;blue&#039;&#039;&#039; - so half of the raid (blue) will need to focus on the orange add, whereas the other half of the raid (orange) will need to contend with the blue add. If you attack an add of the same colour, the add will be completely invulnerable to your damage. Whilst these adds are alive, Nael van Darnus will remain untargetable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Stream&#039;&#039;&#039; - causes all damage dealers to be marked with a blue-circle AoE shortly after the adds arrive. These circles will eventually inflict high damage to all marked players (and anyone else caught in their AoE circles), so be sure to spread out and avoid overlapping.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greater Memory&#039;&#039;&#039; - provides both adds with &#039;&#039;&#039;Damage Up&#039;&#039;&#039;. Once buffed, each add will cast either &#039;&#039;&#039;Iron Chariot&#039;&#039;&#039; (a point-blank AoE underneath each add) or &#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039;, a large donut-AoE centred around each add. Bear in mind that these attacks can be of any combination and will be executed simultaneously. For example, one add might cast &#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039; while the other casts &#039;&#039;&#039;Iron Chariot&#039;&#039;&#039;. As such, each add should be kept far enough apart so that dodging either of these attacks will not put players at risk of being hit by mechanics from the other add.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Negative Effect&#039;&#039;&#039; - spawns two floating heads of Nael that will each tether themselves to two of the furthest players and begin travelling towards them. If a floating head reaches a tethered player, that player will immediately be slain. Instead, tethered players must lure their floating head so that it collides with each &#039;&#039;&#039;Raven&#039;s Image&#039;&#039;&#039; add, as doing so will not only destroy the floating head, but also remove &#039;&#039;&#039;Greater Memory&#039;&#039;&#039; (damage up) from the add, reducing its damage. However, all damage-dealers will have to contend with an additional cast of &#039;&#039;&#039;Meteor Stream&#039;&#039;&#039; (AoE markers) whilst &#039;&#039;&#039;Negative Effect&#039;&#039;&#039; is in play.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raven&#039;s Claw&#039;&#039;&#039; - causes both &#039;&#039;&#039;Raven&#039;s Image&#039;&#039;&#039; adds to simultaneously assault their primary target with a devastating 5-hit tank-buster. Due to being a multi-hit combo rather than a single blow, tanks may be caught off-guard by the staggered damage. Make sure to utilize mitigation cooldowns!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Change Of Heart&#039;&#039;&#039; - inverses the colour of both &#039;&#039;&#039;Raven&#039;&#039;&#039; add debuffs from blue to orange (or vice versa), forcing the entire raid to swap their attention from their original add to the other. As a result, tanks will have to be especially careful as this requires a full tank-swap which, if sloppily executed, may result in adds moving close together and becoming completely invulnerable to attacks until separated once again.&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;Change of Heart&#039;&#039;&#039; has been executed, the adds will enter a mechanical loop until they are both defeated. Once both adds have been slain, the raid can turn its attention to Nael Van Darnus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Negative Aura&#039;&#039;&#039; - causes Nael to charge a gaze-attack which will inflict &#039;&#039;&#039;confusion&#039;&#039;&#039; on any player who looks directly at her when it is fully cast. Simply look away to avoid losing control of your character.&lt;br /&gt;
&lt;br /&gt;
At this point, the invisible &#039;&#039;&#039;Meteor Project&#039;&#039;&#039; timer will conclude, causing a noticeable change of atmosphere and background, with Dalamud fully visible as it hurtles towards the ground. By now, both adds should either be slain (or close to death). Once Dalamud has fully descended, the entire raid will take tremendous damage. Assuming the raid survives, Nael will recast &#039;&#039;&#039;Meteor Project&#039;&#039;&#039;, creating a new background timer that will lead to another summoning of Dalamud.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Mine&#039;&#039;&#039; - causes Nael to consecutively tag players from 1-8 with a large circular marker. After a brief delay, players (in order from 1-8) will drop a proximity marker at their location. One by one, small comets will eventually land at the proximity marker dropped by each player, inflicting damage to the entire raid depending on how close they were to the impact zone of each comet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; - causes Nael to summon an enormous meteor that will slowly descend into the battlefield over time. To avoid a fiery death, players must make sure that they hide behind a &#039;&#039;&#039;Meteor Mine&#039;&#039;&#039; (comet) when the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; hits the ground. However, due to the arena edge being a &#039;&#039;&#039;Death Wall&#039;&#039;&#039; and the fact that Nael will soon cast an AoE knockback before the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; detonates, a good method of dealing with the overlap is to have all players from 1-7 spread out and drop their comets at the outer-edge of the arena, whilst the eight and final comet is dropped at the edge of Nael&#039;s hitbox (away from the deathwall). Once all proximity markers are present, the entire raid should move into Nael&#039;s hitbox and prepare to mitigate the damage inflicted by the comets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Screech&#039;&#039;&#039; - inflicts a raid-wide knockback from the arena centre, punting the entire raid outward towards the death wall. Seeing as the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; will collide with the ground shortly afterward, players should aim themselves so that they are pushed behind the 8th comet (which was dropped just outside of Nael&#039;s hitbox). If players aim themselves incorrectly or are too far away during the knockback, they risk being slain by the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; explosion, or by being pushed into the death wall. It is worth noting that &#039;&#039;&#039;Knockback Immunity&#039;&#039;&#039; cooldowns will negate the knockback, allowing players to pre-position themselves behind the 8th comet ahead of time and simply nullify the knockback of &#039;&#039;&#039;Screech&#039;&#039;&#039; entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Burst&#039;&#039;&#039; - causes all comets to explode in the order they were dropped, inflicting major damage on anyone close by. Seeing as the comets explode in order from one to eight (and assuming you have utilized a strategy that allowed you to hide behind the eighth comet to avoid &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039;, all other comets around the arena will explode first, giving everyone plenty of opportunity to move into a safe location away from the explosion of the eighth comet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mark II Magitek Meteor&#039;&#039;&#039; - creates two small circle-telegraphs within the arena that will slowly move in a direction indicated by arrows within the circle. After travelling a short distance, comets will land at the final location. If a comet is allowed to hit the platform, the raid will immediately be wiped. To prevent this, players must &#039;catch&#039; the comets by standing within the circle-telegraphs after they have stopped moving. However, &#039;catching&#039; a comet will inflict continuous damage to the players and render them unable to act. Players who did not catch a comet will need to destroy the caught comets in order to save their teammates from being crushed to death. It is wise to have each tank pop spare mitigation cooldowns and catch a comet each - leaving damage-dealers free to nuke them down and healers free to keep the tanks alive until both comets have been destroyed. Bear in mind the &#039;&#039;&#039;Mark II Magitek Meteor&#039;&#039;&#039; will always overlap with &#039;&#039;&#039;Bradamante&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bradamante&#039;&#039;&#039; - causes Nael to mark two players with orange markers and eventually shoot straight-line AoEs in their direction. Due to being executed while the raid is trying to destroy &#039;&#039;&#039;Mark II Magitek Meteor&#039;&#039;&#039; comets held by other players, anyone marked by &#039;&#039;&#039;Bradamante&#039;&#039;&#039; must make sure that they angle themselves away from the comet-catchers so that the straight-line AoEs are not fired in their direction.&lt;br /&gt;
&lt;br /&gt;
By now, the &#039;&#039;&#039;Meteor Project Timer (2)&#039;&#039;&#039; will be nearing completion, causing Dalamud to descend once again and inflict massive raid-wide damage. Assuming the raid survives the ordeal, Nael van Darnus will refresh the timer with a third and final &#039;&#039;&#039;Meteor Project&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrage&#039;&#039;&#039; - causes Nael to bombard the raid with two bouts of unavoidable raid-wide damage that will require heavy healing/shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Stream (x2)&#039;&#039;&#039; - causes all damage dealers (or all tanks and healers) to be marked with a blue-circle AoE, just like earlier, eventually inflicting high damage to the marked players and anyone else caught in the AoE circles. Once the first wave of &#039;&#039;&#039;Meteor Stream&#039;&#039;&#039; has concluded, the remaining four players will be marked with a second wave of AoE circles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrage&#039;&#039;&#039; - Nael blasts the raid with two more bouts of unavoidable raid-wide damage one final time.&lt;br /&gt;
&lt;br /&gt;
If Nael has not been defeated by the second &#039;&#039;&#039;Outrage&#039;&#039;&#039;, Dalamud&#039;s fall will obliterate the raid and force you to restart the fight from the beginning of the phase.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*Each player will receive {{Item reward|1|Ruby Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Ruby Gwiber Trumpet}} at [[C&#039;intana]] in [[Mor Dhona]] (X:22.7 Y:6.7).&lt;br /&gt;
*{{Item icon|Ruby Weapon Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Ruby Broadsword}}&lt;br /&gt;
{{Drops table row|Ruby Battleaxe}}&lt;br /&gt;
{{Drops table row|Ruby Greatsword}}&lt;br /&gt;
{{Drops table row|Ruby Sawback}}&lt;br /&gt;
{{Drops table row|Ruby Partisan}}&lt;br /&gt;
{{Drops table row|Ruby Cesti}}&lt;br /&gt;
{{Drops table row|Ruby Samurai Blade}}&lt;br /&gt;
{{Drops table row|Ruby Daggers}}&lt;br /&gt;
{{Drops table row|Ruby Bow}}&lt;br /&gt;
{{Drops table row|Ruby Knifelock}}&lt;br /&gt;
{{Drops table row|Ruby Chakrams}}&lt;br /&gt;
{{Drops table row|Ruby Rod}}&lt;br /&gt;
{{Drops table row|Ruby Index}}&lt;br /&gt;
{{Drops table row|Ruby Hanger}}&lt;br /&gt;
{{Drops table row|Ruby Cane}}&lt;br /&gt;
{{Drops table row|Ruby Codex}}&lt;br /&gt;
{{Drops table row|Ruby Astrometer}}&lt;br /&gt;
{{Drops table row|Ruby Scutum}}&lt;br /&gt;
{{Drops table row|Ruby Plating}}&lt;br /&gt;
{{Drops table row|Ruby Gwiber Trumpet}}&lt;br /&gt;
{{Drops table row|Faded Copy of Ultima (The Primals)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;br /&gt;
[[Category:The Sorrow of Werlyt]]&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Seat_of_Sacrifice_(Extreme)&amp;diff=345397</id>
		<title>The Seat of Sacrifice (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Seat_of_Sacrifice_(Extreme)&amp;diff=345397"/>
		<updated>2021-11-08T15:20:54Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Guide */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Seat of Sacrifice}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Though history will paint them as villains, the [[Ascians]] were driven by a deep and abiding desire to which all men may relate, and the minstreling wanderer cannot help but spare a thought for [[Elidibus]], whose demise spelled the end of his people&#039;s hopes and dreams. Likening your struggle to that of love, the man weaves a bittersweet tale of passion undying─a tale witnessed by the shimmering spires of the [[Crystal Tower]], to be reflected and retold for generations to come.&lt;br /&gt;
| image = The Seat of Sacrifice (Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 25 Allegory + 14 Revelation&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| patch = 5.3&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Requirements==&lt;br /&gt;
After completing {{questlink|main|Hope&#039;s Confluence}}, speak to the [[Minstreling Wanderer]] in [[The Crystarium]] (X:7.6, Y:12.5) as a level 80 Disciple of War or Magic.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|1Pkkb0iwK7A|400|right|Video guide from MTQCapture}}&lt;br /&gt;
{{#ev:youtube|X7CQyvL0BtI|400|right|Video guide from joonbob}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Warrior of Light (Boss)|Warrior of Light]]: Elidibus===&lt;br /&gt;
&lt;br /&gt;
===Positioning Tips===&lt;br /&gt;
*Assign clock positions to all players (tanks will be north and south, healers will be east and west, the dps will all have their own intercardinal positions).&lt;br /&gt;
* These general positions will be used throughout the entire encounter for various mechanics.&lt;br /&gt;
* Have the tanks and healers rotate clockwise to pair up with a dps at an intercardinal. These will be your partner pairs for shared mechanics that target specific groups of players or roles.&lt;br /&gt;
* Split the group into two - 1 tank, 1 healer, 2 dps per group.&lt;br /&gt;
&lt;br /&gt;
===Bonus Tip===&lt;br /&gt;
Do NOT DPS LB the boss while he has a LB stored or he will become invulnerable for a short time.&lt;br /&gt;
&lt;br /&gt;
===Encounter===&lt;br /&gt;
====Phase One====&lt;br /&gt;
* &#039;&#039;&#039;Terror Unleashed&#039;&#039;&#039; - All players&#039; HP to 1 + debuff, must be healed to full or they will die. The outer arena edge will also be brought in to make it smaller.&lt;br /&gt;
* &#039;&#039;&#039;To The Limit&#039;&#039;&#039; - Boss will charge 1,2 or 3 LB bars. The amount of bars will determine the specific attack players will need to be ready for when he next casts Limit Break.&lt;br /&gt;
* &#039;&#039;&#039;Solemn Confiteor&#039;&#039;&#039; - AoE circles will appear underneath all players, can be bated by all stacking on the boss, waiting for the AoE to drop and then moving. &lt;br /&gt;
* &#039;&#039;&#039;Absolute Stone III&#039;&#039;&#039; - 8-point cleave towards all players, move into assigned clock positions as to not overlap.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Solemn Confiteor is followed quite quickly by Absolute Stone III - so let the AoEs drop, then move to your clock positions so there is no overlapping.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Limit Break (3)&#039;&#039;&#039; - Will call down 4 Radiant Meteors on all the tanks and healers or all the damage dealers, this attack deals massive damage and applies a fire-resist down debuff on players hit so each meteor needs to be sufficiently spaced apart or you will die. Using the partner pairs (made before start of fight) each pair should move to their respective corners as limit break is casting to spread the meteors out.&lt;br /&gt;
* &#039;&#039;&#039;Imbued Saber x2&#039;&#039;&#039; - Adds elemental effect to weapon. Unlike normal mode (2 elements), extreme has 4 - stone (spread), holy (stack), fire (stop) and blizzard (move). Boss will cast stone first so be sure to spread. Then he will cast either fire or blizzard with NO markers unlike normal mode.&lt;br /&gt;
* &#039;&#039;&#039;Imbued Coruscance&#039;&#039;&#039; - AoE sword attack and two imbued element attacks. If you see swirls around the sword this means a donut AoE and you need to get in. If not, then get out as to not get hit with the point blank AoE. Be mindful of the two imbued elements - the first is always stone so be sure to be in clock positions, again if the second if fire then stop moving, if blizzard keep moving.&lt;br /&gt;
* &#039;&#039;&#039;To The Limit&#039;&#039;&#039; - Will charge two bars.&lt;br /&gt;
* &#039;&#039;&#039;Sword of Light&#039;&#039;&#039; - Will spawn three swords around edge of the platform. These will draw three triangles over the platforms and players will need to find the safe spot which will always be on one edge of the platform. To spot this look for a sword that has not drawn on the outer platform edge and move there.&lt;br /&gt;
* &#039;&#039;&#039;Absolute Holy&#039;&#039;&#039; - (happens simultaneously with Sword of Light) Stack-up marker on a player that you will need to share the damage with in the safe spot above.&lt;br /&gt;
* &#039;&#039;&#039;Limit Break (2)&#039;&#039;&#039; - Will target each healer with Radiant Desperado a shared line attack that deals high damage and a physical vulnerability up debuff on anyone hit. Split into two groups (decided at start of fight) to share the damage with each healer.&lt;br /&gt;
* &#039;&#039;&#039;To The Limit&#039;&#039;&#039; - Will charge 1 bar.&lt;br /&gt;
* &#039;&#039;&#039;Imbued Saber x2&#039;&#039;&#039; - second round is the opposite of the first round. So the first cast will be holy - which requires you to stack to share the damage. Second imbued saber will be fire or blizzard - whichever of the two you didn&#039;t have in the first round.&lt;br /&gt;
* &#039;&#039;&#039;Imbued Coruscance&#039;&#039;&#039; - AoE sword attack type is the other of what was used in round one. So if it was - in originally (for donus AoE), then it will be out (point blank AoE) the second time around. Remember to also stop or move as necessary.&lt;br /&gt;
* &#039;&#039;&#039;Limit Break (1)&#039;&#039;&#039; - Will target one tank, one healer and one dps (completely random) for high damage - split into role positions to avoid overlap. Both tanks should stand on north side, damage dealers should stay south and healers can go east or west.&lt;br /&gt;
* &#039;&#039;&#039;The Bitter End&#039;&#039;&#039; - High damage tankbuster and physical vulnerability up debuff. (tank swap and cooldowns required).&lt;br /&gt;
* &#039;&#039;&#039;Summon Wyrm&#039;&#039;&#039; - Bahamut appears in the north - move to the opposite side, at the same time &#039;&#039;&#039;Solemn Confiteor&#039;&#039;&#039; will be cast so players need to stack and wait for the circles to drop and then move to the safe side that Bahamut is not on. There will also be 1 player afflicted with a gaze attack (that afflicts players with damage down) - all players should stay in melee range of boss to continue attacking, while the gaze player moves to max melee range - this way players can continue attacking and not worry when the gaze attack goes off.&lt;br /&gt;
* &#039;&#039;&#039;Elddragon Dive&#039;&#039;&#039; - Will deal high raid-wide damage - shield and heal.&lt;br /&gt;
* &#039;&#039;&#039;Specter of Light&#039;&#039;&#039; - Both moves to the north and add phase begins - each specter add has specific abilities.&lt;br /&gt;
&lt;br /&gt;
====Phase Two====&lt;br /&gt;
* &#039;&#039;&#039;Spectral DRK + WAR&#039;&#039;&#039; - Will spawn in the east and west - each tank should pick one up and keep them apart as they will tether and buff each other. The adds will periodically cast a heavy hitting tankbuster that should be mitigated as necessary. They will also cast Berserk which should be interrupted and not be allowed to go off.&lt;br /&gt;
* &#039;&#039;&#039;Spectral BRD&#039;&#039;&#039; - Targets all damage dealers with flare markers. Move to assigned corners to minimize damage.&lt;br /&gt;
* &#039;&#039;&#039;Spectral WHM/BLM&#039;&#039;&#039; - Will spawn two meteor towers in the east and west which must be soaked by two players each.&lt;br /&gt;
* &#039;&#039;&#039;Spectral NIN&#039;&#039;&#039; - Targets each healer with a stack-up marker. Must be shared with 1 other player to survive.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;To handle the combo once the flare markers go off on all the damage dealers, we have the melee stand in the meteor towers with tank while the ranged run to their healer partner to share the damage.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spectral SMN&#039;&#039;&#039; - Summons 4 Bahamut-egi in each of the corners that tether to 4 random players. They will eventually through out massive breath attacks in the direction of the tethered player. As soon as the meteor tower and healer stacks are soaked we assign each healer and ranged player to a Bahamut tether and have them turn their Bahamut towards their corner to excess overlap.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;There is alot of damage going out to healers should be ready to shield and heal where necessary.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Limit Break&#039;&#039;&#039; - Adds must be destroyed before gauge reaches 100. Destroying the adds will grant a full LB3 (which you need for the next boss cast).&lt;br /&gt;
* &#039;&#039;&#039;Ultimate Crossover&#039;&#039;&#039; - Boss will cast LB4 - must use tank LB3, shields and heals to mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
====Phase Three====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;This phase varies and has no set rotation as the mini-phases depend on which specters of light are called by the boss. &lt;br /&gt;
&amp;lt;br&amp;gt;Specters of light appear in strict combos. &lt;br /&gt;
&amp;lt;br&amp;gt;Each mini-phase has specific mechanics. &lt;br /&gt;
&amp;lt;br&amp;gt;Players will be dealing with the mechanics they learned in the first phase but with increasingly difficult overlap. &lt;br /&gt;
&amp;lt;br&amp;gt;Imbued Sabers and To The Limits will occur in between the mini-phases - remember what the spell was for later!&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Imbuement/LB charge &amp;gt; Specter mini-phase &amp;gt; Imbuement/LB resolution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells during the mini-phases are slightly different:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Quintuplecast&#039;&#039;&#039; - One new spell to watch out for - five telegraphs are displayed in succession. Players must remember and position for these attacks. Combo will be random but players should expect a combination of stack, spread, stop, move, gaze.&lt;br /&gt;
* &#039;&#039;&#039;Sword of Light&#039;&#039;&#039; - Patters are formed MUCH FASTER! Find safe spot and move immediately. &lt;br /&gt;
* &#039;&#039;&#039;Elddragon Dive, Summon Wyrm and tankbusters&#039;&#039;&#039; will also go off during these mini-phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninja -&#039;&#039;&#039; &lt;br /&gt;
* Stack on boss to bait the Solemn Confiteor circles.&lt;br /&gt;
* As soon as the circles appear, players should move to their intercardinal positions.&lt;br /&gt;
* When the Solemn Confiteor circles explode players should use their knockback immunity to withstand the Ninja&#039;s water spout cast.&lt;br /&gt;
* Absolute Holy will also be cast (during the knockback) but as the players are already partnered and split up this should not require any movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White Mage &amp;amp; Black Mage -&#039;&#039;&#039; &lt;br /&gt;
* Eight meteor towers spawn in sucession. &lt;br /&gt;
* To handle in an organised manner - use HTMR (Healers, Tanks, Melee, Ranged) and rotate twice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Knight &amp;amp; Bard -&#039;&#039;&#039; &lt;br /&gt;
* Stack on boss to bait the Solemn Confiteor circles.&lt;br /&gt;
* Damage dealers will also have circle markers and should run to the edge of their assigned corner to drop them. They will grow over time and should they touch it will cause a large explosion and you will likely die.&lt;br /&gt;
* While the &amp;quot;domes&amp;quot; in the corners grow - Absolute Holy is cast on players who should stack together, also 1 tank, 1 healer and 1 damage dealer are marked with flare markers and should spread out to the edge to spread the damage dealt - following the rules from phase one - tank will run north, damage dealer to the south and healer to the east or west.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoner &amp;amp; Warrior -&#039;&#039;&#039;&lt;br /&gt;
* 4 x Bahamut tethers will appear in each corner tethered to 4 random players.&lt;br /&gt;
* At the same time 4 players will be marked with Perfect Decimation markers before blasting a 4-point cleave in their direction.&lt;br /&gt;
* All of these mechanics go off at the same time - as you don&#039;t know who will get the tether. You should move into your pairs and space out. Whomever of the pair doesn&#039;t get the orange marker should take the tether.&lt;br /&gt;
* Solemn Confiteor circles will also drop before the attack goes off and you should be sure not to box yourself in or drop in a tricky position.&lt;br /&gt;
* This will be repeated but players will swap duties. Meet at Bahamut to easily swap the tether before positioning correctly.&lt;br /&gt;
&lt;br /&gt;
====Enrage====&lt;br /&gt;
* All four specter combos must be concluded before enrage. Remember that the order of combos is random!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*Each player will receive {{Item reward|1|Totem of Light}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Gwiber of Light Trumpet}} at [[Fathard]] in [[Eulmore]] (X:10.3 Y:11.8).&lt;br /&gt;
*{{item icon|Shadowbringers Warrior of Light Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sword of Light}}&lt;br /&gt;
{{Drops table row|Axe of Light}}&lt;br /&gt;
{{Drops table row|Faussar of Light}}&lt;br /&gt;
{{Drops table row|Gunblade of Light}}&lt;br /&gt;
{{Drops table row|Spear of Light}}&lt;br /&gt;
{{Drops table row|Jamadhars of Light}}&lt;br /&gt;
{{Drops table row|Blade of Light}}&lt;br /&gt;
{{Drops table row|Knives of Light}}&lt;br /&gt;
{{Drops table row|Bow of Light}}&lt;br /&gt;
{{Drops table row|Gun of Light}}&lt;br /&gt;
{{Drops table row|Chakrams of Light}}&lt;br /&gt;
{{Drops table row|Rod of Light}}&lt;br /&gt;
{{Drops table row|Index of Light}}&lt;br /&gt;
{{Drops table row|Hanger of Light}}&lt;br /&gt;
{{Drops table row|Cane of Light}}&lt;br /&gt;
{{Drops table row|Codex of Light}}&lt;br /&gt;
{{Drops table row|Globe of Light}}&lt;br /&gt;
{{Drops table row|Shield of Light}}&lt;br /&gt;
{{Drops table row|Plate of Light}}&lt;br /&gt;
{{Drops table row|Gwiber of Light Trumpet}}&lt;br /&gt;
{{Drops table row|Faded Copy of To the Edge}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
Warrior of Light (Boss).jpg&lt;br /&gt;
Seat of Sacrifice (Extreme)1.jpg&lt;br /&gt;
Seat of Sacrifice (Extreme)2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Seat_of_Sacrifice_(Extreme)&amp;diff=345396</id>
		<title>The Seat of Sacrifice (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Seat_of_Sacrifice_(Extreme)&amp;diff=345396"/>
		<updated>2021-11-08T15:04:58Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Guide */ Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Seat of Sacrifice}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Though history will paint them as villains, the [[Ascians]] were driven by a deep and abiding desire to which all men may relate, and the minstreling wanderer cannot help but spare a thought for [[Elidibus]], whose demise spelled the end of his people&#039;s hopes and dreams. Likening your struggle to that of love, the man weaves a bittersweet tale of passion undying─a tale witnessed by the shimmering spires of the [[Crystal Tower]], to be reflected and retold for generations to come.&lt;br /&gt;
| image = The Seat of Sacrifice (Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 25 Allegory + 14 Revelation&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| patch = 5.3&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Requirements==&lt;br /&gt;
After completing {{questlink|main|Hope&#039;s Confluence}}, speak to the [[Minstreling Wanderer]] in [[The Crystarium]] (X:7.6, Y:12.5) as a level 80 Disciple of War or Magic.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|1Pkkb0iwK7A|400|right|Video guide}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Warrior of Light (Boss)|Warrior of Light]]: Elidibus===&lt;br /&gt;
&lt;br /&gt;
===Positioning Tips===&lt;br /&gt;
*Assign clock positions to all players (tanks will be north and south, healers will be east and west, the dps will all have their own intercardinal positions).&lt;br /&gt;
* These general positions will be used throughout the entire encounter for various mechanics.&lt;br /&gt;
* Have the tanks and healers rotate clockwise to pair up with a dps at an intercardinal. These will be your partner pairs for shared mechanics that target specific groups of players or roles.&lt;br /&gt;
* Split the group into two - 1 tank, 1 healer, 2 dps per group.&lt;br /&gt;
&lt;br /&gt;
===Bonus Tip===&lt;br /&gt;
Do NOT DPS LB the boss while he has a LB stored or he will become invulnerable for a short time.&lt;br /&gt;
&lt;br /&gt;
===Encounter===&lt;br /&gt;
====Phase One====&lt;br /&gt;
* &#039;&#039;&#039;Terror Unleashed&#039;&#039;&#039; - All players&#039; HP to 1 + debuff, must be healed to full or they will die. The outer arena edge will also be brought in to make it smaller.&lt;br /&gt;
* &#039;&#039;&#039;To The Limit&#039;&#039;&#039; - Boss will charge 1,2 or 3 LB bars. The amount of bars will determine the specific attack players will need to be ready for when he next casts Limit Break.&lt;br /&gt;
* &#039;&#039;&#039;Solemn Confiteor&#039;&#039;&#039; - AoE circles will appear underneath all players, can be bated by all stacking on the boss, waiting for the AoE to drop and then moving. &lt;br /&gt;
* &#039;&#039;&#039;Absolute Stone III&#039;&#039;&#039; - 8-point cleave towards all players, move into assigned clock positions as to not overlap.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Solemn Confiteor is followed quite quickly by Absolute Stone III - so let the AoEs drop, then move to your clock positions so there is no overlapping.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Limit Break (3)&#039;&#039;&#039; - Will call down 4 Radiant Meteors on all the tanks and healers or all the damage dealers, this attack deals massive damage and applies a fire-resist down debuff on players hit so each meteor needs to be sufficiently spaced apart or you will die. Using the partner pairs (made before start of fight) each pair should move to their respective corners as limit break is casting to spread the meteors out.&lt;br /&gt;
* &#039;&#039;&#039;Imbued Saber x2&#039;&#039;&#039; - Adds elemental effect to weapon. Unlike normal mode (2 elements), extreme has 4 - stone (spread), holy (stack), fire (stop) and blizzard (move). Boss will cast stone first so be sure to spread. Then he will cast either fire or blizzard with NO markers unlike normal mode.&lt;br /&gt;
* &#039;&#039;&#039;Imbued Coruscance&#039;&#039;&#039; - AoE sword attack and two imbued element attacks. If you see swirls around the sword this means a donut AoE and you need to get in. If not, then get out as to not get hit with the point blank AoE. Be mindful of the two imbued elements - the first is always stone so be sure to be in clock positions, again if the second if fire then stop moving, if blizzard keep moving.&lt;br /&gt;
* &#039;&#039;&#039;To The Limit&#039;&#039;&#039; - Will charge two bars.&lt;br /&gt;
* &#039;&#039;&#039;Sword of Light&#039;&#039;&#039; - Will spawn three swords around edge of the platform. These will draw three triangles over the platforms and players will need to find the safe spot which will always be on one edge of the platform. To spot this look for a sword that has not drawn on the outer platform edge and move there.&lt;br /&gt;
* &#039;&#039;&#039;Absolute Holy&#039;&#039;&#039; - (happens simultaneously with Sword of Light) Stack-up marker on a player that you will need to share the damage with in the safe spot above.&lt;br /&gt;
* &#039;&#039;&#039;Limit Break (2)&#039;&#039;&#039; - Will target each healer with Radiant Desperado a shared line attack that deals high damage and a physical vulnerability up debuff on anyone hit. Split into two groups (decided at start of fight) to share the damage with each healer.&lt;br /&gt;
* &#039;&#039;&#039;To The Limit&#039;&#039;&#039; - Will charge 1 bar.&lt;br /&gt;
* &#039;&#039;&#039;Imbued Saber x2&#039;&#039;&#039; - second round is the opposite of the first round. So the first cast will be holy - which requires you to stack to share the damage. Second imbued saber will be fire or blizzard - whichever of the two you didn&#039;t have in the first round.&lt;br /&gt;
* &#039;&#039;&#039;Imbued Coruscance&#039;&#039;&#039; - AoE sword attack type is the other of what was used in round one. So if it was - in originally (for donus AoE), then it will be out (point blank AoE) the second time around. Remember to also stop or move as necessary.&lt;br /&gt;
* &#039;&#039;&#039;Limit Break (1)&#039;&#039;&#039; - Will target one tank, one healer and one dps (completely random) for high damage - split into role positions to avoid overlap. Both tanks should stand on north side, damage dealers should stay south and healers can go east or west.&lt;br /&gt;
* &#039;&#039;&#039;The Bitter End&#039;&#039;&#039; - High damage tankbuster and physical vulnerability up debuff. (tank swap and cooldowns required).&lt;br /&gt;
* &#039;&#039;&#039;Summon Wyrm&#039;&#039;&#039; - Bahamut appears in the north - move to the opposite side, at the same time &#039;&#039;&#039;Solemn Confiteor&#039;&#039;&#039; will be cast so players need to stack and wait for the circles to drop and then move to the safe side that Bahamut is not on. There will also be 1 player afflicted with a gaze attack (that afflicts players with damage down) - all players should stay in melee range of boss to continue attacking, while the gaze player moves to max melee range - this way players can continue attacking and not worry when the gaze attack goes off.&lt;br /&gt;
* &#039;&#039;&#039;Elddragon Dive&#039;&#039;&#039; - Will deal high raid-wide damage - shield and heal.&lt;br /&gt;
* &#039;&#039;&#039;Specter of Light&#039;&#039;&#039; - Both moves to the north and add phase begins - each specter add has specific abilities.&lt;br /&gt;
&lt;br /&gt;
====Phase Two====&lt;br /&gt;
* &#039;&#039;&#039;Spectral DRK + WAR&#039;&#039;&#039; - Will spawn in the east and west - each tank should pick one up and keep them apart as they will tether and buff each other. The adds will periodically cast a heavy hitting tankbuster that should be mitigated as necessary. They will also cast Berserk which should be interrupted and not be allowed to go off.&lt;br /&gt;
* &#039;&#039;&#039;Spectral BRD&#039;&#039;&#039; - Targets all damage dealers with flare markers. Move to assigned corners to minimize damage.&lt;br /&gt;
* &#039;&#039;&#039;Spectral WHM/BLM&#039;&#039;&#039; - Will spawn two meteor towers in the east and west which must be soaked by two players each.&lt;br /&gt;
* &#039;&#039;&#039;Spectral NIN&#039;&#039;&#039; - Targets each healer with a stack-up marker. Must be shared with 1 other player to survive.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;To handle the combo once the flare markers go off on all the damage dealers, we have the melee stand in the meteor towers with tank while the ranged run to their healer partner to share the damage.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spectral SMN&#039;&#039;&#039; - Summons 4 Bahamut-egi in each of the corners that tether to 4 random players. They will eventually through out massive breath attacks in the direction of the tethered player. As soon as the meteor tower and healer stacks are soaked we assign each healer and ranged player to a Bahamut tether and have them turn their Bahamut towards their corner to excess overlap.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;There is alot of damage going out to healers should be ready to shield and heal where necessary.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Limit Break&#039;&#039;&#039; - Adds must be destroyed before gauge reaches 100. Destroying the adds will grant a full LB3 (which you need for the next boss cast).&lt;br /&gt;
* &#039;&#039;&#039;Ultimate Crossover&#039;&#039;&#039; - Boss will cast LB4 - must use tank LB3, shields and heals to mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
====Phase Three====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;This phase varies and has no set rotation as the mini-phases depend on which specters of light are called by the boss. &lt;br /&gt;
&amp;lt;br&amp;gt;Specters of light appear in strict combos. &lt;br /&gt;
&amp;lt;br&amp;gt;Each mini-phase has specific mechanics. &lt;br /&gt;
&amp;lt;br&amp;gt;Players will be dealing with the mechanics they learned in the first phase but with increasingly difficult overlap. &lt;br /&gt;
&amp;lt;br&amp;gt;Imbued Sabers and To The Limits will occur in between the mini-phases - remember what the spell was for later!&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Imbuement/LB charge &amp;gt; Specter mini-phase &amp;gt; Imbuement/LB resolution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells during the mini-phases are slightly different:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Quintuplecast&#039;&#039;&#039; - One new spell to watch out for - five telegraphs are displayed in succession. Players must remember and position for these attacks. Combo will be random but players should expect a combination of stack, spread, stop, move, gaze.&lt;br /&gt;
* &#039;&#039;&#039;Sword of Light&#039;&#039;&#039; - Patters are formed MUCH FASTER! Find safe spot and move immediately. &lt;br /&gt;
* &#039;&#039;&#039;Elddragon Dive, Summon Wyrm and tankbusters&#039;&#039;&#039; will also go off during these mini-phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninja -&#039;&#039;&#039; &lt;br /&gt;
* Stack on boss to bait the Solemn Confiteor circles.&lt;br /&gt;
* As soon as the circles appear, players should move to their intercardinal positions.&lt;br /&gt;
* When the Solemn Confiteor circles explode players should use their knockback immunity to withstand the Ninja&#039;s water spout cast.&lt;br /&gt;
* Absolute Holy will also be cast (during the knockback) but as the players are already partnered and split up this should not require any movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White Mage &amp;amp; Black Mage -&#039;&#039;&#039; &lt;br /&gt;
* Eight meteor towers spawn in sucession. &lt;br /&gt;
* To handle in an organised manner - use HTMR (Healers, Tanks, Melee, Ranged) and rotate twice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Knight &amp;amp; Bard -&#039;&#039;&#039; &lt;br /&gt;
* Stack on boss to bait the Solemn Confiteor circles.&lt;br /&gt;
* Damage dealers will also have circle markers and should run to the edge of their assigned corner to drop them. They will grow over time and should they touch it will cause a large explosion and you will likely die.&lt;br /&gt;
* While the &amp;quot;domes&amp;quot; in the corners grow - Absolute Holy is cast on players who should stack together, also 1 tank, 1 healer and 1 damage dealer are marked with flare markers and should spread out to the edge to spread the damage dealt - following the rules from phase one - tank will run north, damage dealer to the south and healer to the east or west.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoner &amp;amp; Warrior -&#039;&#039;&#039;&lt;br /&gt;
* 4 x Bahamut tethers will appear in each corner tethered to 4 random players.&lt;br /&gt;
* At the same time 4 players will be marked with Perfect Decimation markers before blasting a 4-point cleave in their direction.&lt;br /&gt;
* All of these mechanics go off at the same time - as you don&#039;t know who will get the tether. You should move into your pairs and space out. Whomever of the pair doesn&#039;t get the orange marker should take the tether.&lt;br /&gt;
* Solemn Confiteor circles will also drop before the attack goes off and you should be sure not to box yourself in or drop in a tricky position.&lt;br /&gt;
* This will be repeated but players will swap duties. Meet at Bahamut to easily swap the tether before positioning correctly.&lt;br /&gt;
&lt;br /&gt;
====Enrage====&lt;br /&gt;
* All four specter combos must be concluded before enrage. Remember that the order of combos is random!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*Each player will receive {{Item reward|1|Totem of Light}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Gwiber of Light Trumpet}} at [[Fathard]] in [[Eulmore]] (X:10.3 Y:11.8).&lt;br /&gt;
*{{item icon|Shadowbringers Warrior of Light Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sword of Light}}&lt;br /&gt;
{{Drops table row|Axe of Light}}&lt;br /&gt;
{{Drops table row|Faussar of Light}}&lt;br /&gt;
{{Drops table row|Gunblade of Light}}&lt;br /&gt;
{{Drops table row|Spear of Light}}&lt;br /&gt;
{{Drops table row|Jamadhars of Light}}&lt;br /&gt;
{{Drops table row|Blade of Light}}&lt;br /&gt;
{{Drops table row|Knives of Light}}&lt;br /&gt;
{{Drops table row|Bow of Light}}&lt;br /&gt;
{{Drops table row|Gun of Light}}&lt;br /&gt;
{{Drops table row|Chakrams of Light}}&lt;br /&gt;
{{Drops table row|Rod of Light}}&lt;br /&gt;
{{Drops table row|Index of Light}}&lt;br /&gt;
{{Drops table row|Hanger of Light}}&lt;br /&gt;
{{Drops table row|Cane of Light}}&lt;br /&gt;
{{Drops table row|Codex of Light}}&lt;br /&gt;
{{Drops table row|Globe of Light}}&lt;br /&gt;
{{Drops table row|Shield of Light}}&lt;br /&gt;
{{Drops table row|Plate of Light}}&lt;br /&gt;
{{Drops table row|Gwiber of Light Trumpet}}&lt;br /&gt;
{{Drops table row|Faded Copy of To the Edge}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
Warrior of Light (Boss).jpg&lt;br /&gt;
Seat of Sacrifice (Extreme)1.jpg&lt;br /&gt;
Seat of Sacrifice (Extreme)2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Memoria_Misera_(Extreme)&amp;diff=345143</id>
		<title>Memoria Misera (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Memoria_Misera_(Extreme)&amp;diff=345143"/>
		<updated>2021-11-06T18:10:04Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The Emperor was said to be a cruel man, ruling [[Garlemald]] with an iron fist. But he was no less cruel when still known as [[High Legatus Varis yae Galvus]], commander of armies. Few are the men who would dare recall the dark days of his military career, and yet reliving such memories was the key to [[Bozja]]&#039;s liberation. As you recount your harrowing journey into the past to the wandering dramaturge, a wan smile plays across his face─inspiration strikes. He quickly sets quill to paper and prepares to immortalize your deeds in words─an otherworldly tale of adventure that would leave even the boldest men aquiver with fear, and the Warrior of Light perhaps aghast at the embellishments to this climactic encounter.&lt;br /&gt;
| image = Memoria Misera (Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = 20 allegory + 10 revelation&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| patch = 5.25&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
After completing {{questlink|feature|The Bozja Incident}}, speak to the [[Wandering Dramaturge]] in [[Gangos]] (X:6.8, Y:5.2) as a level 80 Disciple of War or Magic.&lt;br /&gt;
&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|MVCrCtbQd1w|400|right|Video guide}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] The Last Word: Varis yae Galvus===&lt;br /&gt;
&lt;br /&gt;
Your battle against Varis yae Galvus takes place within a square-shaped arena with a noticeable greyish-white hue around the outer edges. Should any player touch these glowing walls for any reason, they will suffer various detrimental effects via &#039;&#039;&#039;Confines Of Memory&#039;&#039;&#039; (see below). Throughout the encounter, players will also need to pay attention to the duty gauge (&#039;&#039;&#039;Charge&#039;&#039;&#039;) which will appear when Varis casts specific &#039;&#039;&#039;Gunshield&#039;&#039;&#039; abilities. However, &#039;&#039;&#039;Gunshield&#039;&#039;&#039; abilities will not be executed until the gauge has been fully charged.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all abilities used by Varis yae Galvus during the encounter, followed by a mechanical timeline so you&#039;ll know what to expect (and when), starting with the &#039;&#039;&#039;Gunshield&#039;&#039;&#039; abilities.&lt;br /&gt;
&lt;br /&gt;
===Outer Wall &amp;amp; Gunshield Abilities===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Confines Of Memory&#039;&#039;&#039; - affects any player who touches the outer edge of the arena. Once touched, the affected player(s) will be encased in a glowing rock prison, rendering them completely unable to act. Whilst locked down, players will also suffer heavy damage-over-time. Fellow raid members can save trapped teammates by destroying the prison as soon as possible (which doesn&#039;t have a lot of health).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Charged) Loaded Gunshield&#039;&#039;&#039; - executed once the duty gauge (&#039;&#039;&#039;Charge&#039;&#039;&#039;) reaches maximum. Once charged, all members of the raid will suffer moderate damage and unleash a medium-sized circle AoE at their current locations. As a result, all members of the raid should spread out before the &#039;&#039;&#039;Charge&#039;&#039;&#039; reaches maximum to avoid overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Charged) Reinforced Gunshield&#039;&#039;&#039; - executed once the duty gauge (&#039;&#039;&#039;Charge&#039;&#039;&#039;) reaches maximum. Once charged, Varis will deploy two shields on opposite sides of himself (such as front &amp;amp; rear, or to his sides). Once deployed, any player who inflicts damage upon a shielded side of the boss will receive a hefty knockback and debuffs. Before &#039;&#039;&#039;Reinforced Gunshield&#039;&#039;&#039; has been executed, players should cease damage give themselves enough time to recognize which sides of the boss will be shielded, then resume damage on the unshielded sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Charged) Electrified Gunshield&#039;&#039;&#039; - executed once the duty gauge (&#039;&#039;&#039;Charge&#039;&#039;&#039;) reaches maximum. Once fully charged, all players will be knocked back from Varis&#039; current location. To avoid being punted into the outer walls, players can utilize &#039;&#039;knockback immunity cooldowns&#039;&#039; or simply position themselves in the centre of the arena.&lt;br /&gt;
&lt;br /&gt;
Gunshield abilities are typically used as phase-openers or mini-phases, forcing players to react to a combination of other mechanics while waiting for the duty gauge to reach maximum before the Gunshield itself goes off.&lt;br /&gt;
&lt;br /&gt;
==Phase 1: Abilities==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altius&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and causes all players to leave an x-shaped marker at their current locations (facing in the direction that players were facing at the time). &#039;&#039;&#039;Altius&#039;&#039;&#039; is always followed closely by &#039;&#039;&#039;Terminus Est&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Terminus Est&#039;&#039;&#039; - causes all x-shaped markers (spawned via &#039;&#039;&#039;Altius&#039;&#039;&#039;) to shoot large straight-line AoE&#039;s across the arena in the direction the markers are facing. Seeing as the x-shaped markers are dependant on player positioning and look-direction, the raid can bait the straight-line AoE&#039;s so that they shoot in an overlapped fashion, giving the raid plenty of space to avoid them. The most common method is to have the entire raid (except the main tank) stand behind Varis, facing the main tank, who will be in front of Varis and facing the raid. After &#039;&#039;&#039;Altius&#039;&#039;&#039; has been cast and the markers have been placed, the entire group can rotate to Varis&#039; sides while the straight-line AoE&#039;s shoot towards each-other.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; - causes Varis to unleash four consecutive 180-degree cone attacks in the direction he is facing, followed by one final (delayed) attack directly behind himself. All attacks from &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; can cover the entire arena, thus the only way to avoid being sliced is to stand directly behind Varis during the first four swipes, then re-position in front of him before the final backward slash. Bear in mind - the first &#039;&#039;&#039;Terminus Est&#039;&#039;&#039; (x-markers) will not resolve until after &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; has concluded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Citius&#039;&#039;&#039; - a large, shareable, forward-cleaving tank-buster against Varis&#039; main target. The main tank can utilize immunity cooldowns to absorb the cleave individually, or stack with the off-tank to share the damage. Meanwhile, all non-tanks should avoid standing in front of Varis during &#039;&#039;&#039;Citius&#039;&#039;&#039; as they will suffer tremendous (typically fatal) damage if cleaved.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ignis Est&#039;&#039;&#039; - causes Varis to turn towards a random non-tank player and aim a short-ranged telegraph in their direction. After a brief delay, Varis will shoot a large straight-line AoE in the direction of the telegraph whilst simultaneously unleashing a moderate point-blank AoE at his current location. Players can bait &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; by stacking together so that once a player has been targeted, the entire raid can move away from the boss and out of the direction of the telegraph to avoid the point-blank AoE and straight-line AoE. Assuming Varis is in the centre of the arena at the time, players can use the pattern on the arena floor as a visual indicator of how big the circle AoE will be. Bear in mind that the first &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; will conclude at the exact same time as &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Festina Lente&#039;&#039;&#039; - places a stack-marker on both healers that will need to be shared, preferably by splitting the raid into even halves (3 per healer). After a brief delay, each healer will be blasted by moderate-sized AoE circles, thus it is wise to have each healer stand a safe distance away from the other. Bear in mind that the first &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; concludes at the same time as &#039;&#039;&#039;Ignis Est&#039;&#039;&#039;, thus the raid will need to split in half (with one healer per half) and soak &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; (stack markers) while avoiding the point-blank AoE and the straight-line AoE from &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; at the exact same time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ventus Est&#039;&#039;&#039; - practically identical to &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; (see above), except Varis will utilize a donut AoE instead of a point-blank AoE (as well as the aimed straight-line AoE in the direction of a random player). Just like &#039;&#039;&#039;Ignis Est&#039;&#039;&#039;, the straight-line AoE can be baited by the raid, and the pattern on the arena floor is a good visual indicator of how large the safe-spot for the donut AoE will be.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vivere Militare Est&#039;&#039;&#039; - begins a small cutscene of Varis leaping out of the arena and shooting two x-shaped pulses from his gunblade towards the raid. Once the animation has ended, each tank will need to click on one of two markers near the centre of the arena to &#039;catch&#039; a pulse each, locking them within an &#039;&#039;active time manoeuvre&#039;&#039;. Once caught, tanks will need to mash buttons whilst the rest of the group destroys each pulse. Healers beware - both tanks will be taking bleed damage for the duration of the event and the entire raid will also be suffering frequent pulses of unavoidable damage. &#039;&#039;&#039;Vivere Militare Est&#039;&#039;&#039; is essentially a phase-ending DPS check. If the pulses have not been destroyed before Varis reaches maximum charge, the entire raid will be slain. If the pulses are successfully destroyed, the battle transitions into the second phase.&lt;br /&gt;
&lt;br /&gt;
==Phase 2: Abilities==&lt;br /&gt;
&lt;br /&gt;
Varis returns to the platform and begins to cycle between three &#039;&#039;&#039;Gunshield&#039;&#039;&#039; mini-phases in random order. Each mini-phase is comprised of various previously used mechanics in combination (with some added dangers). Below are all possible phases, though as mentioned, the order they appear in will be entirely random, so watch out!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Mini-Phase) - Electrified Gunshield:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Varis will summon &#039;&#039;&#039;reinforcements&#039;&#039;&#039; in the form of five magitek turrets - two untargetable and three targetable. The three targetable turrets will begin to shoot straight-line AoE&#039;s in the direction of random players until destroyed. Meanwhile, the two untargetable turrets will tether themselves to random players and blast them for a large amount of damage. Each tether can be taken by (or given to) other players, thus they should be intercepted by each tank as soon as possible.&lt;br /&gt;
&lt;br /&gt;
After the turrets have been summoned, players will also notice clones of Varis carving multiple x-shaped markers at the northern edge of the arena. Just like the x-shaped markers from &#039;&#039;&#039;Altius / Terminus Est&#039;&#039;&#039;, each one will fire straight-line AoE&#039;s across the arena. However, there will always be an obvious &#039;&#039;&#039;safe lane&#039;&#039;&#039; for the raid to utilize.&lt;br /&gt;
&lt;br /&gt;
Lastly, the duty gauge (&#039;&#039;&#039;Charge&#039;&#039;&#039;) will be filling up throughout the mini-phase. Once fully charged, Varis will unleash an unavoidable knock-back against the entire raid, followed by &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; - four consecutive 180-degree cone attacks in the direction Varis is facing, then one final (delayed) attack directly behind himself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In summary, the group will need to quickly destroy targetable turrets as soon as possible. Meanwhile, both tanks will need to grab tethers from the two un-targetable turrets. Soon after, the entire raid will need to identify the &#039;&#039;safe lane&#039;&#039; provided by x-shaped markers to the north, then position themselves (or use &#039;&#039;&#039;knockback immunity cooldowns&#039;&#039;&#039;) to avoid being pushed into the outer walls of the arena. Lastly, the entire raid will need to stand behind Varis to avoid the four 180-degree slashes, then move in front of him to avoid the final backward slash. Once all &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; slashes have concluded, the mini-phase ends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Mini-Phase) - Loaded Gunshield:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Varis will target a random player with &#039;&#039;&#039;Ignis Est&#039;&#039;&#039;, which is handled in the exact same manner as it was in the first phase. However, multiple clones of Varis will also spawn at the northern side of the arena - each one creating a &#039;&#039;&#039;Altius / Terminus Est&#039;&#039;&#039; x-shaped marker that will eventually shoot straight-line AoE&#039;s across the platform. There will always be an obvious &#039;&#039;&#039;safe lane&#039;&#039;&#039; for the raid to utilize, though bear in mind - everyone should avoid moving to the safe lane until &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; (telegraphed straight-line AoE + point-blank AoE from Varis) has concluded.&lt;br /&gt;
&lt;br /&gt;
As soon as the straight-line + point-blank AoE&#039;s have detonated, &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; will create a stack-marker on each healer, just like in the first phase. The raid will need to split in half and stack with their respective healer to soak the upcoming damage (within the safe-lane). As such, one healer should move to the north of the safe lane (with three other players) while the other healer moves to the south (with the remaining three players) so that the stack-markers do not cause any overlap.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; has concluded and the clones have fired their straight-line AoE&#039;s, Varis will unleash &#039;&#039;&#039;Citius&#039;&#039;&#039; - the forward cleaving tank-buster. Tanks will need to decide whether to soak &#039;&#039;&#039;Citius&#039;&#039;&#039; individually using an immunity cooldown, or stack together to share the damage. Meanwhile, all non-tanks should position themselves behind Varis to avoid being cleaved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In summary, the raid can bait the initial &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; just like they did in the first phase. Once the telegraph appears, clones will be summoned to the north, giving the raid enough time to identify the safe-lane (wherever a clone is missing). After dodging the straight-line AoE and circle-AoE from &#039;&#039;&#039;Ignis Est&#039;&#039;&#039;, players can start moving towards the safe-line, dividing into two groups, each stacked with a healer to absorb the upcoming &#039;&#039;&#039;Festina Lente&#039;&#039;&#039;. Once the stack-markers explode, all players (except the tanks) should move behind Varis to avoid his cleaving tank-buster, while the tanks decide whether to soak it as a duo or utilize an immunity cooldown to soak it individually. Once &#039;&#039;&#039;Citius&#039;&#039;&#039; has concluded, the mini-phase ends&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Mini-Phase) - Reinforced Gunshield:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Varis begins the mini-phase by casting an &#039;&#039;&#039;Altius&#039;&#039;&#039; + &#039;&#039;&#039;Terminus Est&#039;&#039;&#039; combo that is handled in the exact same manner as the first phase. As a quick refresher: &#039;&#039;&#039;Altius&#039;&#039;&#039; inflicts unavoidable raid-wide damage and causes all players to leave an x-shaped marker at their current locations (facing in the direction that players were facing at the time). Shortly afterwards, &#039;&#039;&#039;Terminus Est&#039;&#039;&#039; causes all x-shaped markers to shoot straight-line AoE&#039;s in the direction they are facing. As such, players can easily bait markers into shooting towards each-other, leaving plenty of space for the raid to rotate around Varis into safe areas.&lt;br /&gt;
&lt;br /&gt;
After the initial combo has concluded, Varis will create two shields (either to the front &amp;amp; rear or to his sides), forcing the raid to avoid damaging the shielded sides. Simultaneously, Varis will use &#039;&#039;&#039;Ventus&#039;&#039;&#039; - creating a donut AoE that will cleave any player who is not standing in the centre of the arena.&lt;br /&gt;
&lt;br /&gt;
As soon as &#039;&#039;&#039;Ventus&#039;&#039;&#039; (donut AoE) has concluded, Varis will unleash &#039;&#039;&#039;Citius&#039;&#039;&#039; - the forward cleaving tank-buster. As usual, everyone except the two tanks should make sure that they are not standing in-front of Varis at this time. It is up to the tanks how they wish to handle &#039;&#039;&#039;Citius&#039;&#039;&#039; - either by stacking together to soak the damage or having one tank soak it themselves via an immunity cooldown. Once &#039;&#039;&#039;Citius&#039;&#039;&#039; has concluded, the mini-phase ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In summary, the raid can bait the &#039;&#039;&#039;Altius + Terminus Est&#039;&#039;&#039; opener by having the entire raid (except the main tank) stand behind Varis, facing the main tank, who will be in front of Varis and facing the raid. After &#039;&#039;&#039;Altius&#039;&#039;&#039; has been cast and the markers have been placed, the entire group can rotate to Varis&#039; sides while the straight-line AoE&#039;s harmlessly shoot towards each-other. However, don&#039;t forget to remain in the centre of the arena to avoid being cleaved by &#039;&#039;&#039;Ventus&#039;&#039;&#039; (donut AoE)!&lt;br /&gt;
&lt;br /&gt;
After all AoE&#039;s have been fired, all non-tanks should move behind Varis to avoid the cleaving tank-buster, while the tanks decide whether to soak it as a duo or utilize an immunity cooldown to soak it individually. Once &#039;&#039;&#039;Citius&#039;&#039;&#039; has concluded, the mini-phase ends&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
As soon as Varis has cycled through all three &#039;&#039;&#039;Gunshield&#039;&#039;&#039; phases, he will leap to the north of the arena and begin to hard-cast &#039;&#039;&#039;Altius&#039;&#039;&#039; (initiating a DPS check). While doing so, Varis will be protected by a destroyable shield. As soon as the shield has been summoned, it will utilize &#039;&#039;&#039;Magitek Torch&#039;&#039;&#039; and &#039;&#039;&#039;Magitek Spark&#039;&#039;&#039; in random order.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Torch&#039;&#039;&#039; - bombards the raid with a massive blast of shareable damage - the brunt of which will be focused on those closest to the shield. The entire raid will need to stack together in order to survive the damage, preferably behind both tanks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Spark&#039;&#039;&#039; - shoots straight-line cleaves towards all members of the raid simultaneously, inflicting heavy damage and debuffs. The entire raid will need to spread out in a semi-circle as quickly as possible so that their individual cleave doesn&#039;t overlap other players (which will likely be fatal).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Remember:&#039;&#039;&#039; the order of these two mechanics is entirely random. Depending on which is cast first, the raid will need to stack together (then quickly spread out), or vice versa, whilst maintaining uptime on the &#039;&#039;&#039;Magitek Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Phase 3: Abilities==&lt;br /&gt;
&lt;br /&gt;
After destroying the Magitek Shield, Varis will leap to the centre of the arena and immediately cast &#039;&#039;&#039;Loaded Gunshield&#039;&#039;&#039;, which will not detonate until the duty gauge (&#039;&#039;&#039;Charge&#039;&#039;&#039;) has reached maximum. Once cast, the final phase of the battle begins with another rotation of mini-phases - this time in a set order.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Mini-Phase) - Loaded Gunshield #2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Fortius&#039;&#039;&#039; - causes Varis to slash at the raid via four cleaves -- the first of which is unavoidable and causes all players to drop a persistent puddle at their locations. The remaining three cleaves will be done in the same pattern as the previous, except now, they will rotate clockwise or counterclockwise. While initially being cast, players will notice a rotation-marker on Varis himself, indicating which direction the cleaves will rotate after the initial hit.&lt;br /&gt;
&lt;br /&gt;
Due to the initial &#039;aimed&#039; component (and the upcoming &#039;&#039;&#039;Loaded Gunshield&#039;&#039;&#039;), all players should spread out to pre-assigned cardinal and inter-cardinal locations around Varis (at the far edges of the arena). This allows the raid to drop their puddles out of harm&#039;s way and also causes the initial cleave to form a predictable star-shaped pattern. Once the first unavoidable cleave has been unleashed, Varis will repeatedly cleave the previous pattern in a clockwise or counter-clockwise motion. By standing still, the raid will automatically dodge the second cleave, and can simply side-step the following two cleaves.&lt;br /&gt;
&lt;br /&gt;
Once all four cleaves have resolved, the duty gauge (&#039;&#039;&#039;Charge&#039;&#039;&#039;) will reach maximum, unleashing &#039;&#039;&#039;Loaded Gunshield&#039;&#039;&#039;. Thanks to already being at pre-assigned cardinal and inter-cardinal positions, all members of the raid will safely detonate their circle AoE&#039;s away from one another. Having avoided all cleaves, Varis will utilize &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; once more, creating a stack-marker on each healer just like in the first phase. The raid will need to split in half and stack with their respective healer to soak the upcoming damage much like they did for all previous casts of &#039;&#039;&#039;Festina Lente&#039;&#039;&#039;. Once concluded, Varis will unleash another &#039;&#039;&#039;Citius&#039;&#039;&#039; - the forward cleaving tank-buster. Tanks will need to decide whether to soak &#039;&#039;&#039;Citius&#039;&#039;&#039; individually using an immunity cooldown, or stack together to share the damage. Meanwhile, all non-tanks should position themselves behind Varis to avoid being cleaved.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Mini-Phase) - Electrified Gunshield #2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Causes Varis to unleash another round of &#039;&#039;&#039;Fortius&#039;&#039;&#039; (see above), except this time, clones of Varis will also form at the northern edge of the arena, creating x-shaped markers that will eventually shoot across the platform (except for one &#039;safe lane&#039;). Thankfully, the x-shaped markers will not fire until &#039;&#039;&#039;Fortius&#039;&#039;&#039; has resolved. However, once &#039;&#039;&#039;Fortius&#039;&#039;&#039; has concluded, the &#039;&#039;&#039;Electrified Gunshield&#039;&#039;&#039; duty gauge will hit maximum, inflicting a raid-wide knockback from Varis himself.&lt;br /&gt;
&lt;br /&gt;
Players can either move to the &#039;safe lane&#039; once &#039;&#039;&#039;Fortius&#039;&#039;&#039; has concluded and utilize &#039;&#039;knockback immunities&#039;&#039;, or position themselves so that the knockback from Varis will push them into the safe lane. Don&#039;t forget -- the initial cleave from &#039;&#039;&#039;Fortius&#039;&#039;&#039; requires players to leave persistent puddles within the arena, and being knocked into the outer-wall will inflict &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, which may make &#039;aimed knockback&#039; problematic. As such, it is infinitely easier to keep your &#039;&#039;knockback immunity cooldowns&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
From here, Varis will initiate waves of previously witnessed mechanics one after another (or sometimes in tandem), but nothing you haven&#039;t seen before. The order of these abilities will be described in the &#039;&#039;&#039;mechanical timeline&#039;&#039;&#039; below.&lt;br /&gt;
&lt;br /&gt;
Should Varis survive long enough, he will utilize an enraged version of &#039;&#039;&#039;Altius&#039;&#039;&#039; after a final round of &#039;&#039;&#039;Fortius&#039;&#039;&#039; (rotational cleaves), which will wipe the raid if Varis isn&#039;t slain in time.&lt;br /&gt;
&lt;br /&gt;
==Mechanical Timeline: Phase One==&lt;br /&gt;
&lt;br /&gt;
Now that each mechanic and mini-phase has been explained, here&#039;s a run-down of the mechanical timeline so you can see which abilities are used in which order.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Altius&#039;&#039;&#039; - raid-wide damage, causing all players to leave x-shaped markers at their locations (facing in the direction that players were facing at the time).&lt;br /&gt;
* &#039;&#039;&#039;Terminus Est&#039;&#039;&#039; - all x-shaped markers simultaneously fire straight-line AoE&#039;s in the direction they are facing.&lt;br /&gt;
* &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; - four consecutive 180-degree cone attacks directly in front of Varis, followed by one cone attack directly behind him.&lt;br /&gt;
* &#039;&#039;&#039;Citius&#039;&#039;&#039; - a vicious, cleaving, soakable tank-buster.&lt;br /&gt;
* &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; - aims a telegraphed straight-line AoE at a random player that will detonate at the same time as a point-blank AoE from Varis.&lt;br /&gt;
* &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; - marks each healer with an AoE stack-marker, forcing the raid to split in half.&lt;br /&gt;
* &#039;&#039;&#039;Electrified Gunshield (Charging)&#039;&#039;&#039; - knockback - won&#039;t be executed until the duty gauge reaches 100.&lt;br /&gt;
* &#039;&#039;&#039;Altius&#039;&#039;&#039; - raid-wide damage, creating another wave of x-shaped markers.&lt;br /&gt;
* &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; - aims a telegraphed straight-line AoE at a random player that will detonate at the same time as a point-blank AoE from Varis. Resolves at the same time as the x-shaped markers from &#039;&#039;&#039;Altius&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Electrified Gunshield (Charged)&#039;&#039;&#039; - inflicts knockback from Varis.&lt;br /&gt;
* &#039;&#039;&#039;Reinforced Gunshield (Charging)&#039;&#039;&#039; - 2x direction-based shields - won&#039;t be executed until the duty gauge reaches 100.&lt;br /&gt;
* &#039;&#039;&#039;Citius&#039;&#039;&#039; - a vicious, cleaving, soakable tank-buster.&lt;br /&gt;
* &#039;&#039;&#039;Reinforced Gunshield (Charged)&#039;&#039;&#039; - direction-based shields spawn at either the front &amp;amp; rear (or sides) of Varis for 3-4 seconds, inflicting damage, knockback and debuffs against anyone who hits the shielded side of Varis.&lt;br /&gt;
* &#039;&#039;&#039;Loaded Gunshield (Charging)&#039;&#039;&#039; - circle AoE&#039;s on all raid members - won&#039;t be executed until the duty gauge reaches 100.&lt;br /&gt;
* &#039;&#039;&#039;Ventus Est&#039;&#039;&#039; - same as &#039;&#039;&#039;Ignist Est&#039;&#039;&#039;, except the point-blank AoE from Varis is replaced by a donut AoE.&lt;br /&gt;
* &#039;&#039;&#039;Loaded Gunshield (Charged)&#039;&#039;&#039; - all players simultaneously detonate via a moderate-sized circle AoE. Make sure you are not stacked with other players once the duty gauge reaches 100.&lt;br /&gt;
* &#039;&#039;&#039;Vivere Militare Est&#039;&#039;&#039; - minor cutscene of Varis shooting two pulses at the raid, leading to a DPS check. Each tank will need to click an object to &#039;block&#039; a pulse, locking them into an &#039;&#039;&#039;Active Time Manoeuvre&#039;&#039;&#039; until the rest of the raid destroys both pulses. Raid wipes if pulses aren&#039;t destroyed in time.&lt;br /&gt;
&lt;br /&gt;
==Mechanical Timeline: Phase Two==&lt;br /&gt;
&lt;br /&gt;
Varis will cycle between three different &#039;&#039;&#039;Gunshield Mini-Phases&#039;&#039;&#039; in random order.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If -- (Mini-Phase) - Electrified Gunshield:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Reinforcements&#039;&#039;&#039; - spawns five turrets - two untargetable and three targetable. Targetable turrets unleash straight-line AoE&#039;s at random players until they are destroyed. Untargetable turrets will tether to a random player and blast them for high damage. Tethers should be picked up by tanks.&lt;br /&gt;
* &#039;&#039;&#039;Terminus Est Clones&#039;&#039;&#039; - creates multiple x-shaped markers at the northern edge of the arena that will eventually fire across the platform. One &#039;safe lane&#039; will be present.&lt;br /&gt;
* &#039;&#039;&#039;Electrified Gunshield (Charged)&#039;&#039;&#039; - inflicts knockback from Varis.&lt;br /&gt;
* &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; - four consecutive 180-degree cone attacks directly in front of Varis, followed by one cone attack directly behind him.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If (Mini-Phase) - Loaded Gunshield:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; - aims a telegraphed straight-line AoE at a random player that will detonate at the same time as a point-blank AoE from Varis.&lt;br /&gt;
* &#039;&#039;&#039;Loaded Gunshield (Charged)&#039;&#039;&#039; - all players simultaneously detonate via a moderate-sized circle AoE.&lt;br /&gt;
* &#039;&#039;&#039;Terminus Est Clones&#039;&#039;&#039; - creates multiple x-shaped markers at the northern edge of the arena that will eventually fire across the platform. One &#039;safe lane&#039; will be present.&lt;br /&gt;
* &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; - marks each healer with an AoE stack-marker, forcing the raid to split in half whilst inside the &#039;safe lane&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Citius&#039;&#039;&#039; - a vicious, cleaving, soakable tank-buster.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If (Mini-Phase) - Reinforced Gunshield:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Altius&#039;&#039;&#039; - raid-wide damage, causing all players to leave x-shaped markers at their locations.&lt;br /&gt;
* &#039;&#039;&#039;Ventus Est&#039;&#039;&#039; - same as &#039;&#039;&#039;Ignist Est&#039;&#039;&#039;, except the point-blank AoE from Varis is replaced by a donut AoE.&lt;br /&gt;
* &#039;&#039;&#039;Reinforced Gunshield (Charged)&#039;&#039;&#039; - direction-based shields spawn at either the front &amp;amp; rear (or sides) of Varis for 3-4 seconds. &#039;&#039;Ventus&#039;&#039;&#039; donut AoE will conclude whilst the shields are active.&lt;br /&gt;
* &#039;&#039;&#039;Citius&#039;&#039;&#039; - a vicious, cleaving, soakable tank-buster.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
After all three &#039;&#039;&#039;Gunshield&#039;&#039;&#039; phases have concluded, another mini-phase takes place.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DPS CHECK&#039;&#039;&#039; - Varis is protected by a destroyable shield whilst long-casting a raid-wipe &#039;&#039;&#039;Altius&#039;&#039;&#039;. The shield must be destroyed beforehand. Said shield will use &#039;&#039;&#039;Magitek Torch&#039;&#039;&#039; and &#039;&#039;&#039;Magitek Spark&#039;&#039;&#039; in a random order.&lt;br /&gt;
* &#039;&#039;&#039;Magitek Spark&#039;&#039;&#039; - shield fires a straight-line cleave towards all players simultaneously. Raid must spread out to avoid overlap.&lt;br /&gt;
* &#039;&#039;&#039;Magitek Torch&#039;&#039;&#039; - fires a shareable straight-line AoE that must be soaked. Raid should stand behind the tanks while doing so due to proximity-based component.&lt;br /&gt;
&lt;br /&gt;
Assuming the shield is destroyed in time, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
==Mechanical Timeline: Phase Three==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Loaded Gunshield (Charging)&#039;&#039;&#039; - circle AoE&#039;s on all raid members - won&#039;t be executed until the duty gauge reaches 100.&lt;br /&gt;
* &#039;&#039;&#039;Fortius&#039;&#039;&#039; - shoots straight-line AoE&#039;s at all players simultaneously in an unavoidable (aimable) fashion and causes all players to drop puddles at their location. After the first cleave, the remaining three cleaves will be done in the same pattern as before, rotating clockwise or counter-clockwise).&lt;br /&gt;
* &#039;&#039;&#039;Loaded Gunshield (Charged)&#039;&#039;&#039; - all players simultaneously detonate via a moderate-sized circle AoE.&lt;br /&gt;
* &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; - marks each healer with an AoE stack-marker, forcing the raid to split in half.&lt;br /&gt;
* &#039;&#039;&#039;Electrified Gunshield (Charging)&#039;&#039;&#039; - knockback - won&#039;t be executed until the duty gauge reaches 100.&lt;br /&gt;
* &#039;&#039;&#039;Terminus Est Clones&#039;&#039;&#039; - creates multiple x-shaped markers at the northern edge of the arena that will eventually fire across the platform. One &#039;safe lane&#039; will be present. Will not resolve until after the next two mechanics.&lt;br /&gt;
* &#039;&#039;&#039;Fortius&#039;&#039;&#039; - the quad, rotating, puddle-creating cleaves from earlier.&lt;br /&gt;
* &#039;&#039;&#039;Electrified Gunshield (Charged)&#039;&#039;&#039; - inflicts knockback from Varis, followed by the &#039;&#039;&#039;Terminus Est Clones&#039;&#039;&#039; firing across the arena.&lt;br /&gt;
* &#039;&#039;&#039;Altius&#039;&#039;&#039; - raid-wide damage, causing all players to leave x-shaped markers at their locations.&lt;br /&gt;
* &#039;&#039;&#039;Terminus Est Clones&#039;&#039;&#039; - creates multiple x-shaped markers at the northern edge of the arena that will eventually fire across the platform. One &#039;safe lane&#039; will be present.&lt;br /&gt;
* &#039;&#039;&#039;Festina Lente&#039;&#039;&#039; - marks each healer with an AoE stack-marker, forcing the raid to split in half within the &#039;safe lane&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; + &#039;&#039;&#039;Ventus Est&#039;&#039;&#039; - four consecutive 180-degree cone attacks directly in front of Varis, followed by one cone attack directly behind him, along with a donut AoE at Varis location. &#039;&#039;&#039;Terminus Est&#039;&#039;&#039; resolves at the exact same time.&lt;br /&gt;
* &#039;&#039;&#039;Citius&#039;&#039;&#039; - vicious, cleaving, soakable tank-buster.&lt;br /&gt;
* &#039;&#039;&#039;Ignis Est&#039;&#039;&#039; - aims a telegraphed straight-line AoE at a random player that will detonate at the same time as a point-blank AoE from Varis. Will not resolve until &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; (below).&lt;br /&gt;
* &#039;&#039;&#039;Alea Iacta Est&#039;&#039;&#039; - four consecutive 180-degree cone attacks directly in front of Varis, followed by one cone attack directly behind him.&lt;br /&gt;
* &#039;&#039;&#039;ENRAGE - Altius Long-Cast&#039;&#039;&#039; - Varis must be slain before this goes off or the raid will wipe.&lt;br /&gt;
* &#039;&#039;&#039;Loaded Gunshield (Charging)&#039;&#039;&#039; - circle AoE&#039;s on all raid members - won&#039;t be executed until the duty gauge reaches 100.&lt;br /&gt;
* &#039;&#039;&#039;Fortius&#039;&#039;&#039; - shoots straight-line AoE&#039;s at all players simultaneously in an unavoidable (aimable) fashion and causes all players to drop puddles at their location. After the first cleave, the remaining three cleaves will be done in the same pattern as before, rotating clockwise or counter-clockwise).&lt;br /&gt;
* &#039;&#039;&#039;Loaded Gunshield (Charged)&#039;&#039;&#039; - all players simultaneously detonate via a moderate-sized circle AoE.&lt;br /&gt;
* &#039;&#039;&#039;ENRAGE - Altius&#039;&#039;&#039; - detonates, wiping the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*Each player will receive {{Item reward|2|High Legatus Idol}} per kill. Collect 3-5 totems to exchange for i480 [[Idealized Armor]] coffers at [[C&#039;intana]] in [[Mor Dhona]] (X:22.7 Y:6.7).&lt;br /&gt;
*{{Item icon|Varis yae Galvus Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Idealized Head Gear Coffer}}&lt;br /&gt;
{{Drops table row|Idealized Chest Gear Coffer}}&lt;br /&gt;
{{Drops table row|Idealized Hand Gear Coffer}}&lt;br /&gt;
{{Drops table row|Idealized Leg Gear Coffer}}&lt;br /&gt;
{{Drops table row|Idealized Foot Gear Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Nidhogg%27s_Rage&amp;diff=337112</id>
		<title>The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Nidhogg%27s_Rage&amp;diff=337112"/>
		<updated>2021-10-27T00:44:16Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: Added video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage&lt;br /&gt;
| image = The_Minstrel&#039;s_Ballad__Nidhogg&#039;s_Rage.png&lt;br /&gt;
| description = Scarcely had [[Nidhogg]] fallen on [[the Steps of Faith]], when taverns across Eorzea began to rumble with the rumors of your victory. In one such establishment did you regale a certain story-staved bard with the true details of your accomplishment – a humble account that he soon expanded into a flowery ballad of heroic proportions. Even as the lilting notes fade away, your mind is carried off by recollections of a monstrous foe, writ considerably more terrifying by the wandering minstrel&#039;s exaggerated poetry...&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 220&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Extreme&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| req-quest = Nidhogg&#039;s Rage&lt;br /&gt;
| patch = 3.3&lt;br /&gt;
}}&lt;br /&gt;
{{see also|The Final Steps of Faith}}&lt;br /&gt;
==Nidhogg EX Basics==&lt;br /&gt;
{{#ev:youtube|jeHdCvPjKKQ|400|right|Video Guide}}&lt;br /&gt;
Nidhogg will utilize many different abilities across a total of 6 phases, some of which are dealt in his standard &#039;&#039;&#039;Dragon Form&#039;&#039;&#039;, while others are exclusive to his &#039;&#039;&#039;Human Form&#039;&#039;&#039; later in the battle. Should the battle go on for 11 minutes, Nidhogg will spend 10 seconds to cast a &#039;&#039;&#039;Deafening Bellow&#039;&#039;&#039; that will wipe the entire raid.&lt;br /&gt;
&lt;br /&gt;
==Nidhogg&#039;s Dragon Form Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Scarlet Whisper&#039;&#039;&#039; is a magic-based tank-buster with no cast-time that will cleave the main target for high damage.&lt;br /&gt;
*&#039;&#039;&#039;Deafening Bellow&#039;&#039;&#039; is an arena-wide attack that deals moderate damage to the entire group.&lt;br /&gt;
*&#039;&#039;&#039;Mortal Chorus&#039;&#039;&#039; is an arena-wide AoE that deals moderate damage and knockback. This will only be used during the transition from the add phase (3) to phase 4.&lt;br /&gt;
*&#039;&#039;&#039;Bitter Hate&#039;&#039;&#039; is a stacking debuff that will inflict lethal damage on reaching 8 stacks. Due to this, the tank and off-tank will need to rotate in order to wipe their stacks and prevent an instant death.&lt;br /&gt;
*&#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; is actually two mechanics with the same name. One will target random players with overhead markers which, after 6 seconds, will hit victims for moderate AoE damage. The other version spawns non-telegraphed AoE puddles beneath random players. After 3 seconds, the puddles will explode, dealing high damage to anyone caught in the blast and inflict &#039;&#039;&#039;Hysteria&#039;&#039;&#039; for 6 seconds. Multiple puddles can be stacked on top of each other for ease of avoidance.&lt;br /&gt;
*&#039;&#039;&#039;Cauterize&#039;&#039;&#039; causes Nidhogg to appear at one of the edges of the arena before diving across in straight line, dealing massive damage to any players caught in its wake.&lt;br /&gt;
*&#039;&#039;&#039;Hot Tail&#039;&#039;&#039; is a straight AoE attack from one end of the arena to the other that passes through Nidhogg&#039;s centre, inflicting moderate damage and a &#039;&#039;&#039;Burns&#039;&#039;&#039; debuff to anyone it hits. To avoid this attack, players must move from underneath Nidhogg and stand at either edge of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Hot Wing&#039;&#039;&#039; is the inverse of &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; - an AoE attack that covers the outer-sides of the arena. To avoid this attack, players must be standing underneath Nidhogg.&lt;br /&gt;
*&#039;&#039;&#039;Akh Morn&#039;&#039;&#039; is indicated by a stack marker, encouraging players to group up and absorb upcoming damage. Once cast &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; is fully cast, Nidhogg will repeatedly blast players with multistrike AoE for moderate damage, divided evenly amongst those within range of the stack marker.&lt;br /&gt;
*Nidhogg will &#039;&#039;&#039;Touchdown&#039;&#039;&#039; after leaving the arena, inflicting light AoE damage to those nearby.&lt;br /&gt;
&lt;br /&gt;
==Nidhogg&#039;s Human Form Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Final Chorus&#039;&#039;&#039; is an arena-wide AoE that, like &#039;&#039;&#039;Mortal Chorus&#039;&#039;&#039;, will only be used during the transition from the add phase (3) to phase 4. During this mechanic, all players will be inflicted with high damage.&lt;br /&gt;
*&#039;&#039;&#039;Ala Morn&#039;&#039;&#039; - not to be confused with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; - is a physical single-target tank-buster that deals massive damage to the main target, encouraging the use of mitigation skills to reduce the impact.&lt;br /&gt;
*&#039;&#039;&#039;Drachenlance&#039;&#039;&#039; is also a physical tank-buster that cleaves the main target and those around it for moderate damage.&lt;br /&gt;
*&#039;&#039;&#039;High Jump&#039;&#039;&#039; will target either healers or DPS depending on the phase it is used in, indicated by purple markers above their heads. After 5 seconds, marked players will be hit by moderate damage and will leave behind an AoE puddle which will persist for 20 seconds. These puddles will apply bleeding to anyone who walks through them.&lt;br /&gt;
*&#039;&#039;&#039;Geirskogul&#039;&#039;&#039; shoots line AoE&#039;s from &#039;&#039;&#039;High Jump&#039;&#039;&#039; puddles at random players with infinite range, cutting through the entire arena.&lt;br /&gt;
*&#039;&#039;&#039;Soul Tether&#039;&#039;&#039;, like &#039;&#039;&#039;Geirskogul&#039;&#039;&#039;, will be cast from &#039;&#039;&#039;High Jump&#039;&#039;&#039; puddles, connecting interceptable tethers to those who initially dropped the puddle. After 10 seconds, these tethers will explode for major damage, likely killing a Healer or DPS target, thus all of these tethers should be grabbed by one of the tanks.&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Tyrant&#039;&#039;&#039; will target a random player with a stacking marker, encouraging players to group up to absorb upcoming damage.&lt;br /&gt;
*&#039;&#039;&#039;Bloodrage&#039;&#039;&#039; inflicts unavoidable arena-wide damage to all players during the transition into the very final phase.&lt;br /&gt;
*&#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039; will spawn four pillars in the corner-segments of the arena that need at least one player to be standing within them. After a few seconds, &#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039; will then hit the player(s) within the pillar for moderate damage. Unlike stack-mark mechanics, pillar damage will not be split between players if more than one is standing within them. In addition, if nobody stands within it at all, all players will be inflicted with massive damage instead. Shortly after connecting, a large flaming puddle will be left behind which will persist for 14 seconds, applying a &#039;&#039;&#039;Burns&#039;&#039;&#039; debuff to anyone who walks through.&lt;br /&gt;
*&#039;&#039;&#039;Super Jump&#039;&#039;&#039; places a large marker on a random player for 10 seconds before inflicting an arena-wide AoE at their location, dealing increased damage to all other targets depending on how close each player is to the point of impact. In short, players should move as far away as possible from the chosen target and/or the marked player should move away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
==Phases==&lt;br /&gt;
===Phase 1 (Dragon Phase)===&lt;br /&gt;
The first phase is a relatively straightforward affair. At first, Nidhogg will essentially be a target dummy, inflicting basic attacks alongside &#039;&#039;&#039;Scarlet Whisper&#039;&#039;&#039; (tank buster) and &#039;&#039;&#039;Deafening Bellow&#039;&#039;&#039; (arena-wide AoE&#039;s). Once he has had time to inflict his second &#039;&#039;&#039;Scarlet Whisper&#039;&#039;&#039; and a few additional auto-attacks, he will leap into the air and commence using &#039;&#039;&#039;Horrid Horror&#039;&#039;&#039; (both versions) and &#039;&#039;&#039;Cauterize&#039;&#039;&#039; dives. The first &#039;&#039;&#039;Cauterize&#039;&#039;&#039; will always be cast from either the northern or eastern side of the arena, whereas the second will always be used from the southern or western sides. Nidhogg will then &#039;&#039;&#039;Touchdown&#039;&#039;&#039; and commence the next phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2 (Hot Wing/Hot Tail)===&lt;br /&gt;
After &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, Nidhogg will randomly select either &#039;&#039;&#039;Hot Wing&#039;&#039;&#039; or &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; and alternate between the two from then onward. They cannot be used at the same time, so there will always be a safe spot, either under Nidhogg&#039;s body (Hot Wing) or by his flanks (Hot Tail). In addition to this, Nidhogg will utilize abilities from the previous phase, such as &#039;&#039;&#039;Scarlet Whisper&#039;&#039;&#039; and &#039;&#039;&#039;Deafening Bellow&#039;&#039;&#039;, but in a more randomized fashion. Players will also have to be mindful of &#039;&#039;&#039;Horrid Bellow&#039;&#039;&#039; which will also be used after the first rotation of Tail/Wing, and will be used again if this phase goes on long enough. The overall rotation will continue until Nidhogg has been pushed to just under 80% health.&lt;br /&gt;
&lt;br /&gt;
===Phase 3 (Add Phase)===&lt;br /&gt;
After being pushed below 80% health, Nidhogg will summon three adds, two of which must be tanked, and a third add that cannot be tanked at all. This phase serves as a soft DPS check due to how the adds mechanically function.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Brobinyak&#039;&#039;&#039; will spawn on the west of the arena and must be tanked. It utilizes &#039;&#039;&#039;The Serpent&#039;s Apple&#039;&#039;&#039;, which is a tank buster that inflicts &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;. Bear in mind that three stacks of &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039; is typically fatal. If this creature isn&#039;t slain in a timely fashion, it will repeatedly begin casting &#039;&#039;&#039;Original Sin&#039;&#039;&#039;, a magic-based attack that prevents tank-swapping (seeing as the other tank will be dealing with an add which inflicts &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. As a result, &#039;&#039;&#039;Shadow Brobinyak&#039;&#039;&#039; should be killed &#039;&#039;&#039;first&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Falak&#039;&#039;&#039; will spawn on the east side of the arena and must also be tanked. It utilizes &#039;&#039;&#039;Electric Predation&#039;&#039;&#039;, which is a tank buster that inflicts &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. Once again, three stacks of &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; is typically fatal, and due to inflicting &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, the chosen tank should avoid tank-swapping to &#039;&#039;&#039;Shadow Brobinyak&#039;&#039;&#039; later on. This add should be killed &#039;&#039;&#039;second&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Dragon&#039;&#039;&#039;, the third add, spawns on the north side of the arena and completely ignores enmity (threat), meaning it cannot be tanked. This add will alternate between a &#039;&#039;&#039;Fireball&#039;&#039;&#039; attack (which will always target whoever is furthest away) and a &#039;&#039;&#039;Ripper Claw&#039;&#039;&#039; melee cleave, both of which can be avoided by the group. However, if any of its attacks do connect, the victim(s) will be inflicted with &#039;&#039;&#039;Damage Down&#039;&#039;&#039;, reducing their damage output. Once the &#039;&#039;&#039;Shadow Dragon&#039;&#039;&#039; has been reduced to moderate health (60-65%), it will inflict &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; on the entire group using an unavoidable roar. As a result, this add should be ignored until both the &#039;&#039;&#039;Shadow Brobinyak&#039;&#039;&#039; and the &#039;&#039;&#039;Shadow Falak&#039;&#039;&#039; have been slain. Bear in mind that once it has inflicted &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039;, it is very likely that anyone hit by its telegraphed attacks will receive fatal damage.&lt;br /&gt;
&lt;br /&gt;
Players will have roughly 90 seconds to deal with these adds. Assuming they are all slain, the next phase begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 4 (Human Form)===&lt;br /&gt;
The transition to phase 4 begins with &#039;&#039;&#039;Mortal Chorus&#039;&#039;&#039;, dealing moderate arena-wide damage and knockback to all participants, immediately followed by &#039;&#039;&#039;Final Chorus&#039;&#039;&#039;, which will blast the raid with much higher damage after a purely cosmetic animation has completed. If the group failed to defeat the adds in the previous phase quickly enough, &#039;&#039;&#039;Final Chorus&#039;&#039;&#039; will instead wipe the raid, regardless of whether the adds are slain before the animation lands (seeing as they won&#039;t despawn if the DPS check was failed).&lt;br /&gt;
&lt;br /&gt;
During this phase, tanks must be wary of &#039;&#039;&#039;Ala Morn&#039;&#039;&#039; (not to be confused with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;), a physical single-target tank-buster that should be mitigated via defensive skills whenever possible. Soon after, Nidhogg will begin marking players for &#039;&#039;&#039;High Jump&#039;&#039;&#039;, which leaves puddles on the ground that will be used as part of the &#039;&#039;&#039;Geirskogul&#039;&#039;&#039; and &#039;&#039;&#039;Soul Tether&#039;&#039;&#039; mechanics. It is worth noting that one &#039;&#039;&#039;Geirskogul&#039;&#039;&#039; line-AoE will also be spawned from Nidhogg himself, not just the four puddles. It is often best to have the group stack up in the centre after &#039;&#039;&#039;High Jump&#039;&#039;&#039; in order to bait the line-AoE&#039;s into one area and avoid unnecessary chaos. This will also make it infinitely easier for your tank to collect &#039;&#039;&#039;Soul Tether&#039;&#039;&#039;&#039;s. Be mindful that another two &#039;&#039;&#039;Geirskogul&#039;&#039;&#039;&#039;s will be fired shortly after the tethers have exploded.&lt;br /&gt;
&lt;br /&gt;
This overall rotation will continue until the summoning of Nidhogg&#039;s &#039;&#039;&#039;Fang&#039;&#039;&#039; and &#039;&#039;&#039;Claw&#039;&#039;&#039;, two adds that are used as part of a new mini-phase. Neither of these adds attack the group directly but must be destroyed before they can successfully cast &#039;&#039;&#039;self-destruct&#039;&#039;&#039;. While these adds are in play, 3 random players will be tethered to each add, forcing them to participate in mechanics specific to that add.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nidhogg&#039;s Fang&#039;&#039;&#039; (blue) will spawn at 50% health and randomly tether itself to three players, including the main-tank. Whenever these players (marked as &#039;&#039;&#039;Fangbound&#039;&#039;&#039;) take damage from any source, &#039;&#039;&#039;Nidhogg&#039;s Fang&#039;&#039;&#039; will heal itself based on that damage. As a result of this, tanks need to organize a tank-swap in order to prevent the main-tank from passively healing the add (seeing as damage from Nidhogg himself adds to the healing). This add can be damaged by normal means and must be nuked as soon as possible, unlike &#039;&#039;&#039;Nidhogg&#039;s Claw&#039;&#039;&#039;, which cannot be directly attacked at all.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nidhogg&#039;s Claw&#039;&#039;&#039; (red) will spawn at full health and become entirely invulnerable to conventional attacks. Once spawned, it will tether itself to three random players (marked as &#039;&#039;&#039;Clawbound&#039;&#039;&#039;). Once tethered, three orbs will spawn within the arena and begin floating towards random players (regardless of tethers). The only means of damaging &#039;&#039;&#039;Nidhogg&#039;s Claw&#039;&#039;&#039; is by having &#039;&#039;&#039;Clawbound&#039;&#039;&#039; (red-tether) players take damage, thus they should start by colliding with the flare-orbs before they hit anyone else, as well as stacking up for upcoming &#039;&#039;&#039;Eye of the Tyrant&#039;&#039;&#039; from Nidhogg.&lt;br /&gt;
&lt;br /&gt;
Seeing as blue-tethers heal &#039;&#039;&#039;Nidhogg&#039;s Fang&#039;&#039;&#039; and red-tethers damage &#039;&#039;&#039;Nidhogg&#039;s Claw&#039;&#039;&#039;, players must pay attention to their mark (if any) and utilize them appropriately. For example, whoever has a red-tether should make every effort to be present for &#039;&#039;&#039;Eye of the Tyrant&#039;&#039;&#039; (stack damage mechanic) and pop the floating orbs whenever possible, whilst everyone with a blue-tether should avoid taking damage any damage at all from any source whenever possible. Once &#039;&#039;&#039;Eye of the Tyrant&#039;&#039;&#039; has been used (and if the adds are still alive), these tethers will be randomly reassigned and the process will continue until the adds are slain (or self-destruct).&lt;br /&gt;
&lt;br /&gt;
===Phase 5 (Darkdragon Towers)===&lt;br /&gt;
This phase begins with both healers being marked by &#039;&#039;&#039;High Jump&#039;&#039;&#039;. &#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039; towers will also be summoned in each corner of the arena, which requires at least one player to be standing within them or they&#039;ll explode for massive raid-wide damage. After this, four more players will be marked for another &#039;&#039;&#039;High Jump&#039;&#039;&#039;. Just like before, victims of any &#039;&#039;&#039;High Jump&#039;&#039;&#039; will once again be attached to a &#039;&#039;&#039;Soul Tether&#039;&#039;&#039; that should be intercepted by tanks, and the puddles left behind by victims of &#039;&#039;&#039;High Jump&#039;&#039;&#039; will fire out &#039;&#039;&#039;Geirskogul&#039;&#039;&#039; line-AoE&#039;s across the entire arena. While players are dealing with the aftermath of the previous &#039;&#039;&#039;High Jump&#039;&#039;&#039; mechanics, one player will be marked as the target for a &#039;&#039;&#039;Super Jump&#039;&#039;&#039;. At this point, players will have about ten seconds to avoid any remaining &#039;&#039;&#039;Geirskoguls&#039;&#039;&#039; while moving as far away from the &#039;&#039;&#039;Super Jump&#039;&#039;&#039; victim as possible.&lt;br /&gt;
&lt;br /&gt;
After landing from &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, Nidhogg will rotate between his tank-busters (&#039;&#039;&#039;Drachenlance&#039;&#039;&#039; and &#039;&#039;&#039;Ala Morn&#039;&#039;&#039;) before leaping away before the final phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 6 (Heart of the Dragon)===&lt;br /&gt;
Nidhogg returns once more, acquiring &#039;&#039;&#039;Heart of the Dragon&#039;&#039;&#039; and beginning the phase with &#039;&#039;&#039;Bloodrage&#039;&#039;&#039; - a transitional arena-wide AoE for moderate damage. Now in dragon form once again, Nidhogg will act similarly to his first Dragon Phase, using &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; and &#039;&#039;&#039;Cauterize&#039;&#039;&#039; combos, except this time there will be only one &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, and &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; will affect up to 6 players instead of 4. In addition, Nidhogg will incorporate &#039;&#039;&#039;Ahk Morn&#039;&#039;&#039; into the phase which, unlike before, will add an additional attack to the multistrike every time it is used. For example, its first cast in this phase will hit 4 times, then 5 in the next, 6 after that, etc. This will continue stacking up until Nidhogg has been slain (or the raid wipes). Lastly, anyone hit by Nidhogg&#039;s attacks will acquire a stack of &#039;&#039;&#039;Bitter Hate&#039;&#039;&#039;, which will be instantly fatal if it reaches 8 stacks, thus tank-swaps will be required throughout.&lt;br /&gt;
&lt;br /&gt;
The first &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; of this phase will be used immediately after he has &#039;&#039;&#039;Touched Down&#039;&#039;&#039; from the previous &#039;&#039;&#039;Cauterize&#039;&#039;&#039;. Once &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; is finished, Nidhogg will immediately begin casting &#039;&#039;&#039;Hot Wing&#039;&#039;&#039;. Once it is nearly cast, however, &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; puddles will soon be placed beneath multiple players. Ideally, these should be placed at the very edge of Nidhogg&#039;s hitbox, giving you enough space to move back to Nidhogg&#039;s centre to avoid both &#039;&#039;&#039;Hot Wing&#039;&#039;&#039; and exploding puddles. Alternatively, you could have everyone stack with the main tank for this, though this comes at the risk of people being cleaved by &#039;&#039;&#039;The Scarlet Whisper&#039;&#039;&#039; (tank-buster cleave).&lt;br /&gt;
&lt;br /&gt;
Once complete, you will notice bombs have formed in the corners of the arena. These explode into straight lines from the north, south, east and west sides of the orbs. If hit by the resulting AoE lines, players will receive major damage on top of a &#039;&#039;&#039;Burns&#039;&#039;&#039; debuff. After the bombs have exploded, the corners of the arena will be temporarily safe while more bombs form in the centre of the arena. At the same time, all players will now be marked by &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; puddles, forcing players to co-ordinate themselves into corners without taking up too much space or having too many people in one corner. Ideally, you should have two players per corner, though you can squeeze in 1-2 more if absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
This chaos will immediately be followed by &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;, encouraging everyone to once again stack up to absorb damage. Bear in mind that &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will now be inflicting more hits compared to the usual 4. In addition, players shouldn&#039;t stick around too long afterwards as they may risk being cleaved by &#039;&#039;&#039;Scarlet Whisper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once complete, more bombs will be placed, this time starting in the middle of the arena, followed by a random corner, then the opposite corner. Once again, players will have to deal with &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; puddles throughout the ensuing explosions. Ideally, the group should begin where the final bomb has spawned (preferably right in the corner to provide more space for puddles, then drop the puddles and move slightly closer to the arena centre to avoid them. Once the central bombs explode, move to the centre of the arena - but be wary - &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; will soon follow. After the final set of corner explosions and &#039;&#039;&#039;Hot Tail&#039;&#039;&#039;, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will once again be used. From here, there is a small amount of downtime before the cycle will repeat in a similar fashion.&lt;br /&gt;
&lt;br /&gt;
At this point, you will have until the 11minute mark before Nidhogg will begin casting a very final &#039;&#039;&#039;Deafening Bellow&#039;&#039;&#039;, which takes 10 seconds to cast. If the cast goes off, the raid will wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*Each player will receive {{Item reward|1|Horde Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Dark Lanner Whistle}} at [[Bertana]] in [[Idyllshire]] (X:5.9 Y:5.2).&lt;br /&gt;
*{{Item icon|Nidhogg Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Horde Blade}}&lt;br /&gt;
{{Drops table row|Horde Axe}}&lt;br /&gt;
{{Drops table row|Horde Guillotine}}&lt;br /&gt;
{{Drops table row|Horde Spear}}&lt;br /&gt;
{{Drops table row|Horde Knuckles}}&lt;br /&gt;
{{Drops table row|Horde Katana}}&lt;br /&gt;
{{Drops table row|Horde Daggers}}&lt;br /&gt;
{{Drops table row|Horde Bow}}&lt;br /&gt;
{{Drops table row|Horde Handgonne}}&lt;br /&gt;
{{Drops table row|Horde Rod}}&lt;br /&gt;
{{Drops table row|Horde Grimoire}}&lt;br /&gt;
{{Drops table row|Horde Rapier}}&lt;br /&gt;
{{Drops table row|Horde Cane}}&lt;br /&gt;
{{Drops table row|Horde Codex}}&lt;br /&gt;
{{Drops table row|Horde Star Globe}}&lt;br /&gt;
{{Drops table row|Horde Shield}}&lt;br /&gt;
{{Drops table row|Nidhogg&#039;s Scale}}&lt;br /&gt;
{{Drops table row|Dark Lanner Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Revenge of the Horde}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
the final steps of faith1.png&lt;br /&gt;
the final steps of faith2.png&lt;br /&gt;
the final steps of faith3.png&lt;br /&gt;
the final steps of faith4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=335236</id>
		<title>The Second Coil of Bahamut - Turn 3</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=335236"/>
		<updated>2021-10-22T02:56:56Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: Positioning of video guide embed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = The Second Coil of Bahamut - Turn 3&lt;br /&gt;
| description = Your party activates the coil&#039;s lift-like mechanism, and, at a depth of 3256 yalms, arrives within the interior of the internment hulk proper. The great cavern where the elder primal Bahamut dreams is yet many thousands of yalms distant. Explore the labyrinthine passages of the Ragnarok-class starship, and secure a route into the lowest levels of the hulk.&lt;br /&gt;
| image = The Second Coil of Bahamut - Turn 3.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 100&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| entrance = North Shroud&lt;br /&gt;
| entrance-coordinates = 20,27&lt;br /&gt;
| req-quest = Another Turn in the Coil &lt;br /&gt;
| patch = 2.2&lt;br /&gt;
| release =&lt;br /&gt;
}}&lt;br /&gt;
{{see also|The Second Coil of Bahamut}}&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Open the frontal bulkhead.&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
{{#ev:youtube|IeUiwRI6rqM|400|right|Turn 8 Video Guide}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[The Avatar]] (abilities) - Phase 1===&lt;br /&gt;
&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039; - large cone AOE that applies a DoT. This DoT ticks for 600 and can be cleansed with [[esuna]] and [[leeches]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039; - marks a player with a non-transferable &amp;quot;satellite-like&amp;quot; icon. The target will be hit with an AOE for huge damage. Damage is split between all targets hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Homing Missile&#039;&#039;&#039; - draws a line between The Avatar and a random player (not MT). This line can be transferred by having another player intercept the line. The target will be hit with an AoE for a few thousand damage.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] The Avatar (abilities) - Phase 2===&lt;br /&gt;
&#039;&#039;&#039;Brain Jack&#039;&#039;&#039; - causes MT to attack the nearest ally for x seconds. Brain Jack is casted every 30 seconds. Diffusion Ray always follows this move. (To prevent the boss from turning around, place a DPS within melee range of the tank. The DPS should not be in the front of The Avatar, at risk of being hit with Diffusion Ray).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; - binds 2 players in place, and summons a large or small circle around each. After a delay, 2 people must be in the small circle(s) and 3 people must be in the large circle(s). Otherwise everybody in the circles will die. (Assuming that everybody stacks behind the boss, there are 3 different possibilities).&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] The Avatar (abilities) - Phase 3===&lt;br /&gt;
&#039;&#039;&#039;Allagan Field&#039;&#039;&#039; - debuffs a player for 30 seconds. Time is 30 seconds on, 10 seconds off, repeat. If the player takes 100 damage during the debuff, the raid will be hit with 200 damage when the debuff wears off. If the player takes 500 damage, the raid is hit with 1000 damage. (Maintain [[Stoneskin]] and [[Adloquium]] on the debuffed target to minimize damage taken.) (If desired, activate Defensive Reaction towers when Allgan Field is not active).&lt;br /&gt;
&lt;br /&gt;
====Biotowers:====&lt;br /&gt;
Biotowers are located at North, East, South, and West areas of the room. They activate in scripted sets of 2 or 3. They start with 1 charge and gain one charge every 15 seconds. After gaining 4 charges, the next charge will activate their special ability.&lt;br /&gt;
&lt;br /&gt;
If two towers charge at the same time with the same frequency, The Avatar gains a stack of 2 buffs. The buffs will (a) increase defense and (b) increase damage output.&lt;br /&gt;
&lt;br /&gt;
If towers are pushed/rushed properly, the boss will gain 0 stacks of these buffs.&lt;br /&gt;
&lt;br /&gt;
If two or more towers charge to maximum, Avatar will wipe the party.&lt;br /&gt;
&lt;br /&gt;
If a player steps into a tower, the tower gains one charge and the player is debuffed. This debuff increases the damage a player takes from a tower, and does not increase damage from other sources. It is not recommended that a player reach 2 stacks of the debuff. Debuff lasts for 90 seconds.&lt;br /&gt;
&lt;br /&gt;
There is a 20 second period between the last tower&#039;s natural activation (nobody running in to charge it) and when the next set of towers spawn. It&#039;s always 20 seconds, whether there are two or three towers.&lt;br /&gt;
&lt;br /&gt;
During two tower phases, it is an 80 second cycle (4x15s between natural charges + 20s before next towers spawn). The debuff you get for charging a tower manually lasts 90 seconds, so you have to plan accordingly.&lt;br /&gt;
&lt;br /&gt;
During three tower phases, it is a 100 seconds cycle (4x20s between natural charges + 20s before next towers spawn). Because it&#039;s longer than the 90s debuff, you can have the same people activate the towers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities of the towers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North&#039;&#039;&#039; - summon 1 clockwork dreadnaught (Dread has conal aoe swipe, and will enrage if not killed fast enough, causing a wipe).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;East&#039;&#039;&#039; - spawn 3 landmines in random areas, but not near towers and not under the boss (Touching a mine causes knockback and ~2000 AOE damage. If any mine remains after 15 seconds, the raid will wipe).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;South&#039;&#039;&#039; - Defensive Reaction (Raidwide AOE damage).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;West&#039;&#039;&#039; - Defensive Reaction (Raidwide AOE damage).&lt;br /&gt;
&lt;br /&gt;
==The Avatar Strategy==&lt;br /&gt;
This fight has a 11m hard enrage timer. After 11 minutes The Avatar will wipe the raid. The Avatar stays in the center of the boss room. When the Main Tank moves out of the melee range of The Avatar, it will use heavy hitting lasers instead of auto-attacks. Fighting in the northeast corner of the boss (the back-left corner as you enter the room) is recommended because this gives you access to the two more important biotowers, and gives easy vision of the AOE biotowers to the healers.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: 0s - 2m40s===&lt;br /&gt;
Set 1 (Dread + West Tower): rush dread tower (send 2 DPS to dread tower). Tank grabs dread, and uses all cooldowns to survive.&lt;br /&gt;
&lt;br /&gt;
Set 2 (Mines + West Tower): rush mines tower. Assign 3 DPS for landmines, one for each landmine. Alternate strategy.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: 2m40s - 7m or 45% HP===&lt;br /&gt;
With enough dps (pushing to 45% health), you can skip the Ballistic Missiles after the 5th tower set.&lt;br /&gt;
&lt;br /&gt;
If you push to 45% before ~6:00, Allagan Field comes early and the 5th set of towers doesn&#039;t appear. In other words, very high DPS allows you to skip as much as Phase 2 as you&#039;d like.&lt;br /&gt;
&lt;br /&gt;
The Avatar always does Homing Missiles immediately after Brainjack ends. It makes sense for the same person to be responsible for tanking Brainjacks duty and Homing Missiles. IMO, Bard is the perfect candidate for this job since it comes at no compromise to their DPS output.&lt;br /&gt;
&lt;br /&gt;
The Avatar gains &#039;&#039;&#039;Brain Jack&#039;&#039;&#039; and &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; abilities.&lt;br /&gt;
&lt;br /&gt;
Set 3 (Dread + West Tower): see above, for set 1.&lt;br /&gt;
&lt;br /&gt;
Set 4 (Mines + West Tower): see above, for set 2.&lt;br /&gt;
&lt;br /&gt;
Set 5 (Dread + Mines Tower): you can choose to rush dread or mines. Picking dread, you must deal with Ballistic Missile and mines at the same time. Picking mines, you must deal with Ballistic Missile and the dread at the same time.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: 7m - 11m or 45% to 0% HP===&lt;br /&gt;
3 towers now activate per wave. 3 players must push towers now. These people should not be debuffed; healers and tank(s) might need to get involved.&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s automatic charge rate is now 20 seconds, instead of 15 seconds.&lt;br /&gt;
&lt;br /&gt;
The player with Allagan Field should not be pushing towers or hitting mines, period.&lt;br /&gt;
&lt;br /&gt;
The Avatar always casts Homing Missiles right after Allagan Field in this phase.&lt;br /&gt;
&lt;br /&gt;
The Avatar can no longer cast Brain Jack or Ballistic Missile.&lt;br /&gt;
&lt;br /&gt;
The Avatar gains the &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
Set 6 (Mines + West + South Tower): send 2 players to mines and 1 player to south. (Flexible strategy, based on group preference).&lt;br /&gt;
&lt;br /&gt;
Set 7 (Mines + Dread + South Tower): send 2 players to dread and 1 player to mines. (Flexible strategy, based on group preference).&lt;br /&gt;
&lt;br /&gt;
Set 8 (Mines + West + South Tower): see above, for set 6.&lt;br /&gt;
&lt;br /&gt;
==Strategies for Tower-Pushing==&lt;br /&gt;
&#039;&#039;&#039;Strategies for above&#039;&#039;&#039;&lt;br /&gt;
*Set 1: 2 dreadnaught&lt;br /&gt;
*Set 2: 2 mines&lt;br /&gt;
*Set 3: 2 dreadnaught&lt;br /&gt;
*Set 4: 2 mines&lt;br /&gt;
*Set 5: 2 mines&lt;br /&gt;
*Set 6: 2 mines, 1 AOE (can send tank to AOE if desired)&lt;br /&gt;
*Set 7: 2 dreadnaught, 1 mines&lt;br /&gt;
*Set 8: 2 mines, 1 AOE (can send tank to AOE if desired)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate 1&#039;&#039;&#039;&lt;br /&gt;
*Set 1: 1 to AoE, 0 to Dread&lt;br /&gt;
*Set 2: 2 to Mines, 0 to AoE&lt;br /&gt;
*Set 3: 2 to AoE, 0 to Dread&lt;br /&gt;
*Set 4: 2 to Mines, 0 to AoE&lt;br /&gt;
*Set 5: 2 to Mines, 0 for Dread&lt;br /&gt;
*Set 6: 2 to AoE*, 1 to AoE, 0 to Mines. Tank triggers AoE early, when there is no active Allagan Field.&lt;br /&gt;
*Set 7: 2 to AoE, 1 to Mines, 0 to Dread. Kill boss before Dread spawns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate 2&#039;&#039;&#039;&lt;br /&gt;
*Set 1: 2 to dreadnaught&lt;br /&gt;
*Set 2: 2 to mines&lt;br /&gt;
*Set 3: 2 to dreadnaught&lt;br /&gt;
*Set 4: 2 to mines&lt;br /&gt;
*Set 5: 2 to mines&lt;br /&gt;
*Set 6: 2 to AOE, 1 to AOE (push AOE during Allgan Field downtime)&lt;br /&gt;
*Set 7: 2 to dreadnaught, 1 to mines&lt;br /&gt;
*Set 8: 2 to AOE, 1 to AOE (push AOE during Allgan Field downtime)&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] [[The Avatar]]===&lt;br /&gt;
*{{Item reward|20|Allagan Tomestone of Poetics}}&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Kite Shield}}&lt;br /&gt;
{{Drops table row|High Allagan Headgear of Maiming}}&lt;br /&gt;
{{Drops table row|High Allagan Coat of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Gauntlets of Striking}}&lt;br /&gt;
{{Drops table row|High Allagan Belt of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Headgear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Hand Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Foot Gear}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Circlet of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Gauntlets of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Gloves of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Belt of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Trousers of Maiming}}&lt;br /&gt;
{{Drops table row|High Allagan Breeches of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Sabatons of Striking}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Slaying}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Other Loot===&lt;br /&gt;
====Treasure Coffer (X: 9.8 Y: 8.3)====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|X-Potion}}&lt;br /&gt;
{{Drops table row|X-Ether}}&lt;br /&gt;
{{Drops table row|Hi-Elixir}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:the avatar1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Great_Hunt_(Extreme)&amp;diff=332085</id>
		<title>The Great Hunt (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Great_Hunt_(Extreme)&amp;diff=332085"/>
		<updated>2021-10-10T15:52:14Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Fix alignment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = You believed the day won with the [[Rathalos]] brought low, but a recently made friend -- and alleged hunting rival -- brings news to the contrary. There yet exist Rathalos of an older, more powerful brood -- a higher rank, if you will. [[The Hunt]] beckons you back to the [[Azim Steppe]] for greater trials and the chance for still greater bounties.&lt;br /&gt;
| image = The_Great_Hunt_(Extreme)_Image.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 350&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = light&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| entrance = The Azim Steppe&lt;br /&gt;
| entrance-coordinates = 11.3, 11.1, 0.7&lt;br /&gt;
| req-quest = The Newer King on the Block&lt;br /&gt;
| patch = 4.36&lt;br /&gt;
| release = stormblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|ndrkN-3LBfM|400|right|Video Guide}}&lt;br /&gt;
&lt;br /&gt;
The Great Hunt (Extreme) is noticeably similar to the Normal version of the fight (with some exceptions). For starters, the battle will now involve a light party (4 players) rather than a full party (8 players), and if there are a total of three &#039;&#039;&#039;carts&#039;&#039;&#039; (KO&#039;s) at any point during the battle, this will prematurely reset the fight via a &#039;&#039;&#039;Mission Failed&#039;&#039;&#039; animation.&lt;br /&gt;
&lt;br /&gt;
During the fight itself, Rathalos will occasionally use an arena-wide roar to inflict moderate damage on the entire party at regular intervals throughout phase 1 &amp;amp; 2 (usually once per minute or so). Rathalos&#039; overall damage is also higher compared to his normal variant and he also occasionally targets the same player at least two times in a row. This can potentially lead to victims being KO&#039;d through vicious combos if they are not careful. Just like in Normal mode, the battle is composed of three phases - a &#039;&#039;grounded phase&#039;&#039;, an &#039;&#039;add phase&#039;&#039; and a &#039;&#039;flying phase&#039;&#039; - with only a few minor differences.&lt;br /&gt;
&lt;br /&gt;
*Rathalos has no auto-attacks and is unaffected by enmity, meaning he cannot be tanked at any point during the encounter. Instead, players must continuously avoid Rathalos&#039; attacks by paying attention to his wind-up animations and reacting accordingly. Seeing as targets are random per attack, a good rule of thumb is to keep an eye on the direction Rathalos is facing. If he turns in your direction, it is always best to move out of his path to avoid a potential rush-attack. Melee also needs to keep an eye out for his 360-degree tail-swipe during the first two phases (which will always be counterclockwise) as well as a short-ranged bite/swipe attack which will hit all players directly in front and behind Rathalos. Due to this, anyone close to Rathalos should try to stick to his left-flank. As ranged, it is best to maintain distance from Rathalos as much as possible.&lt;br /&gt;
&lt;br /&gt;
Due to the unavoidable and high-damage nature of Rathalos&#039; roar mechanic, non-tanks must be cautious if on medium or low health when Rathalos hasn&#039;t roared for quite some time. As such, it is wise to remain above 40% health while Rathalos is grounded, just-in-case.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Grounded===&lt;br /&gt;
Unlike Normal Mode, Rathalos will immediately begin every battle with his signature &#039;&#039;&#039;roar&#039;&#039;&#039;, inflicting unavoidable damage to the entire party. The roar has a hidden cooldown of about 1-minute or so and remains a constant threat for as long as Rathalos is grounded. After the initial roar, Rathalos will begin rotating between a set of attacks against randomly chosen players. All players must keep an eye on where Rathalos is facing and what animation he is performing if they wish to avoid any unnecessary damage. Considering that the fight will reset if the team &#039;&#039;&#039;carts&#039;&#039;&#039; three times, it is also best to save as many &#039;&#039;&#039;Mega Potions&#039;&#039;&#039; as possible for the final phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whipping Bite&#039;&#039;&#039; is indicated by Rathalos staring slightly to its left while opening his mouth and raising his tail. After a short delay, he will snap at players immediately in front of him while simultaneously swiping behind him with his tail. You can safely avoid this short-ranged attack by moving to either of Rathalos&#039; flanks or by backing away.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tail Swipe&#039;&#039;&#039; is a two-part attack indicated by Rathalos looking to his right side and menacingly raising his tail. After a brief delay, Rathalos will swing his tail in a 180-degree counterclockwise motion. Immediately after this, Rathalos will perform another 180-degree sweep after a short delay in the same counterclockwise motion. Anyone caught in the path of a Tail Swipe will receive moderate damage and a massive knockback, with a possibility of being stunned. To avoid this, players should either move to Rathalos&#039; left flank or run out of range during the wind-up animation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charging Bite&#039;&#039;&#039; is a rush-attack indicated by Rathalos turning towards a player (regardless of distance) and performing a brief roar-like animation. After a short delay, Rathalos will then lunge directly at that player with a vicious bite, be they near or far. All players caught in the path of his charge will be inflicted with moderate damage and knockback, as well as a chance of being stunned. To avoid it, players should watch out for the brief wind-up animation and side-step out of its path as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fireball&#039;&#039;&#039; is indicated by an overhead marker on the target player and is one of the few telegraphed attacks Rathalos uses. After rearing up for a few seconds, Rathalos will expel an unavoidable fireball at the marked player, inflicting moderate splash damage as well as a dispellable &#039;&#039;&#039;burns&#039;&#039;&#039; debuff. Players with the marker should move away from the party to avoid inflicting unnecessary damage to others.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Evasive Breath&#039;&#039;&#039; is indicated by Rathalos turning towards a target player and lowering its head and body. After a short delay, Rathalos will blast the area directly in front of him with fire during a backward leap, damaging, &#039;&#039;&#039;burning&#039;&#039;&#039; and knocking away anyone directly in front of him.  This particular attack is one of the most dangerous as the telegraph is very short.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rathalos will continuously target random players and use these abilities in no particular order until the third and final phase. Once Rathalos has been reduced to around 80% health, the add phase will begin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Adds===&lt;br /&gt;
Just like Normal mode, the party must once again contend with numerous wildlife (adds) that enter the arena and (initially) attack Rathalos. Unlike Rathalos, these adds are effected by enmity, meaning they can be aggro&#039;d by players or gathered by tanks. Just like before, Rathalos&#039; attacks will also damage these adds (and vice-versa).  Grabbing all stray adds and tanking them close to Rathalos so that they damage each other is a sound strategy. The Coeurl add is the most problematic as it will occasionally use a massive conal AoE that can cover a large portion of the arena, thus it is wise to focus on this add first whenever possible, or at least turn it away from the party.&lt;br /&gt;
&lt;br /&gt;
After being reduced to around 70% health, Rathalos will head towards the centre of the arena and inflict a roaring stun on the party. Simultaneously, a large &#039;&#039;&#039;Garula&#039;&#039;&#039; will enter the arena from the east side and charge into Rathalos after a short wind-up animation, knocking him down and damaging any players caught in the path. From here, the Garula will begin attacking the party and must be picked up by a tank as soon as possible. At the same time, Rathalos will become &#039;&#039;mountable&#039;&#039;, prompting a player to leap onto his back and repeatedly stab him via an &#039;&#039;active time event&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This chain of events serves as a DPS check. If the party fails to kill the Garula fast enough, or if a player mounts Rathalos and fails the active time event for any reason, Rathalos will escape the arena and wipe the raid with a massive flaming attack, &#039;&#039;&#039;King of the Skies&#039;&#039;&#039;. Due to being a light-party of 4 players rather than a full-party of 8 players (and the need for one DPS to mount Rathalos), it is unwise to try and kill the Garula without mounting Rathalos.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Bear in mind that the player who mounts Rathalos will take continuous damage-over-time and may require healing. If the player who has mounted Rathalos is reduced to 0 HP, they will be knocked off Rathalos, and the party will wipe to &#039;&#039;&#039;King of the Skies&#039;&#039;&#039;. Also, the Garula&#039;s auto-attacks are incredibly vicious, even against tanks, and it will frequently perform a frontal AoE cleave for massive damage to anyone caught in its path. This cleave can also hit the player who has mounted Rathalos and easily lead to a raid wipe. It is best to face the Garula away from the party as soon as possible. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assuming the Garula has been defeated in time and a party member has successfully mounted Rathalos without being KO&#039;d, Rathalos will leave the arena and prepare to unleash &#039;&#039;&#039;King of the Skies&#039;&#039;&#039;. After standing behind the Garula&#039;s corpse to avoid this attack, the final phase of the encounter will begin.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Flying===&lt;br /&gt;
After Rathalos has bathed the arena in flames, the background music will change, and the outer-arena will receive a flaming makeover. All players will now receive a debuff – &#039;&#039;&#039;Scalebound&#039;&#039;&#039; – which will reduce all healing received by players to 0 (except &#039;&#039;&#039;Mega Potions&#039;&#039;&#039;). As a result, each player should consider drinking a Mega Potion if their HP reaches medium or low levels. Party shielding, however, is unaffected by this debuff and can be very useful for mitigating &#039;&#039;&#039;burns&#039;&#039;&#039;, &#039;&#039;&#039;poison&#039;&#039;&#039;, or even some direct attacks from Rathalos himself.&lt;br /&gt;
&lt;br /&gt;
From here on, Rathalos will assault players from the air, and a &amp;quot;Down Counter&amp;quot; will be displayed in the form of a Duty Gauge. This gauge will gradually fill up any time a cooldown is used against Rathalos. Once filled, Rathalos will immediately be knocked out of the air and remain prone for some time, allowing players to attack (and eventually break) his tail, inflicting substantial damage to Rathalos himself. Conversely, Rathalos&#039; overall defence will be much higher while in the air, but not when downed; hence players must try to knock Rathalos down and perform as much damage as possible while he is vulnerable. If you wish to use a damaging Limit Break, consider doing so when Rathalos is knocked down. Using it while he is in the air will be dramatically less effective.&lt;br /&gt;
&lt;br /&gt;
Much like the previous phases, Rathalos will continuously attack random players with various abilities in no particular order and with limited visual indicators for as long as he is active.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Claw Swipe&#039;&#039;&#039; is another rush attack similar to &#039;&#039;&#039;Charging Bite&#039;&#039;&#039;. After turning towards a random player (regardless of distance) and elevating slightly, Rathalos will swoop at that player with his claws after a brief delay. Players slashed by Rathalos&#039; claws will be inflicted with a dispellable &#039;&#039;&#039;poison&#039;&#039;&#039;, a brief stun, moderate damage and a knockback. Just like &#039;&#039;&#039;Charging Bite&#039;&#039;&#039;, players can avoid this attack by quickly side-stepping out of his way before he charges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mangle&#039;&#039;&#039; and &#039;&#039;&#039;Sweeping Flames&#039;&#039;&#039; are frontal-cone AoE&#039;s, indicated by Rathalos rearing its head and displaying its flaming mouth for a brief moment. To avoid these, players can either move behind Rathalos, move to his flanks, or move out of range entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fireball&#039;&#039;&#039;, unlike phase 1, is now a sharable &#039;&#039;&#039;stack marker&#039;&#039;&#039;. After a brief delay, Rathalos will spit a fireball at the stack-marked player, leaving behind a persistent puddle of flame on the ground that will inflict &#039;&#039;&#039;burns&#039;&#039;&#039; on everyone sharing the damage and anyone who passes through puddles afterwards. This mechanic will repeat an additional two times for a total of three fireballs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Players must consider grouping together to share the damage and will very likely need to drink a Max Potion to heal up during this mechanic. However, if this ability targets a tank instead of a healer or damage-dealer, the tank may choose to mitigate all three fireballs by themselves using defensive cooldowns and a Max Potion. Despite healers being unable to heal other players during this final phase, they can still use &#039;&#039;&#039;Esuna&#039;&#039;&#039; to remove the resulting &#039;&#039;&#039;burns&#039;&#039;&#039;, or use shield spells to help mitigate incoming damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*At this point, Rathalos will continue to cycle through these abilities until he is defeated, the party wipes or the 60-minute duty timer expires.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Rathalos (High Rank)|Rathalos]]===&lt;br /&gt;
{{Drops list|Rathalos (High Rank)}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Great_Hunt_(Extreme)&amp;diff=332084</id>
		<title>The Great Hunt (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Great_Hunt_(Extreme)&amp;diff=332084"/>
		<updated>2021-10-10T15:51:09Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Phases &amp;amp; Abilities */ Added video guide link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = You believed the day won with the [[Rathalos]] brought low, but a recently made friend -- and alleged hunting rival -- brings news to the contrary. There yet exist Rathalos of an older, more powerful brood -- a higher rank, if you will. [[The Hunt]] beckons you back to the [[Azim Steppe]] for greater trials and the chance for still greater bounties.&lt;br /&gt;
| image = The_Great_Hunt_(Extreme)_Image.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 350&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = light&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| entrance = The Azim Steppe&lt;br /&gt;
| entrance-coordinates = 11.3, 11.1, 0.7&lt;br /&gt;
| req-quest = The Newer King on the Block&lt;br /&gt;
| patch = 4.36&lt;br /&gt;
| release = stormblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|ndrkN-3LBfM|400|left|Video Guide}}&lt;br /&gt;
&lt;br /&gt;
The Great Hunt (Extreme) is noticeably similar to the Normal version of the fight (with some exceptions). For starters, the battle will now involve a light party (4 players) rather than a full party (8 players), and if there are a total of three &#039;&#039;&#039;carts&#039;&#039;&#039; (KO&#039;s) at any point during the battle, this will prematurely reset the fight via a &#039;&#039;&#039;Mission Failed&#039;&#039;&#039; animation.&lt;br /&gt;
&lt;br /&gt;
During the fight itself, Rathalos will occasionally use an arena-wide roar to inflict moderate damage on the entire party at regular intervals throughout phase 1 &amp;amp; 2 (usually once per minute or so). Rathalos&#039; overall damage is also higher compared to his normal variant and he also occasionally targets the same player at least two times in a row. This can potentially lead to victims being KO&#039;d through vicious combos if they are not careful. Just like in Normal mode, the battle is composed of three phases - a &#039;&#039;grounded phase&#039;&#039;, an &#039;&#039;add phase&#039;&#039; and a &#039;&#039;flying phase&#039;&#039; - with only a few minor differences.&lt;br /&gt;
&lt;br /&gt;
*Rathalos has no auto-attacks and is unaffected by enmity, meaning he cannot be tanked at any point during the encounter. Instead, players must continuously avoid Rathalos&#039; attacks by paying attention to his wind-up animations and reacting accordingly. Seeing as targets are random per attack, a good rule of thumb is to keep an eye on the direction Rathalos is facing. If he turns in your direction, it is always best to move out of his path to avoid a potential rush-attack. Melee also needs to keep an eye out for his 360-degree tail-swipe during the first two phases (which will always be counterclockwise) as well as a short-ranged bite/swipe attack which will hit all players directly in front and behind Rathalos. Due to this, anyone close to Rathalos should try to stick to his left-flank. As ranged, it is best to maintain distance from Rathalos as much as possible.&lt;br /&gt;
&lt;br /&gt;
Due to the unavoidable and high-damage nature of Rathalos&#039; roar mechanic, non-tanks must be cautious if on medium or low health when Rathalos hasn&#039;t roared for quite some time. As such, it is wise to remain above 40% health while Rathalos is grounded, just-in-case.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Grounded===&lt;br /&gt;
Unlike Normal Mode, Rathalos will immediately begin every battle with his signature &#039;&#039;&#039;roar&#039;&#039;&#039;, inflicting unavoidable damage to the entire party. The roar has a hidden cooldown of about 1-minute or so and remains a constant threat for as long as Rathalos is grounded. After the initial roar, Rathalos will begin rotating between a set of attacks against randomly chosen players. All players must keep an eye on where Rathalos is facing and what animation he is performing if they wish to avoid any unnecessary damage. Considering that the fight will reset if the team &#039;&#039;&#039;carts&#039;&#039;&#039; three times, it is also best to save as many &#039;&#039;&#039;Mega Potions&#039;&#039;&#039; as possible for the final phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whipping Bite&#039;&#039;&#039; is indicated by Rathalos staring slightly to its left while opening his mouth and raising his tail. After a short delay, he will snap at players immediately in front of him while simultaneously swiping behind him with his tail. You can safely avoid this short-ranged attack by moving to either of Rathalos&#039; flanks or by backing away.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tail Swipe&#039;&#039;&#039; is a two-part attack indicated by Rathalos looking to his right side and menacingly raising his tail. After a brief delay, Rathalos will swing his tail in a 180-degree counterclockwise motion. Immediately after this, Rathalos will perform another 180-degree sweep after a short delay in the same counterclockwise motion. Anyone caught in the path of a Tail Swipe will receive moderate damage and a massive knockback, with a possibility of being stunned. To avoid this, players should either move to Rathalos&#039; left flank or run out of range during the wind-up animation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charging Bite&#039;&#039;&#039; is a rush-attack indicated by Rathalos turning towards a player (regardless of distance) and performing a brief roar-like animation. After a short delay, Rathalos will then lunge directly at that player with a vicious bite, be they near or far. All players caught in the path of his charge will be inflicted with moderate damage and knockback, as well as a chance of being stunned. To avoid it, players should watch out for the brief wind-up animation and side-step out of its path as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fireball&#039;&#039;&#039; is indicated by an overhead marker on the target player and is one of the few telegraphed attacks Rathalos uses. After rearing up for a few seconds, Rathalos will expel an unavoidable fireball at the marked player, inflicting moderate splash damage as well as a dispellable &#039;&#039;&#039;burns&#039;&#039;&#039; debuff. Players with the marker should move away from the party to avoid inflicting unnecessary damage to others.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Evasive Breath&#039;&#039;&#039; is indicated by Rathalos turning towards a target player and lowering its head and body. After a short delay, Rathalos will blast the area directly in front of him with fire during a backward leap, damaging, &#039;&#039;&#039;burning&#039;&#039;&#039; and knocking away anyone directly in front of him.  This particular attack is one of the most dangerous as the telegraph is very short.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rathalos will continuously target random players and use these abilities in no particular order until the third and final phase. Once Rathalos has been reduced to around 80% health, the add phase will begin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Adds===&lt;br /&gt;
Just like Normal mode, the party must once again contend with numerous wildlife (adds) that enter the arena and (initially) attack Rathalos. Unlike Rathalos, these adds are effected by enmity, meaning they can be aggro&#039;d by players or gathered by tanks. Just like before, Rathalos&#039; attacks will also damage these adds (and vice-versa).  Grabbing all stray adds and tanking them close to Rathalos so that they damage each other is a sound strategy. The Coeurl add is the most problematic as it will occasionally use a massive conal AoE that can cover a large portion of the arena, thus it is wise to focus on this add first whenever possible, or at least turn it away from the party.&lt;br /&gt;
&lt;br /&gt;
After being reduced to around 70% health, Rathalos will head towards the centre of the arena and inflict a roaring stun on the party. Simultaneously, a large &#039;&#039;&#039;Garula&#039;&#039;&#039; will enter the arena from the east side and charge into Rathalos after a short wind-up animation, knocking him down and damaging any players caught in the path. From here, the Garula will begin attacking the party and must be picked up by a tank as soon as possible. At the same time, Rathalos will become &#039;&#039;mountable&#039;&#039;, prompting a player to leap onto his back and repeatedly stab him via an &#039;&#039;active time event&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This chain of events serves as a DPS check. If the party fails to kill the Garula fast enough, or if a player mounts Rathalos and fails the active time event for any reason, Rathalos will escape the arena and wipe the raid with a massive flaming attack, &#039;&#039;&#039;King of the Skies&#039;&#039;&#039;. Due to being a light-party of 4 players rather than a full-party of 8 players (and the need for one DPS to mount Rathalos), it is unwise to try and kill the Garula without mounting Rathalos.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Bear in mind that the player who mounts Rathalos will take continuous damage-over-time and may require healing. If the player who has mounted Rathalos is reduced to 0 HP, they will be knocked off Rathalos, and the party will wipe to &#039;&#039;&#039;King of the Skies&#039;&#039;&#039;. Also, the Garula&#039;s auto-attacks are incredibly vicious, even against tanks, and it will frequently perform a frontal AoE cleave for massive damage to anyone caught in its path. This cleave can also hit the player who has mounted Rathalos and easily lead to a raid wipe. It is best to face the Garula away from the party as soon as possible. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assuming the Garula has been defeated in time and a party member has successfully mounted Rathalos without being KO&#039;d, Rathalos will leave the arena and prepare to unleash &#039;&#039;&#039;King of the Skies&#039;&#039;&#039;. After standing behind the Garula&#039;s corpse to avoid this attack, the final phase of the encounter will begin.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Flying===&lt;br /&gt;
After Rathalos has bathed the arena in flames, the background music will change, and the outer-arena will receive a flaming makeover. All players will now receive a debuff – &#039;&#039;&#039;Scalebound&#039;&#039;&#039; – which will reduce all healing received by players to 0 (except &#039;&#039;&#039;Mega Potions&#039;&#039;&#039;). As a result, each player should consider drinking a Mega Potion if their HP reaches medium or low levels. Party shielding, however, is unaffected by this debuff and can be very useful for mitigating &#039;&#039;&#039;burns&#039;&#039;&#039;, &#039;&#039;&#039;poison&#039;&#039;&#039;, or even some direct attacks from Rathalos himself.&lt;br /&gt;
&lt;br /&gt;
From here on, Rathalos will assault players from the air, and a &amp;quot;Down Counter&amp;quot; will be displayed in the form of a Duty Gauge. This gauge will gradually fill up any time a cooldown is used against Rathalos. Once filled, Rathalos will immediately be knocked out of the air and remain prone for some time, allowing players to attack (and eventually break) his tail, inflicting substantial damage to Rathalos himself. Conversely, Rathalos&#039; overall defence will be much higher while in the air, but not when downed; hence players must try to knock Rathalos down and perform as much damage as possible while he is vulnerable. If you wish to use a damaging Limit Break, consider doing so when Rathalos is knocked down. Using it while he is in the air will be dramatically less effective.&lt;br /&gt;
&lt;br /&gt;
Much like the previous phases, Rathalos will continuously attack random players with various abilities in no particular order and with limited visual indicators for as long as he is active.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Claw Swipe&#039;&#039;&#039; is another rush attack similar to &#039;&#039;&#039;Charging Bite&#039;&#039;&#039;. After turning towards a random player (regardless of distance) and elevating slightly, Rathalos will swoop at that player with his claws after a brief delay. Players slashed by Rathalos&#039; claws will be inflicted with a dispellable &#039;&#039;&#039;poison&#039;&#039;&#039;, a brief stun, moderate damage and a knockback. Just like &#039;&#039;&#039;Charging Bite&#039;&#039;&#039;, players can avoid this attack by quickly side-stepping out of his way before he charges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mangle&#039;&#039;&#039; and &#039;&#039;&#039;Sweeping Flames&#039;&#039;&#039; are frontal-cone AoE&#039;s, indicated by Rathalos rearing its head and displaying its flaming mouth for a brief moment. To avoid these, players can either move behind Rathalos, move to his flanks, or move out of range entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fireball&#039;&#039;&#039;, unlike phase 1, is now a sharable &#039;&#039;&#039;stack marker&#039;&#039;&#039;. After a brief delay, Rathalos will spit a fireball at the stack-marked player, leaving behind a persistent puddle of flame on the ground that will inflict &#039;&#039;&#039;burns&#039;&#039;&#039; on everyone sharing the damage and anyone who passes through puddles afterwards. This mechanic will repeat an additional two times for a total of three fireballs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Players must consider grouping together to share the damage and will very likely need to drink a Max Potion to heal up during this mechanic. However, if this ability targets a tank instead of a healer or damage-dealer, the tank may choose to mitigate all three fireballs by themselves using defensive cooldowns and a Max Potion. Despite healers being unable to heal other players during this final phase, they can still use &#039;&#039;&#039;Esuna&#039;&#039;&#039; to remove the resulting &#039;&#039;&#039;burns&#039;&#039;&#039;, or use shield spells to help mitigate incoming damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*At this point, Rathalos will continue to cycle through these abilities until he is defeated, the party wipes or the 60-minute duty timer expires.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Rathalos (High Rank)|Rathalos]]===&lt;br /&gt;
{{Drops list|Rathalos (High Rank)}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Thok_ast_Thok_(Extreme)&amp;diff=329653</id>
		<title>Thok ast Thok (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Thok_ast_Thok_(Extreme)&amp;diff=329653"/>
		<updated>2021-09-22T01:23:33Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Strategy */ Added video guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Thok ast Thok (Hard)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Thok ast Thok (Extreme)&lt;br /&gt;
| description = Willed back into existence by his zealous children, [[Ravana]], the Lord of the Hive, is risen again with ever greater savagery. Left unchecked, the [[Wrath of the Colony]] will surely seek out the [[Warring Triad]] on [[Azys Lla]] to feed upon the sleeping eikons&#039; strength. Heed [[Unukalhai]]&#039;s warning, and slay the entity before his insatiable appetite for power unleashes destruction of cataclysmic proportions...&lt;br /&gt;
| image = Thok_ast_Thok_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 175&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 15 Poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Thok Around the Clock&lt;br /&gt;
| patch = 3.0&lt;br /&gt;
| release = heavensward&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
[[Thok ast Thok (Extreme)]] is a level 60 [[trial]] that requires a Full Party of 8 players. In the trial, players face [[Ravana]], the [[primal]] worshiped by [[The Gnath]]. Thok ast Thok (Extreme) requires the players to have a minimum item level of 175.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
Thok ast Thok (Extreme) is unlocked through the level 60 [[sidequest]] {{questlink|feature|Thok Around the Clock}}. Players can received the quest by talking to [[Unukalhai]] in [[The Rising Stones]] (x5,y4). Prerequisite quests are {{questlink|main|Heavensward (Quest)}} and {{questlink|feature|Gods of Eld}}.&lt;br /&gt;
&lt;br /&gt;
*{{questlink|feature|The Diabolical Bismarck}} is no longer required to start this quest.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|NtUmWKuPKiw|400|right|Video Guide}}&lt;br /&gt;
&lt;br /&gt;
Ravana (Extreme) just like Ravana (Hard) is split into multiple phases and follows a set rotation for most if not all phases. Note Ravana can be 1 tanked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ravana will switch between 3 different stances through the fight, depending on the phase, he has a Dragonfly, Scorpion and Beetle. Each stance has their own set of abilities. Prior to starting the fight, Waymark the arena with A, B, C, A being North, B East, C South and remembering unmarked is D (West), this will be used for a later mechanic.&lt;br /&gt;
&lt;br /&gt;
===Dragonfly===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blinding Blade&#039;&#039;&#039; - High damage frontal cleave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Seeing X&#039;&#039;&#039; - Places a barrier on 3 sides of Ravana, if you hit the barrier, you get damaged, knocked back and slowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Atma-Linga&#039;&#039;&#039; - Raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tapasya&#039;&#039;&#039; = Frontal cone cleave that hits 3 times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Shell&#039;&#039;&#039; - Shields himself, must be broken before it wears off or you will wipe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bloody Fuller/Chandrahas&#039;&#039;&#039; - Ultimate ability, more on this later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blinding Blade&#039;&#039;&#039;&lt;br /&gt;
* Instant cast&lt;br /&gt;
* Frontal AoE cleave&lt;br /&gt;
* Extremely high damage&lt;br /&gt;
* Share between 2 tanks&lt;br /&gt;
* If 1 tanking, turn Ravana around to share with the raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Seeing X&#039;&#039;&#039;&lt;br /&gt;
* Ravana will cast one of the following: &amp;quot;The Seeing Right&amp;quot;, &amp;quot;The Seeing Left&amp;quot; or &amp;quot;The Seeing Wings&amp;quot;.&lt;br /&gt;
* Lasts 5 seconds.&lt;br /&gt;
* If The Seeing Right has been cast, move and attack from his left side.&lt;br /&gt;
* The Seeing Left, move and attack from his right side.&lt;br /&gt;
* The Seeing Wings, move and attack from his front.&lt;br /&gt;
* Tank should not move, rotate Ravana or attack during the barriers uptime (unless it&#039;s Seeing Wings since his front is safe).&lt;br /&gt;
* Remember that casters are safe, they do not need to move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tapasya&#039;&#039;&#039;&lt;br /&gt;
* Instant cast&lt;br /&gt;
* After first hit tank should move to the side or behind Ravana to avoid the next 2 hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scorpion===&lt;br /&gt;
This stance includes the main mechanics of the fight that require the entire raid to learn, know and execute perfectly or will be the phases that will wipe your group. Something to take note of is in this stance, the damage output of Ravana is increased, but his incoming damage is also increased. In this stance he not attack but only use a variety of Liberation casts, similar to Hard modes Slaughter. Each cast of Liberation is burn time, DPS should pop their cool downs during this stance. Each Liberation is a series of AoE mechanics and getting hit by any of these will result in a 3 minute Vulnerability Up debuff that stacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prelude to Liberation&#039;&#039;&#039;&lt;br /&gt;
# When the cast ends, will do a large point blank AoE.&lt;br /&gt;
# Linear line AoEs that will explode after a short time.&lt;br /&gt;
# Random circle AoEs that cause Burn on a player that steps in them.&lt;br /&gt;
# 5 players get purple circle around themselves that will explode and deal damage to anyone standing in them, no one should be standing in 2 purple circles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation&#039;&#039;&#039;&lt;br /&gt;
# When the cast ends, will AoE everywhere except directly behind him, all players should stack behind Ravana.&lt;br /&gt;
# He will then jump up, and land somewhere around the edge of the arena and doing a large point blank AoE.&lt;br /&gt;
# Clones himself 3 times either left or right to where he lands, also creating point blank AoE.&lt;br /&gt;
# Charges across the arena in the order he landed. (Similar to Ifrit).&lt;br /&gt;
When he jumps up, all players should stack in the center, wait to see where his 1st clone lands, and run to the other side the first Ravana (e.g. If Ravana lands North, his 1st clone lands North-West, players should run North-East) and run around the edge as he charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swift Liberation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
About 3/4 way through the cast, 4 players will be marked with a blue sword icon, they will be marked with 1, 2, 3 and 4 swords.&lt;br /&gt;
&lt;br /&gt;
# The marked players need to run to the waymarks, 1 sword icon to A, 2 sword icon to B, 3 sword icon to C and 4 sword icon to D.&lt;br /&gt;
# All other players should stack at D or C.&lt;br /&gt;
# Ravana will rush from where he his, to the player with the 1 sword icon, dealing damage to anyone in his path.&lt;br /&gt;
# He will continue to rush from this player to the next (who had 2 sword icon), and so on. He should be going from middle -&amp;gt; North -&amp;gt; East -&amp;gt; South -&amp;gt; West.&lt;br /&gt;
# An X AoE appears on the ground dealing damage and a nasty Burn debuff to anyone standing in it.&lt;br /&gt;
# 4 Purple circle AoEs same as in Prelude to Liberation.&lt;br /&gt;
&lt;br /&gt;
As Ravana rushes to the first player, all those that wasn&#039;t marked should stack to the center. The first player should also run to D and to the center, as they will be hit by the next rush to B. As Ravana appears again to rush to B, the player at B should run towards A and to the center, and so on for each marked player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To handle the purple circles, you should assign 2 players to A/B, B/C, C/D and D/A. These players should run to these safe segments so that several players with purple circles do not end up in the same segment. If 2 players that go to the same segment have the purple AoE, you are able to stand next to the fire AoE, this will avoid players from getting hit by 2 purple circles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Liberation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a couple of ways to handle this Liberation in regards to the Prey mechanic which I&#039;ll go through first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tactic 1 - PLD&#039;&#039;&lt;br /&gt;
# Marks 2 players with Prey, make sure the tank has 1 and the other player stands next to the PLD, stack at A.&lt;br /&gt;
# All other players should spread around B, C and D.&lt;br /&gt;
# Ravana will rush at both Prey targets.&lt;br /&gt;
# Both Prey targets should be fully healed, shielded and any cool down you can give them.&lt;br /&gt;
# PLD uses Cover on the other player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The idea here is to negate the damage of both rushes to both players at least for the first hit, if you negate the damage to 0, these players will not receive the physical up debuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tactic 2 - Actual tactic&#039;&#039;&lt;br /&gt;
# Marks 2 players with Prey, does not matter if the tank has one, one goes to A, the other to C.&lt;br /&gt;
# All other players should go to B or D.&lt;br /&gt;
# Ravana will rush at both Prey targets.&lt;br /&gt;
# 2 players run to A and C to take Prey while first 2 run to safe spots.&lt;br /&gt;
# 2 new Prey players run in between A+D and C+D.&lt;br /&gt;
# Safe spot now in the center.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As for the full Liberation.&lt;br /&gt;
# Marks 2 players with Prey.&lt;br /&gt;
# Rushes both players dealing Physical Up debuff to them and anyone in his path.&lt;br /&gt;
# Use one of 2 tactics above.&lt;br /&gt;
# 3 players get Purple circles, everyone else can go to the center - Rushes players with Prey dealing Phys Up at same time as purple circles explode.&lt;br /&gt;
# Room-wide AoE with safe spot in the center.&lt;br /&gt;
# Room-wide AoE with safe spot around the edge - knocks back if hit. &#039;&#039;Important&#039;&#039;: Ravana jumps back down for this, do not attack him, just run out as you have very little time to get out of this AoE.&lt;br /&gt;
&lt;br /&gt;
===Beetle===&lt;br /&gt;
This is Ravana&#039;s defensive stance, his outgoing damage is decreased, but also takes less damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillars of Heaven&#039;&#039;&#039; - Raid-wide AoE knock back with damage based on proximity to Ravana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laughing Rose&#039;&#039;&#039; - Marks a player with a white icon, meteor-style AoE, share damage with raid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prey/Surpanakha&#039;&#039;&#039; - Marks a random player with Prey, they must pass Prey to the tank. Ravana will focus on the player and hit them continuously with Surpanakha, a large frontal AoE cone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rose of Conviction&#039;&#039;&#039; - No cast, 4 players get tethered by orbs and follows them, explodes after a short while dealing damage and inflicting Vuln Up. Players should stack by the edge before the orbs spawn and run around as a group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rose of Hate&#039;&#039;&#039; - Linear AoE on the main tank, avoid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Dragonfly===&lt;br /&gt;
&lt;br /&gt;
This phases lasts until 87%, all next phases will have a set rotation that carry out as the Bloodlust meter fills up indicated his next stance change (phase change).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rotation: Blinding Blade -&amp;gt; The Seeing X -&amp;gt; Atma-Linga -&amp;gt; Tapasya -&amp;gt; Atma-Linga -&amp;gt; Blinding Blade -&amp;gt; The Seeing X -&amp;gt; Atma-Linga -&amp;gt; Repeat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phase 2 - Scorpion===&lt;br /&gt;
&lt;br /&gt;
If all party members are fully healed, healers should be DPSing during the Prelude to Liberation cast since there is no outgoing damage. DPS should save their cooldowns for the start of this phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rotation: Prelude to Liberation -&amp;gt; Liberation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phase 3 - Dragonfly + Ultimate===&lt;br /&gt;
&lt;br /&gt;
1/4 way through the rotation you will need to deal with both Ravana mechanics and Gana adds that add to Ravana&#039;s Ultimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rotation: Warlord Shell -&amp;gt; The Seeing X -&amp;gt; The Seeing X -&amp;gt; Gana Adds start -&amp;gt; Tapasya -&amp;gt; Atma-Linga -&amp;gt; Blinding Blade -&amp;gt; The Seeing X -&amp;gt; Atma-Linga -&amp;gt; Tapasya -&amp;gt; Atma-Linga -&amp;gt; Tapasya -&amp;gt; Blinding Blade -&amp;gt; The Seeing X -&amp;gt; Atma-Linga -&amp;gt; Atma-Linga -&amp;gt; Bloody Fuller/Chandrahas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s a long rotation, one which the tank will need to remember while the DPS are killing the adds. Shortly after Warlord Shell has broken and 2 of The Seeing X have been done, Ravana will shout &amp;quot;Take wing, ye souls of war!&amp;quot;. This starts the all familiar Primal DPS check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chandrahas and Gana Adds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The DPS need to kill Spirit Gana&#039;s and Moon Gana&#039;s that spawn. They should be killed in the order that they appear in. Below is a list they appear in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# 4x Spirit Gana&lt;br /&gt;
# 1x Moon Gana, 1x Spirit Gana&lt;br /&gt;
# 2x Spirit Gana&lt;br /&gt;
# 1x Moon Gana, 1x Spirit Gana&lt;br /&gt;
# 2x Spirit Gana&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Spirit Gana can be kill quickly, the Moon Gana takes more time to kill, all ranged should stay in the center for Blinding Blade, the melee should be wary of being cleaved if they choose to engage an add in front of the boss. These adds do not need to be tanked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a short while, each gana will cast Falling Laughter, they must be killed before they can finish this cast otherwise they disappear and place a sword in the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the rotation above, Ravana will cast Bloody Fuller which will Fetter everyone and lift them into the air, and swords on the ground, Ravana will use to deal damage and inflict Vulnerability Up for each sword, then use Chandrahas dealing high AoE damage. The goal here is to kill every add before they finish casting Falling Laughter, and have 0 swords. You can then shield the players and this should hit for less than 1k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phase 4 - Beetle===&lt;br /&gt;
&lt;br /&gt;
Transition into this phase, some of the fence around the edge will be broken, locate the safe spots and be wary of knock backs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rotation: Pillars of Heaven -&amp;gt; Laughing Rose -&amp;gt; Surpanakha x4 -&amp;gt; The Rose of Conviction -&amp;gt; The Rose of Hate -&amp;gt; Surpanakha (repeat until Phase push by filling up the Bloodlust meter)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All players should run next to a wall for Pillars of Heaven, then stack on Ravana for Laughing Rose. After this, a player will be marked by Prey for Surpanakha, this player needs to run over the tank to pass Prey on to them. Remember that Surpanakha is a large frontal AoE cone, Ravana will always focus and face the marked player. After 4 hits, Rose of the Conviction immediately starts so all players should make their way to the edge of the arena (except main tank) and run around the edge either clockwise or anti-clockwise (your raid should decide beforehand.) During this time, the tank will get a frontal AoE focused on them, and more Prey/Surpanakha on them, the tank needs to rotate the boss the same way the players are running the orbs, and stop when the orbs have exploded and the raid can get back to Ravana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phase 5 - Scorpion===&lt;br /&gt;
&lt;br /&gt;
This is the main part of the fight, if you get past here you should be killing Ravana, otherwise these mechanics will wipe you if 1 or 2 players mess up their positions. During this phase, you should also get Level 3 Limit Break which should be used during either the start of Swift Liberation cast, or the start of Final Liberation cast since Ravana takes more damage in this phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rotation: Swift Liberation -&amp;gt; Final Liberation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Refer to the Swift and Final Liberation descriptions at the top of the guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phase 6 - Dragonfly===&lt;br /&gt;
&lt;br /&gt;
There are adds for this Dragonfly, and there is a massive increase in outgoing AoE damage, Ravana will use Atma-Linga and Blinding Blade more frequently here, so the healers need to be focused here and make sure everyone is topped up at all times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rotation: Warlord Shell -&amp;gt; The Seeing X -&amp;gt; Atma-Linga -&amp;gt; The Seeing X -&amp;gt; Blinding Blade -&amp;gt; Atma-Linga -&amp;gt; Tapasya -&amp;gt; Atma-Linga -&amp;gt; Blinding Blade -&amp;gt; Atma-Linga -&amp;gt; Atma-Linga -&amp;gt; Tapasya -&amp;gt; Blinding Blade -&amp;gt; Atma-Linga -&amp;gt; Blinding Blade -&amp;gt; Atma-Linga -&amp;gt; Tapasya&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phase 7 - Beetle===&lt;br /&gt;
&lt;br /&gt;
Same as previous Beetle phase, this will last until the Bloodlust meter hits 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rotation: Pillars of Heaven -&amp;gt; Laughing Rose -&amp;gt; Surpanakha x4 -&amp;gt; The Rose of Conviction -&amp;gt; The Rose of Hate -&amp;gt; Surpanakha x8 -&amp;gt; Repeat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should be aiming to kill Ravana during this phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phase 8 - Scorpion===&lt;br /&gt;
&lt;br /&gt;
In this phase, Ravana will cast 1 random Liberation. You have until the end of this Liberation cast to kill Ravana as he will enrage after.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enrage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ravana will enrage after Phase 8 Liberation, he casts Bloody Fuller and hits the entire raid with 12 Laughing Moons (12 adds, 12 swords, 12 laughing moons) (inflicting Vuln Up for every hit) then Chandrahas.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
Each player will receive 1 totem per kill. Collect 10 totems to exchange for a weapon or 99 for a [[Rose Lanner Whistle]] at [[Bertana]] in [[Idyllshire]] (x5,y5).&lt;br /&gt;
&lt;br /&gt;
*{{Item reward|1|Hive Totem}}&lt;br /&gt;
*[[Ravana Card]] (Drops at a fixed rate.)&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Hive Shamshir}}&lt;br /&gt;
{{Drops table row|Hive Battleaxe}}&lt;br /&gt;
{{Drops table row|Hive Claymore}}&lt;br /&gt;
{{Drops table row|Hive Spear}}&lt;br /&gt;
{{Drops table row|Hive Claws}}&lt;br /&gt;
{{Drops table row|Hive Katana}}&lt;br /&gt;
{{Drops table row|Hive Kris}}&lt;br /&gt;
{{Drops table row|Hive Bow}}&lt;br /&gt;
{{Drops table row|Hive Musketoon}}&lt;br /&gt;
{{Drops table row|Hive Longpole}}&lt;br /&gt;
{{Drops table row|Hive Grimoire}}&lt;br /&gt;
{{Drops table row|Hive Rapier}}&lt;br /&gt;
{{Drops table row|Hive Cane}}&lt;br /&gt;
{{Drops table row|Hive Codex}}&lt;br /&gt;
{{Drops table row|Hive Planisphere}}&lt;br /&gt;
{{Drops table row|Hive Scutum}}&lt;br /&gt;
{{Drops table row|Hive Forewing}}&lt;br /&gt;
{{Drops table row|Rose Lanner Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of The Hand That Gives the Rose}}&lt;br /&gt;
{{Drops table row|Faded Copy of Unbending Steel}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
The Lord of the Mists has fallen, but Bismarck is not the only primal to have been willed back into existence by its zealous children─Ravana, the Lord of the Hive, is risen again with ever greater savagery. Left unchecked, the Wrath of the Colony will surely seek out the Warring Triad on Azys Lla to feed upon the sleeping eikons&#039; strength. Heed Unukalhai&#039;s warning, and slay the entity before its insatiable appetite for power unleashes destruction of cataclysmic proportions...&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|NtUmWKuPKiw|400|left|Thok ast Thok (Extreme)}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dun_Scaith&amp;diff=328027</id>
		<title>Dun Scaith</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dun_Scaith&amp;diff=328027"/>
		<updated>2021-09-13T02:36:16Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Video Guides */ Added part 2 video guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = Dun Scaith&lt;br /&gt;
| description = The ancient tome recovered by Captain Radlia of the Talons tells of a floating refuge─an island created by Mhachi sorcerers to provide safe haven from calamitous floodwaters. With the disaster that befell the Void Ark, however, the island&#039;s intended residents never arrived. Cait Sith is convinced that Diabolos has instead claimed this refuge as his own, transforming what was to be a bastion of hope into a voidsent nest of shadowy nightmare. And it is into this fiendish lair that you must delve. &amp;lt;br&amp;gt; The Lady Radlia stands ready to bear you across the skies. Assault the island, reclaim the Nullstone, and cast your demonic foes into oblivion!&lt;br /&gt;
| image = Dun_Scaith.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 235&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = alliance&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| roulette = alliance raid&lt;br /&gt;
| tomestones = 100 poetics&lt;br /&gt;
| req-quest = Where Shadows Reign&lt;br /&gt;
| patch = 3.5&lt;br /&gt;
| release = heavensward&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
==General Information==&lt;br /&gt;
[[Dun Scaith]] is the third and final 24-player raid of the [[Heavensward]] expansion. It requires players to have an average item level of 235 or higher.  The raid composition is 3 tanks, 6 healers and 15 DPS (1:2:5 ratio).&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
*Quest: {{questlink|feature|Where Shadows Reign}}&lt;br /&gt;
*Quest-giver Location: [[Stacia]] - [[The Sea of Clouds]] (X:6.2 Y:5.8)&lt;br /&gt;
*Prerequisite Quest: {{questlink|feature|Freedom for Our Skies}}&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Deathgaze Hollow]]===&lt;br /&gt;
* &#039;&#039;&#039;Void Doom&#039;&#039;&#039;: Red/Black AOE in center will pull you in, keep running away from it, as it will try to pull you in again a second time, then explode for massive damage.&lt;br /&gt;
* &#039;&#039;&#039;Doom&#039;&#039;&#039;: randomly cast on 2 people, must be cleansed by healers.&lt;br /&gt;
* &#039;&#039;&#039;Bolt of Darkness&#039;&#039;&#039;: Perpendicular AoE, deals damage and applies Bleeding to players affected.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Void Aero II&#039;&#039;&#039;: Random players will be marked with a green icon over head and will drop a tornado after the boss finishes the cast. Drop these away from others and towards edges of ship.&lt;br /&gt;
* &#039;&#039;&#039;Void Blizzard II&#039;&#039;&#039;: Big cone AoE with safe cone spots.&lt;br /&gt;
* &#039;&#039;&#039;Void Aero III&#039;&#039;&#039;: Green AoE in center will explode and push you away, dealing proximity-based damage. Either stay in the center to avoid the knockback (big damage), or run to the walls that block the boss area. Please note that after a certain point in the battle, the boss will fly to a section of the room and cast Bolt of Darkness.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Void Blizzard IV&#039;&#039;&#039;: Two AoEs will appear, dealing proximity-based damage and dropping ice crystals in the center of the area. After they fall, the boss will cast Void Aero IV.&lt;br /&gt;
* &#039;&#039;&#039;Void Aero IV&#039;&#039;&#039;: Boss will appear in one side of the arena and push players. Line with a crystal dropped from Void Blizzard IV to avoid falling off.&lt;br /&gt;
* As the battle progresses, gray squares will appear on the floor. Those will deal damage to anyone standing on them when the boss casts Void Death IV.&lt;br /&gt;
** &#039;&#039;&#039;Void Death IV&#039;&#039;&#039;: Instantly kills any player standing on a gray square.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Ferdiad Hollow]]===&lt;br /&gt;
* Throughout the fight, Ferdiad will mark 3 players with red markers and throw Abyssal Scythes on them. The scythes will stay on the ground, dealing damage to anyone close to them.&lt;br /&gt;
&lt;br /&gt;
* Also throughout the fight, Ferdiad will summon Atmos, and tether to one or two of them and cast Wormhole.&lt;br /&gt;
* &#039;&#039;&#039;Wormhole&#039;&#039;&#039;: Shoots a ball in a straight line into the tethered Atmos. The tethered ones disappear after the cast, transferring their balls to a same-colored Atmos.&lt;br /&gt;
** Yellow Atmos transfers ball to another yellow Atmos, and blue Atmos transfers ball to another blue Atmos; the ball color will not change.&lt;br /&gt;
** The yellow ball explodes in a room-wide donut-AoE (safe zone near it), and the blue ball explodes in a big AoE (no safe zone).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jester&#039;s Reap&#039;&#039;&#039;: Big cone AoE in front of the boss.&lt;br /&gt;
* &#039;&#039;&#039;Jongleur&#039;s X&#039;&#039;&#039;: Tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Blackblot&#039;&#039;&#039;: Marks a target. Others should stack on the targeted player to share damage.&lt;br /&gt;
* &#039;&#039;&#039;Blackfire&#039;&#039;&#039;: AoEs will cover the arena. Those become gradually bigger as the cast progresses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Debilitator&#039;&#039;&#039;: Reduces all players&#039; weakness to fire or water, and spawns various puddles on the floor. Stepping on a puddle changes its element (blue = water, red = fire). The boss will cast Flameflow after a while.&lt;br /&gt;
**Players should change puddles&#039; element to the one contrary to their weakness - if you have fire weakness, change puddles to blue (water).&lt;br /&gt;
* &#039;&#039;&#039;Flameflow&#039;&#039;&#039;: Deals damage to all players. Damage can be reduced by avoiding puddles of the same element of the group weakness.&lt;br /&gt;
&lt;br /&gt;
* At around 60% health, the boss will go to the middle of the room and become untargetable, spawning Atmos around him which mobs will shot from them.&lt;br /&gt;
** Anyone in front of the Atmos will take damage and a stack of vulnerability.&lt;br /&gt;
* From time to time, the boss will cover a half of the arena with a long-cast AoE. It will kill any players standing on that side when the cast finishes.&lt;br /&gt;
* The adds will either cast:&lt;br /&gt;
** &#039;&#039;&#039;Lucky Pierrot&#039;&#039;&#039;: Atmos will spawn around the edges of the room, and adds will dash to them, dealing damage to anyone on the way. The adds will reappear from the Atmos in the center, dealing damage to players nearby.&lt;br /&gt;
** &#039;&#039;&#039;Icafall&#039;&#039;&#039;: Small AoEs.&lt;br /&gt;
* After the adds are killed, the boss will deal damage to all players.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Scathach]]===&lt;br /&gt;
* When wings(?) get really big be in front or behind THEM, boss direction doesn&#039;t matter&lt;br /&gt;
* When she ports she will do large aoe a few seconds later&lt;br /&gt;
* When message about shadows on the ground pops up, stop all movement, otherwise little arms grab you and do a good amount of damage&lt;br /&gt;
* Occasionally she will turn toward party and do line aoe, sidestep it&lt;br /&gt;
* Move adds away and kill, if they get too close they tether and buff her&lt;br /&gt;
* Shadow Limb (giant hands) link to a player when spawned and will be pulled toward that player, killing the player if they reach the player. The tethered player can face the Shadow Limb to make it stand still. The Limbs must be DPSed, and can switch tethers to a different player.&lt;br /&gt;
* At 50%, Scathach will enter a cocoon and spawn adds, including a Chimera with the typical Chimera moveset.&lt;br /&gt;
* These adds must be killed, or she will wipe upon emerging from the cocoon.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Diabolos Hollow|Diabolos]]===&lt;br /&gt;
==== Phase 1: Diabolos ====&lt;br /&gt;
* &#039;&#039;&#039;Nightmare&#039;&#039;&#039; - Look away from Diabolos, inflicts sleep&lt;br /&gt;
* &#039;&#039;&#039;Ultimate Terror&#039;&#039;&#039; - Donut AoE - Stand close or very far away&lt;br /&gt;
* &#039;&#039;&#039;Ruinous Omen&#039;&#039;&#039; - Raidwide AoE&lt;br /&gt;
* &#039;&#039;&#039;Night Terror&#039;&#039;&#039; - Stack marker on random player, stack to share damage&lt;br /&gt;
&lt;br /&gt;
Kill &#039;&#039;Deathgates&#039;&#039; when they spawn to avoid adds&lt;br /&gt;
&lt;br /&gt;
==== Phase 2: Intermission / Lifegate ====&lt;br /&gt;
Kill &#039;&#039;Lifegate&#039;&#039; 4 times. Kill &#039;&#039;Deathgates&#039;&#039; when they spawn to avoid adds&lt;br /&gt;
&lt;br /&gt;
==== Phase 3: Diabolos Hollow ====&lt;br /&gt;
Diabolos starts with 100% crit and a large shield. Watch main tank&#039;s hp until shield breaks. &#039;&#039;Hollow Camisado&#039;&#039; will one-shot low geared tanks without cooldowns. Kill &#039;&#039;Deathgates&#039;&#039; and assign people to do &#039;&#039;Diabolic Gate&#039;&#039; (Usually Alliance A for Adds).&lt;br /&gt;
&lt;br /&gt;
* Diabolos Casts&lt;br /&gt;
** &#039;&#039;&#039;Hollow Camisado&#039;&#039;&#039; - Heavy Tankbuster, does around 25k damage&lt;br /&gt;
** &#039;&#039;&#039;Shadethrust&#039;&#039;&#039; - Line AoE in front of Diabolos, dodge to the sides or back&lt;br /&gt;
** &#039;&#039;&#039;Hollow Nightmare&#039;&#039;&#039; - Upgraded version of Nightmare. Look away from Diabolos, inflicts doom&lt;br /&gt;
** &#039;&#039;&#039;Hollow Terror&#039;&#039;&#039; - Upgraded version of Night Terror. Stand at melee range or far away&lt;br /&gt;
** &#039;&#039;&#039;Hollow Omen&#039;&#039;&#039; - Raidwide AoE&lt;br /&gt;
** &#039;&#039;&#039;Blindside&#039;&#039;&#039; - Stack marker on tank&lt;br /&gt;
** &#039;&#039;&#039;Earthshaker&#039;&#039;&#039; - Marks 3 players for line AoE damage, stand away from each other. Does around 14k damage.&lt;br /&gt;
&lt;br /&gt;
*Other Mechanics&lt;br /&gt;
** &#039;&#039;&#039;Nox&#039;&#039;&#039; - Chases 2 players with big AoEs. Run away from the party&lt;br /&gt;
** &#039;&#039;&#039;Hollow Night&#039;&#039;&#039; - Stack marker &amp;amp; Gaze, look away from the player&lt;br /&gt;
** &#039;&#039;&#039;Particle Beam&#039;&#039;&#039; - Stand in the towers to soak damage. Middle tower requires more players to soak.&lt;br /&gt;
** &#039;&#039;&#039;Diabolic Gate&#039;&#039;&#039; - Go in and kill the add. Wipes the party if you fail.&lt;br /&gt;
** &#039;&#039;&#039;Critical Gravity&#039;&#039;&#039; - Soak red orbs at the edges to avoid splashing the party, does 8000 damage.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Deathgaze Hollow]]===&lt;br /&gt;
*{{Item reward|10|Allagan Tomestone of Poetics}}&lt;br /&gt;
{{Drops list|Deathgaze Hollow}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Ferdiad Hollow]]===&lt;br /&gt;
*{{Item reward|20|Allagan Tomestone of Poetics}}&lt;br /&gt;
{{Drops list|Ferdiad Hollow}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Scathach]]===&lt;br /&gt;
*{{Item reward|30|Allagan Tomestone of Poetics}}&lt;br /&gt;
{{Drops list|Scathach}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] [[Diabolos Hollow|Diabolos]]===&lt;br /&gt;
*{{Item reward|40|Allagan Tomestone of Poetics}}&lt;br /&gt;
*{{Item reward||Mhachi Matter}}&lt;br /&gt;
*[[Diabolos Hollow Card]] (Drops at a fixed rate)&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Void Matter}}&lt;br /&gt;
{{Drops table row|Wind-up Scathach}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops list|Diabolos Hollow}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
When originally released, players could receive only one reward item per week for completing duties in Dun Scaith. Weekly limits were lifted in [[patch 3.57]].&lt;br /&gt;
&lt;br /&gt;
Each party in the alliance will receive its own treasure chest, the contents of which will be identical regardless of the route taken.&lt;br /&gt;
* Players cannot open a treasure chest belonging to another party.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Gear Images===&lt;br /&gt;
[[File:dun scaith gear1.jpg|400px]]&lt;br /&gt;
===Dungeon Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:dun scaith1.jpg&lt;br /&gt;
File:dun scaith2.jpg&lt;br /&gt;
File:dun scaith3.jpg&lt;br /&gt;
File:dun scaith4.jpg&lt;br /&gt;
File:dun scaith5.jpg&lt;br /&gt;
File:dun scaith6.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
The ancient tome recovered by Captain Radlia of the Talons tells of a floating refuge─an island created by Mhachi sorcerers to provide safe haven from calamitous floodwaters. With the disaster that befell the Void Ark, however, the island&#039;s intended residents never arrived. Cait Sith is convinced that Diabolos has instead claimed this refuge as his own, transforming what was to be a bastion of hope into a voidsent nest of shadowy nightmare.&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|uNrzJdfTNLs|400|left}}&lt;br /&gt;
{{#ev:youtube|D9eM5fT3slg|400|left}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Striking_Tree_(Extreme)&amp;diff=308849</id>
		<title>The Striking Tree (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Striking_Tree_(Extreme)&amp;diff=308849"/>
		<updated>2021-07-21T16:16:00Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Strategy */ Added video guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Striking Tree (Hard)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Striking Tree (Extreme)&lt;br /&gt;
| image = The striking tree extreme banner1.png&lt;br /&gt;
| description = Satisfied that the Warriors of Light have passed his trial, the primal [[Ramuh]] departs [[Eorzea]] for the aetherial sea. His sylphic thralls, however, unconvinced that their territory is truly safe, have focused their deep-rooted fear and spite into summoning their god anew. Can you rise to the challenge and prove your might once again? Crackling with the vengeful energies of his children&#039;s prayers, the Lord of Levin&#039;s judgment promises to be harsh indeed...&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 85&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = mentor&lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| req-quest = Judgment Bolts and Lightning&lt;br /&gt;
| patch = 2.3&lt;br /&gt;
}}&lt;br /&gt;
==General Information==&lt;br /&gt;
[[The Striking Tree (Extreme)]] is a level 50 [[trials|trial]] that requires a [[Party|Full Party]] of 8 players. In the trial, players face the fearsome Lord of Levin, [[Ramuh]].&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
*Quest: {{questlink|feature|Judgement Bolts and Lightning}}&lt;br /&gt;
*Location: [[Scarlet]] in [[New Gridania]] (x9,y11)&lt;br /&gt;
*Prerequisites: {{questlink|main|Brave New Companions}}, Trials: [[Thornmarch (Extreme)]] and [[The Whorleater (Extreme)]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|xeqWLN07m2M|400|right|Video Guide}}&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&#039;&#039;&#039;Chaotic Strike&#039;&#039;&#039; - Fears 2 players that are not top [[enmity]] after a short cast time. They will walk slowly toward Ramuh then get killed by the melee AoE Thunderspark by Ramuh if Chaos/Seduced is not broken by Thunderstorm. Player with the Thunderstorm needs to move to the feared players. This is a team coordination mechanic, think T8 ballistic missile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grey Arbiter&#039;&#039;&#039; - Adds that spawn at 65%, just kill them all so the party does not wipe to Judgement Bolt. Because they fire lightning beams at random targets, these adds do not need to be tanked. They also have an ability that fires at Ramuh and lowers the time left until Judgement bolt, so kill them sequentially. Melee should begin from behind the boss and ranged from in front of the boss, and move clockwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039; - Negligible damage if all Grey Arbiter adds were killed, otherwise dealing 30k damage and instantly kills the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orbs&#039;&#039;&#039; - Eat 3 to give a shield for a minute that prevents you from dying to Shock Strike, otherwise it does around 17k damage and goes through Hallowed. Building shield also removes tether. The more orbs are out, the more damage Thunderstorm deals. Managing shield duration is the tank swap mechanic. Eating more than 3 will give an &#039;overcharged&#039; shield that reduces healing per stack but still blocks Shock Strike. It caps at 3 stacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolling Thunder&#039;&#039;&#039; - After the add phase, two random people can get chained by a lightning. These two players need to stop all actions and one, and only one, of the chained players need to quickly gather 3 orbs to break the chain. If the off-tank gets the chain, he picks up the orbs and provokes Ramuh afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shock Strike&#039;&#039;&#039; - AoE attack on tanks. Tanks need to gather three to get a debuff (Surge Protection) that makes them able to survive Shock Strike. The current off-tank picks up 3 orbs from every second Thunderstorm and Provokes Ramuh. Tanks keep swapping like this until the end. Tanks can get more than three stacks of orbs but any extra after third reduces healing received (Static Condensation).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; - Happens all throughout the fight. AoE circles at random spots and three following random players. Some of them leave orbs behind that empower Ramuh but can be picked up. The orbs and Thunderstorm circles leave a stacking debuff (Electroconductivity) on anyone hit, which will be the main mechanic of the fight. The water in the arena will also electrify after Thunderstorm, dealing more damage if stood in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thunderspark&#039;&#039;&#039; - melee AoE, moderate damage, but kills Chaotic Strike targets.&lt;br /&gt;
&lt;br /&gt;
===Phases===&lt;br /&gt;
====Phase 1: 100% - 64%====&lt;br /&gt;
Thunderstorm and Chaos Strike&lt;br /&gt;
&lt;br /&gt;
At 64%, adds spawn. Ramuh will need to be rotated to face away from the group as adds are killed. Thunderstorm and Chaos Strike persist.&lt;br /&gt;
&lt;br /&gt;
====Phase 2: 64% - 0%====&lt;br /&gt;
Introduces tether mechanic. Thunderstorm frequency increases. At 29%, untargetable adds spawn that just deal a little extra damage.&lt;br /&gt;
&lt;br /&gt;
==Solo strategy (level 70+)==&lt;br /&gt;
With a high player level (70 to 80) and high-end gear, The Striking Tree (Extreme) can be finished solo or with a small party. To do so, enter the trial unsynced by selecting &amp;quot;Undersized Party&amp;quot; in the duty finder options.&lt;br /&gt;
&lt;br /&gt;
With sufficient defenses, healing and damage, the fight&#039;s mechanics can be largely ignored, and all damage focused on Ramuh. It is still advised to kill the Grey Arbiter adds as they spawn.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Ramuh Card]] (Drops at a fixed rate.)&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Thunderstrike}}&lt;br /&gt;
{{Drops table row|Thunderstorm}}&lt;br /&gt;
{{Drops table row|Thunderclap}}&lt;br /&gt;
{{Drops table row|Thunderbolt}}&lt;br /&gt;
{{Drops table row|Thundercrack}}&lt;br /&gt;
{{Drops table row|Thunderstroke}}&lt;br /&gt;
{{Drops table row|Thundersparks}}&lt;br /&gt;
{{Drops table row|Thunderdart}}&lt;br /&gt;
{{Drops table row|Thundershower}}&lt;br /&gt;
{{Drops table row|Adjudicator&#039;s Staff}}&lt;br /&gt;
{{Drops table row|Ona Ramuhda}}&lt;br /&gt;
{{Drops table row|Thunderstone}}&lt;br /&gt;
{{Drops table row|Adjudicator&#039;s Gavel}}&lt;br /&gt;
{{Drops table row|The Law of Levin}}&lt;br /&gt;
{{Drops table row|Thunderdome}}&lt;br /&gt;
{{Drops table row|Thunderhead}}&lt;br /&gt;
{{Drops table row|Judgment Ring of Fending}}&lt;br /&gt;
{{Drops table row|Judgment Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Judgment Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Judgment Ring of Casting}}&lt;br /&gt;
{{Drops table row|Judgment Ring of Healing}}&lt;br /&gt;
{{Drops table row|Levin Orb}}&lt;br /&gt;
{{Drops table row|Large Levin Orb}}&lt;br /&gt;
{{Drops table row|Markab Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Thunder Rolls}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
ramuh1.jpg&lt;br /&gt;
ramuh2.jpg&lt;br /&gt;
ramuh3.jpg&lt;br /&gt;
ramuh4.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|xeqWLN07m2M|350|left|Ramuh Extreme Guide}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Striking_Tree_(Hard)&amp;diff=308847</id>
		<title>The Striking Tree (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Striking_Tree_(Hard)&amp;diff=308847"/>
		<updated>2021-07-21T16:15:32Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Strategy */ Added video guide link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Striking Tree (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Striking Tree (Hard)&lt;br /&gt;
| image = The_Striking_Tree_(Hard).png&lt;br /&gt;
| description = [[Ramuh]], arbiter of the forest and guardian to the sylphs of the Twelveswood, has been summoned to Eorzea, that he may protect the domain of his children. Once placed upon his scales, what judgment will fall upon the Warriors of Light at the hands of the Lord of Levin?&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 65&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = trials&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| req-quest = Levin an Impression&lt;br /&gt;
| patch = 2.3&lt;br /&gt;
}}&lt;br /&gt;
==General Information==&lt;br /&gt;
[[The Striking Tree (Hard)]] is a level 50 [[trials|trial]] that requires a [[Party|Full Party]] of 8 players. In the trial, players face the fearsome Lord of Levin, [[Ramuh]].&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
*Quest: {{questlink|main|Levin an Impression}}&lt;br /&gt;
*Location: [[Papalymo]] in [[South Shroud]] (x23,y14)&lt;br /&gt;
*Prerequisites: {{questlink|main|Lord of Levin}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|mZ5zxBcL54s|400|right|Video Guide}}&lt;br /&gt;
{{Trim|{{#lsth:The_Striking_Tree_(Extreme)|Strategy}})}}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Ramuh Card]] (Drops at a fixed rate.)&lt;br /&gt;
*{{Item reward||Levin Orb}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
ramuh1.jpg&lt;br /&gt;
ramuh2.jpg&lt;br /&gt;
ramuh3.jpg&lt;br /&gt;
ramuh4.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
{{#ev:youtube|watch?v=z_1eHZR58Dc|400|left|The Striking Tree (Hard) Guide}}&lt;br /&gt;
{{#ev:youtube|TrQPb0WNI8Q|350|left|Striking Tree (Hard) Video Guide}}&lt;br /&gt;
{{#ev:youtube|mZ5zxBcL54s|350|left|Ramuh Hard Guide}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dancing_Plague_(Extreme)&amp;diff=306790</id>
		<title>The Dancing Plague (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dancing_Plague_(Extreme)&amp;diff=306790"/>
		<updated>2021-07-16T04:11:40Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Overview */ Added video guide link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Dancing Plague}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Since the great sundering of the Source, life on the resulting shards was free to grow and evolve independent of outside influence. And yet, perhaps as an indication of a greater plan or a higher purpose, a series of coincidences occurred over the long years and centuries and millennia, resulting in the birth of certain individuals with no particular relation who are nevertheless eerily similar in every respect. &lt;br /&gt;
&lt;br /&gt;
Indeed, the minstreling wanderer has as powerful and vivid an imagination as any soul of the Source, and after listening attentively to your tale of [[Titania]], he has composed a ballad that would move a man with a heart of stone to weep bitterly, and a Warrior of Darkness to walk in her/his memories of a terrible trial, albeit one somewhat enhanced and embellished. As is a minstrel&#039;s wont.&lt;br /&gt;
| image = y&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| tomestones = 15 allegory + 8 revelation&lt;br /&gt;
| entrance = The Crystarium&lt;br /&gt;
| entrance-coordinates = 7.5,12.5&lt;br /&gt;
| req-quest = Minstrel from Another Mother&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Welcome to our guide for The Dancing Plague (Extreme), otherwise known as Titania EX, which is one of various trials unlocked by talking with the Minstrelling Wanderer at level 80. The battle itself consists of 4 phases, each incorporating various different mechanics and overlapped combos. Should your team fail to kill Titania within a set amount of time, Titania will eventually wipe the raid via an unavoidable **Bright Sabbath**.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uED77BQwI5c|400|right|Video guide by MTQcapture}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Lightwarden: Titania===&lt;br /&gt;
&lt;br /&gt;
===Phases &amp;amp; Abilities===&lt;br /&gt;
&lt;br /&gt;
Like many trials, Titania EX will first introduce various mechanics that will overlap with others later during the battle. Below is a list of their common abilities, followed by a list of how they happen per phase (in order).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039; - an unavoidable AoE (used at the very beginning of every pull) which will require group-wide healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phantom Rune&#039;&#039;&#039; - Titania will ask: &amp;quot;Can you guess which one?&amp;quot;, indicating one of two possible mechanics that will spawn at Titania&#039;s hitbox. One possible mechanic is a large circular AoE (which players must run away from), while the other is a donut AoE (requiring players to stand within their hitbox). On hearing (or seeing) the above quote, players should pay attention to Titania&#039;s casting animation. If they spreads their wings, this indicates the circle-AoE, prompting players to run away as soon as possible. However, if their staff begins spinning around them in a circle motion, players should move close to Titania and be ready to stand within the donut-AoE safe-spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &#039;&#039;During Phase 1, Titania will cast Phantom Rune in a particular order (circle, then donut), whereas later phases will involve Titania using them randomly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Divination Rune&#039;&#039;&#039; - a vicious conal tank-buster that will be aimed at their primary target and blast across the arena. Tanks should make an effort to turn Titania away from the group while this is being cast. If this isn&#039;t possible for any reason, non-tanks should always avoid being directly in front of them whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain of Brambles&#039;&#039;&#039; - tethers tanks and healers to random damage-dealers, forcing them to snap the tether by stretching it as far as possible (similar to the tether encountered in &#039;&#039;&#039;The Vault&#039;&#039;&#039; dungeon). This mechanic will be used numerous times throughout the encounter, usually during (or before) specific combos. As a result, the group should pre-plan positions for individual players to run to (such as tanks and healers going North whilst damage-dealers run South).&lt;br /&gt;
&lt;br /&gt;
These mechanics (and various others) will overlap at different intervals throughout the encounter.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
Titania will begin the encounter by casting &#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039; (unavoidable AoE damage) followed by &#039;&#039;&#039;Phantom Rune&#039;&#039;&#039;, forcing players to move out of a circle AoE. The second &#039;&#039;&#039;Phantom Rune&#039;&#039;&#039; (later in Phase 1) will involve the donut AoE. All &#039;&#039;&#039;Phantom Runes&#039;&#039;&#039; used after the first phase will then be entirely random.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mist Rune&#039;&#039;&#039; will be cast shortly after the above mechanics, forming 8 puddles around the arena (cardinally and diagonally). Due to being an 8-man encounter, it is wise to pre-plan positions for each party member before the battle so that everyone is assigned a specific puddle, preferably with a tank &amp;amp; healer on opposite sides. Players must move to their assigned puddle and stand within it until the animation has complete, as failure to do so will spawn a &#039;&#039;&#039;Spirit of Dew&#039;&#039;&#039; (add) and leave one less puddle for the next mechanic, &#039;&#039;&#039;Flame Rune&#039;&#039;&#039;. Assuming a player has stood within a puddle as the animation has completed, the puddle will remain in the battlefield, providing anyone who stands within it &#039;&#039;&#039;Fire Resistance Up&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flame Rune&#039;&#039;&#039; is cast immediately after &#039;&#039;&#039;Mist Rune&#039;&#039;&#039;, summoning an unattackable &#039;&#039;&#039;Spirit of Flame&#039;&#039;&#039; which will target each Healer with a stack-marker. All players hit by the resulting mechanic will suffer &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and should split evenly between both marks, as double-stacking two markers will result in typically fatal damage thanks to debuff. It is wise to split the group into 2x4 players and stand within the West &amp;amp; East puddles.&lt;br /&gt;
&lt;br /&gt;
After dealing with &#039;&#039;&#039;Flame Rune&#039;&#039;&#039;, Titania will unleash a &#039;&#039;&#039;Divination Rune&#039;&#039;&#039; on the main-tank, followed closely by &#039;&#039;&#039;Chain of Brambles&#039;&#039;&#039;. Assuming the party successfully deals with them, the battle will transition to phase 2 via &#039;&#039;&#039;Midsummer Night&#039;s Dream&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
After teleporting the group to a pleasant forest-themed arena, a new wave of mechanical introductions begins.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder Rune&#039;&#039;&#039; will create a tether between Titania and a non-tank player, selecting them as the target for repeated AoE blasts which will inflict &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039; with each hit. Due to repeated resistance-down, taking more than one blast is typically fatal. The group must decide between passing to tether to a new player with each blast (until each individual player has taken a hit), or assigning a tank with an &#039;&#039;invulnerability cooldown&#039;&#039; (such as &#039;&#039;&#039;Hallowed Ground&#039;&#039;&#039;, &#039;&#039;&#039;Superbolide&#039;&#039;&#039;, or &#039;&#039;&#039;Holmgang&#039;&#039;&#039;) to absorb 2-3 blasts before swapping it to others players (or another immunity-tank). Due to the slight AoE component, swapping the tether should be done as quick as possible so that the last victim has time to run far enough away before they take a second hit. As a result, the tethered player should move away from the group and stand still, allowing the next player to run to the tether and pick it up as soon as the tethered player has been blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fae Light&#039;&#039;&#039; is a triple-cast conal tank buster in quick succession. As a result, tanks may opt to keep their &#039;&#039;invulnerability cooldowns&#039;&#039; to absorb &#039;&#039;&#039;Fae Light&#039;&#039;&#039; instead of &#039;&#039;&#039;Thunder Rune&#039;&#039;&#039;. Alternatively, tanks can swap in between casts to share the overall damage. Unlike &#039;&#039;&#039;Divination Rune&#039;&#039;&#039;, &#039;&#039;&#039;Fae Light&#039;&#039;&#039; is a much smaller cone that will not travel across the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Growth Rune&#039;&#039;&#039; will mark two (usually random) corners of the arena with a multi-directional star-AoE telegraph. After a brief delay, rapidly growing brambles will sprout from the target location and grow in cardinal and diagonal directions, binding any victims caught in their path for their duration and inflicting a nasty damage-over-time. Due to the pattern, &#039;&#039;&#039;Growth Rune&#039;&#039;&#039; will always leave small triangular safe-spots around the arena that players must stand in to avoid being bound or afflicted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain of Brambles&#039;&#039;&#039; will also be cast at the same time as &#039;&#039;&#039;Growth Rune&#039;&#039;&#039;, forcing players to stretch their tether and break it before the arena is covered in brambles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Divination Rune&#039;&#039;&#039; is cast after the above mechanical combo. While no different to previous casts, it will be used after players have attempted to break their tethers and move to the small safe-spots generated by &#039;&#039;&#039;Growth Rune&#039;&#039;&#039;. As a result, the tank must be wary if they are attempting to reposition Titania, as the following &#039;&#039;&#039;Divination Rune&#039;&#039;&#039; will potentially cleave the entire group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frost Rune&#039;&#039;&#039;, much like the &#039;&#039;&#039;Shiva&#039;&#039;&#039; trial, will spawn large, white, outlined circles around the entire arena (starting with a circle in the arena centre). Afterwards, circles will spawn in a clockwise or counter-clockwise motion around the arena-edges and later explode in the order they have spawned in. By standing in the circles that spawned late (or last), players can then move towards the centre once the earlier circles have exploded. All players who fail to avoid this mechanic will be smashed by moderate frost-damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Uplift&#039;&#039;&#039; will drop circular AoE markers on all participants, forcing them to spread around the arena to avoid blasting fellow team-mates with the resulting AoE damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phantom Rune&#039;&#039;&#039; is the last mechanic of the phase. As mentioned before, this mechanic will create either a circular AoE at Titania that players must retreat from or a donut AoE that players must run into.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
Having survived the random &#039;&#039;&#039;Phantom Rune&#039;&#039;&#039;, Titania will become invulnerable and summon three tree-like mini-bosses (&#039;&#039;&#039;Mustardseed&#039;&#039;&#039;, &#039;&#039;&#039;Puck&#039;&#039;&#039; and &#039;&#039;&#039;Peaseblossom&#039;&#039;&#039;), each with their own individual mechanics. Both &#039;&#039;&#039;Puck&#039;&#039;&#039; and &#039;&#039;&#039;Peaseblossom&#039;&#039;&#039; need to be grabbed by an individual tank as soon as they spawn, and all three will be re-summoned into larger and far more powerful versions after they have initially been slain. Throughout the entire add phase, Titania will be charging their power (as indicated by a duty-bar). Should their power reach 100 at any point, the entire raid will be wiped by &#039;&#039;&#039;Being Mortal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puck&#039;&#039;&#039; is capable of &#039;&#039;&#039;Gentle Breeze&#039;&#039;&#039; (line-AoE attack), &#039;&#039;&#039;Pummel&#039;&#039;&#039; (physical tank-buster that applies &#039;&#039;&#039;Blust Resistance Down&#039;&#039;&#039;), &#039;&#039;&#039;Puck&#039;s Breath&#039;&#039;&#039; (a stack marker focused on a random non-tank member of the group), &#039;&#039;&#039;Puck&#039;s Caprice&#039;&#039;&#039; (raid-wide AoE), and &#039;&#039;&#039;Puck&#039;s Rebuke&#039;&#039;&#039; (a mechanic that will eventually divide the arena into two safe-spots while a large AoE in the arena centre knock players backward. Players must stand as close to the circle as possible, but not within it, as this will result in instant death as soon as it is cast).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Peaseblossom&#039;&#039;&#039; is capable of &#039;&#039;&#039;Peasebomb&#039;&#039;&#039; (AoE markers over four non-tank members of the group that require spreading out) and &#039;&#039;&#039;Hard Swing&#039;&#039;&#039; (a physical tank-buster).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mustardseed&#039;&#039;&#039; is capable of &#039;&#039;&#039;Leafstorm&#039;&#039;&#039; (a conal AoE targetted at random players which contains lined safe-spots within) and &#039;&#039;&#039;Whispering Wind&#039;&#039;&#039; (an enrage mechanic capable of wiping the raid).&lt;br /&gt;
&lt;br /&gt;
Tanks should pick up &#039;&#039;&#039;Puck&#039;&#039;&#039; and &#039;&#039;&#039;Peaseblossom&#039;&#039;&#039; as soon as possible while the Healers and Damage-Dealers slay &#039;&#039;&#039;Mustardseed&#039;&#039;&#039; with all haste, as failure to do so will cause a raid-wipe via &#039;&#039;&#039;Whispering Wind&#039;&#039;&#039;. If successful, Titania will re-summon all three adds in giant form at three sides of the arena (and should be tanked + killed in the exact same order as before). &lt;br /&gt;
&lt;br /&gt;
This time, however, mini-boss mechanics will become larger, more damaging, and more chaotic.&lt;br /&gt;
&lt;br /&gt;
The most noteworthy aspect of this phase is &#039;&#039;&#039;Puck&#039;s Rebuke&#039;&#039;&#039;, as this will spawn a circular telegraph in the centre of the arena that will knock players towards (or even over) the edge of the arena, and even kill players outright if they stand within the circular telegraph. Additionally, vines will spawn in two opposite corners of the arena and blast line-AoEs across the arena edges. On top of that, players will also have to deal with &#039;&#039;&#039;Chain of Brambles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Due to the knockback component of &#039;&#039;&#039;Puck&#039;s Rebuke&#039;&#039;&#039; and the risk of falling out of the arena, players must quickly position themselves so that they are knocked away from their tethered partner to break the tether (without being knocked into the vine AoEs), preferably in a similar fashion to how they do it normally (DPS south, Healers &amp;amp; Tanks north). Trying to break the tethers manually will often result in players too far from the circle-telegraph being punted out of the arena and plummeting to their immediate death, or being annihilated by the corner-spawned vines.&lt;br /&gt;
&lt;br /&gt;
Assuming the team successfully slay all three re-summoned adds before Titania reaches 100 power, the final phase begins after raid-wide damage relative to Titania&#039;s power-bar.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
The final phase involves various mechanical combos that players will now be very familiar with. Bear in mind that players must still kill Titania before they enrage, as this will result in a final &#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039; that will destroy the entire group and reset the battle.&lt;br /&gt;
&lt;br /&gt;
Mechanics and combos (in oder) include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mist Rune &amp;amp; Phantom Rune&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flame Rune &amp;amp; Growth Rune&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Phantom Rune&#039;&#039;&#039; (Random).&lt;br /&gt;
*&#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Fae Light&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Frost Rune&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Uplift&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Rune&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Growth Rune &amp;amp; Chain of Brambles&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Rune&#039;&#039;&#039; (Random).&lt;br /&gt;
*&#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Divination Rune&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Bright Sabbath&#039;&#039;&#039; (Enrage).&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Titania Card]] (Drops at a fixed rate.)&lt;br /&gt;
*{{Item reward|1|King Totem}}&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|The King&#039;s Sword}}&lt;br /&gt;
{{Drops table row|The King&#039;s Axe}}&lt;br /&gt;
{{Drops table row|The King&#039;s Guillotine}}&lt;br /&gt;
{{Drops table row|The King&#039;s Manatrigger}}&lt;br /&gt;
{{Drops table row|The King&#039;s Spear}}&lt;br /&gt;
{{Drops table row|The King&#039;s Claws}}&lt;br /&gt;
{{Drops table row|The King&#039;s Katana}}&lt;br /&gt;
{{Drops table row|The King&#039;s Cleavers}}&lt;br /&gt;
{{Drops table row|The King&#039;s Longbow}}&lt;br /&gt;
{{Drops table row|The King&#039;s Handgonne}}&lt;br /&gt;
{{Drops table row|The King&#039;s Tathlums}}&lt;br /&gt;
{{Drops table row|The King&#039;s Rod}}&lt;br /&gt;
{{Drops table row|The King&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|The King&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|The King&#039;s Cane}}&lt;br /&gt;
{{Drops table row|The King&#039;s Codex}}&lt;br /&gt;
{{Drops table row|The King&#039;s Star Globe}}&lt;br /&gt;
{{Drops table row|The King&#039;s Shield}}&lt;br /&gt;
{{Drops table row|Dancing Wing}}&lt;br /&gt;
{{Drops table row|Fae Gwiber Trumpet}}&lt;br /&gt;
{{Drops table row|Faded Copy of What Angel Wakes Me}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Matoya%27s_Relict&amp;diff=292709</id>
		<title>Matoya&#039;s Relict</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Matoya%27s_Relict&amp;diff=292709"/>
		<updated>2021-06-11T19:42:14Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Bosses */ Added alternate video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The Makers&#039; Quarter was once home to some of the finest crafters Eorzea had ever seen, but it has lain in forgotten ruin since the Sharlayan exodus. It is there, hidden amidst overgrown foliage, that the entrance to the former workshop of the Archon Matoya can be found. Seeking to create a familiar that creates familiars, you throw open the doors and step into the &amp;quot;moldy old hole&amp;quot;─the first souls to do so in decades...&lt;br /&gt;
| image = Matoya&#039;s Relict.png&lt;br /&gt;
| type = dungeon&lt;br /&gt;
| level = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| size = light&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| roulette = Expert&lt;br /&gt;
| tomestones = &lt;br /&gt;
| entrance = The Dravanian Hinterlands&lt;br /&gt;
| entrance-coordinates = 30.2, 18.2&lt;br /&gt;
| req-quest = Like Master&amp;amp;#44; Like Pupil&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
Unlocked as part of the level 80 quest {{questlink|type=main|name=Like Master&amp;amp;#44; Like Pupil}}. Speak to [[Y&#039;shtola]] at the [[Maelstrom Command]] (x:9.0, y:13.5) in [[Limsa Lominsa Upper Decks]] to start the quest. Players must first complete the main scenario quest {{questlink|type=main|name=Forget Us Not}}.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
# Arrive at the Claydot Cauldron: 0/1&lt;br /&gt;
# Clear the Claydot Cauldron: 0/1&lt;br /&gt;
# Arrive at the Clearnote Cauldron: 0/1&lt;br /&gt;
# Clear the Clearnote Cauldron: 0/1&lt;br /&gt;
# Arrive at the Kilnfire Cauldron: 0/1&lt;br /&gt;
# Defeat the mother porxie: 0/1&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
{{#ev:youtube|czc979B71d8|400|right|MTQcapture Guide}}&lt;br /&gt;
{{#ev:youtube|6K_P6VSfkTs|400|right|Video Guide}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Mudman]]===&lt;br /&gt;
&lt;br /&gt;
The key mechanic of this fight is the balls of mud you need to aim into the corners of the room.  Make sure that when you&#039;re tethered to a ball, line yourself up so that the ball shoots through you and into a hole in one of the corners of the room.  Keep your eye out for little mud men inside the holes, if you see one, make sure you aim away from THAT hole, as it won&#039;t get rid of your ball and you&#039;ll continue to take damage from it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Abilities&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Hard Rock&#039;&#039;&#039; is a tankbuster ability, healers prepare and tanks pop some cooldowns&lt;br /&gt;
:&#039;&#039;&#039;Petrified Peat&#039;&#039;&#039; is a basic targeted AOE, split up and don&#039;t overlap hitboxes.  This will leave mud balls on the battlefield (read Peat Pelt)&lt;br /&gt;
:&#039;&#039;&#039;Peat Pelt&#039;&#039;&#039; will tether you to the balls left on the field.  Position yourself so the balls will shoot through you and into one of the holes on the edges of the battlefield (do not aim towards a hole with a little mud man in it!)&lt;br /&gt;
:&#039;&#039;&#039;Battle Breccia&#039;&#039;&#039; is an inverted cone attack.  Stand directly in front of Mudman, or far enough away to avoid the damage&lt;br /&gt;
:&#039;&#039;&#039;Falling Rock&#039;&#039;&#039; is a stacking indicator ability, make sure you group up to share the damage&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Nixie]]===&lt;br /&gt;
&lt;br /&gt;
The key mechanic of this fight is watching the sides of the room for the water pipes and standing where the water will not hit, as well as making sure you jump into one of the water sprouts that will shoot you up to the cloud where Nixie is singing during the &amp;quot;Singing in the Rain&amp;quot; phase.  If you can do these two things, you&#039;ll be good as gold!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Abilities&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Smash-Crash&#039;&#039;&#039; is a spell that will create four moving tethers that will follow the single target.  Do not stand on these tethers, as a wind attack will follow.  The target will take moderate damage, so be ready!&lt;br /&gt;
:&#039;&#039;&#039;Shower Power&#039;&#039;&#039; a tether indicator will point you in the direction you need to look, stand in line with the non-glowing pipe to avoid the water blast&lt;br /&gt;
:&#039;&#039;&#039;Singing in the Rain&#039;&#039;&#039; does not have a cast bar, but Nixie will float away and create a cloud she stands on.  Water spouts will form around the room, and you need to stand on the one closest to the cloud to join her on the platform.  All players who do not make it up will be killed by a water nova attack&lt;br /&gt;
:&#039;&#039;&#039;Unnamed AOE Target&#039;&#039;&#039; is a basic targeted group AOE.  Just don&#039;t stand near each friends to avoid excess damage&lt;br /&gt;
:&#039;&#039;&#039;Unnamed Water Spouts&#039;&#039;&#039; will just form around the room (as they did during Singing in the Rain).  Avoid these not get stuck in place and get hit by other attacks&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Porcine Porcelain: [[Mother Porxie]]===&lt;br /&gt;
&lt;br /&gt;
The key mechanics in the fight involve running against the wind immediately as you dodge incoming AOEs (otherwise you&#039;ll fall into a kill zone), and making sure when you see the room-wide &amp;quot;wind arrows&amp;quot; with a circle safe zone in the middle of the room, you&#039;re standing close to Mother Porxie, as she&#039;ll blow you back before denoting a room-wide AOE that does massive damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tender Loin&#039;&#039;&#039; is a room wide AOE spell that does moderate damage.  Healers be ready to AOE heal after it&#039;s cast&lt;br /&gt;
:&#039;&#039;&#039;Huff and Puff&#039;&#039;&#039; room wide gust combined with a room wide devastating AOE.  Stand close to Porxie (not in the safe zone circle), as she&#039;ll blow you back into the safe zone before immediately denotating the room wide AOE&lt;br /&gt;
:&#039;&#039;&#039;Meat Mallet&#039;&#039;&#039; is a targeted impact zone ability which will indicate the direction you will need to run away from.  Don&#039;t stop running away, as she will begin to suck you into a death zone and throw things at you.  No abilities are active during this timeframe so you need to continue holding away from the boss in order to not die!&lt;br /&gt;
:&#039;&#039;&#039;Hidden Huff and Puff&#039;&#039;&#039; is exactly like Huff and Puff, only you do not get any of the usual visual cues at ground level. Instead, a wind sprite will be summoned, which will explode when killed and shoot the party over the haze in the room, revealing Mother Porxie. You will have to deduce her location based upon the wind current indicator at the apex of the launch when the sprite dies. Mother Porxie will reappear just a moment or so before the attack finally finishes charging.&lt;br /&gt;
:&#039;&#039;&#039;Open Flame&#039;&#039;&#039; is a basic targeted AOE ability, don&#039;t overlap with your friends to avoid excess damage&lt;br /&gt;
:&#039;&#039;&#039;Minced Meat&#039;&#039;&#039; is a tankbuster single target spell, cooldowns and healing at the ready!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Mudman]]===&lt;br /&gt;
{{Drops list|Mudman}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Nixie]]===&lt;br /&gt;
{{Drops list|Nixie}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Mother Porxie]]===&lt;br /&gt;
{{Drops list|Mother Porxie}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffers===&lt;br /&gt;
====Treasure Coffer 1 (X: 12.4 Y: 10.6)====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Heirloom Belt of Fending}}&lt;br /&gt;
{{Drops table row|Heirloom Belt of Maiming}}&lt;br /&gt;
{{Drops table row|Heirloom Belt of Striking}}&lt;br /&gt;
{{Drops table row|Heirloom Belt of Scouting}}&lt;br /&gt;
{{Drops table row|Heirloom Belt of Aiming}}&lt;br /&gt;
{{Drops table row|Heirloom Belt of Casting}}&lt;br /&gt;
{{Drops table row|Heirloom Belt of Healing}}&lt;br /&gt;
{{Drops table row|Heirloom Greaves of Fending}}&lt;br /&gt;
{{Drops table row|Heirloom Greaves of Maiming}}&lt;br /&gt;
{{Drops table row|Heirloom Thighboots of Striking}}&lt;br /&gt;
{{Drops table row|Heirloom Thighboots of Scouting}}&lt;br /&gt;
{{Drops table row|Heirloom Thighboots of Aiming}}&lt;br /&gt;
{{Drops table row|Heirloom Shoes of Casting}}&lt;br /&gt;
{{Drops table row|Heirloom Shoes of Healing}}&lt;br /&gt;
{{Drops table row|Heirloom Armlets of Fending}}&lt;br /&gt;
{{Drops table row|Heirloom Armlets of Slaying}}&lt;br /&gt;
{{Drops table row|Heirloom Armlets of Aiming}}&lt;br /&gt;
{{Drops table row|Heirloom Armlets of Casting}}&lt;br /&gt;
{{Drops table row|Heirloom Armlets of Healing}}&lt;br /&gt;
{{Drops table row|Heirloom Ring of Fending}}&lt;br /&gt;
{{Drops table row|Heirloom Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Heirloom Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Heirloom Ring of Casting}}&lt;br /&gt;
{{Drops table row|Heirloom Ring of Healing}}&lt;br /&gt;
{{Drops table row|Savage Aim Materia VII}}&lt;br /&gt;
{{Drops table row|Savage Might Materia VII}}&lt;br /&gt;
{{Drops table row|Heavens&#039; Eye Materia VII}}&lt;br /&gt;
{{Drops table row|Quickarm Materia VII}}&lt;br /&gt;
{{Drops table row|Quicktongue Materia VII}}&lt;br /&gt;
{{Drops table row|Battledance Materia VII}}&lt;br /&gt;
{{Drops table row|Piety Materia VII}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 2 (X: 10.5 Y: 10.2)====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Heirloom Circlet of Fending}}&lt;br /&gt;
{{Drops table row|Heirloom Circlet of Maiming}}&lt;br /&gt;
{{Drops table row|Heirloom Circlet of Striking}}&lt;br /&gt;
{{Drops table row|Heirloom Circlet of Scouting}}&lt;br /&gt;
{{Drops table row|Heirloom Beret of Aiming}}&lt;br /&gt;
{{Drops table row|Heirloom Hat of Casting}}&lt;br /&gt;
{{Drops table row|Heirloom Hat of Healing}}&lt;br /&gt;
{{Drops table row|Heirloom Gauntlets of Fending}}&lt;br /&gt;
{{Drops table row|Heirloom Gauntlets of Maiming}}&lt;br /&gt;
{{Drops table row|Heirloom Gauntlets of Striking}}&lt;br /&gt;
{{Drops table row|Heirloom Gauntlets of Scouting}}&lt;br /&gt;
{{Drops table row|Heirloom Gauntlets of Aiming}}&lt;br /&gt;
{{Drops table row|Heirloom Gloves of Casting}}&lt;br /&gt;
{{Drops table row|Heirloom Gloves of Healing}}&lt;br /&gt;
{{Drops table row|Heirloom Earring of Fending}}&lt;br /&gt;
{{Drops table row|Heirloom Earring of Slaying}}&lt;br /&gt;
{{Drops table row|Heirloom Earring of Aiming}}&lt;br /&gt;
{{Drops table row|Heirloom Earring of Casting}}&lt;br /&gt;
{{Drops table row|Heirloom Earring of Healing}}&lt;br /&gt;
{{Drops table row|Heirloom Necklace of Fending}}&lt;br /&gt;
{{Drops table row|Heirloom Necklace of Slaying}}&lt;br /&gt;
{{Drops table row|Heirloom Necklace of Aiming}}&lt;br /&gt;
{{Drops table row|Heirloom Necklace of Casting}}&lt;br /&gt;
{{Drops table row|Heirloom Necklace of Healing}}&lt;br /&gt;
{{Drops table row|Savage Aim Materia VII}}&lt;br /&gt;
{{Drops table row|Savage Might Materia VII}}&lt;br /&gt;
{{Drops table row|Heavens&#039; Eye Materia VII}}&lt;br /&gt;
{{Drops table row|Quickarm Materia VII}}&lt;br /&gt;
{{Drops table row|Quicktongue Materia VII}}&lt;br /&gt;
{{Drops table row|Battledance Materia VII}}&lt;br /&gt;
{{Drops table row|Piety Materia VII}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 3 (X: 11.8 Y: 13.4)====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Heirloom Jacket of Fending}}&lt;br /&gt;
{{Drops table row|Heirloom Jacket of Maiming}}&lt;br /&gt;
{{Drops table row|Heirloom Jacket of Striking}}&lt;br /&gt;
{{Drops table row|Heirloom Jacket of Scouting}}&lt;br /&gt;
{{Drops table row|Heirloom Jacket of Aiming}}&lt;br /&gt;
{{Drops table row|Heirloom Tunic of Casting}}&lt;br /&gt;
{{Drops table row|Heirloom Tunic of Healing}}&lt;br /&gt;
{{Drops table row|Heirloom Gaskins of Fending}}&lt;br /&gt;
{{Drops table row|Heirloom Gaskins of Maiming}}&lt;br /&gt;
{{Drops table row|Heirloom Gaskins of Striking}}&lt;br /&gt;
{{Drops table row|Heirloom Gaskins of Scouting}}&lt;br /&gt;
{{Drops table row|Heirloom Gaskins of Aiming}}&lt;br /&gt;
{{Drops table row|Heirloom Trousers of Casting}}&lt;br /&gt;
{{Drops table row|Heirloom Trousers of Healing}}&lt;br /&gt;
{{Drops table row|Heirloom Armlets of Fending}}&lt;br /&gt;
{{Drops table row|Heirloom Armlets of Slaying}}&lt;br /&gt;
{{Drops table row|Heirloom Armlets of Aiming}}&lt;br /&gt;
{{Drops table row|Heirloom Armlets of Casting}}&lt;br /&gt;
{{Drops table row|Heirloom Armlets of Healing}}&lt;br /&gt;
{{Drops table row|Heirloom Ring of Fending}}&lt;br /&gt;
{{Drops table row|Heirloom Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Heirloom Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Heirloom Ring of Casting}}&lt;br /&gt;
{{Drops table row|Heirloom Ring of Healing}}&lt;br /&gt;
{{Drops table row|Savage Aim Materia VII}}&lt;br /&gt;
{{Drops table row|Savage Might Materia VII}}&lt;br /&gt;
{{Drops table row|Heavens&#039; Eye Materia VII}}&lt;br /&gt;
{{Drops table row|Quickarm Materia VII}}&lt;br /&gt;
{{Drops table row|Quicktongue Materia VII}}&lt;br /&gt;
{{Drops table row|Battledance Materia VII}}&lt;br /&gt;
{{Drops table row|Piety Materia VII}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 4 (X: 11.7 Y: 11.1)====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Heirloom Earring of Fending}}&lt;br /&gt;
{{Drops table row|Heirloom Earring of Slaying}}&lt;br /&gt;
{{Drops table row|Heirloom Earring of Aiming}}&lt;br /&gt;
{{Drops table row|Heirloom Earring of Casting}}&lt;br /&gt;
{{Drops table row|Heirloom Earring of Healing}}&lt;br /&gt;
{{Drops table row|Heirloom Necklace of Fending}}&lt;br /&gt;
{{Drops table row|Heirloom Necklace of Slaying}}&lt;br /&gt;
{{Drops table row|Heirloom Necklace of Aiming}}&lt;br /&gt;
{{Drops table row|Heirloom Necklace of Casting}}&lt;br /&gt;
{{Drops table row|Heirloom Necklace of Healing}}&lt;br /&gt;
{{Drops table row|Savage Aim Materia VII}}&lt;br /&gt;
{{Drops table row|Savage Might Materia VII}}&lt;br /&gt;
{{Drops table row|Heavens&#039; Eye Materia VII}}&lt;br /&gt;
{{Drops table row|Quickarm Materia VII}}&lt;br /&gt;
{{Drops table row|Quicktongue Materia VII}}&lt;br /&gt;
{{Drops table row|Battledance Materia VII}}&lt;br /&gt;
{{Drops table row|Piety Materia VII}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Gear Images===&lt;br /&gt;
[[File:Matoya&#039;s Relict Gear1.jpg|400px]]&lt;br /&gt;
===Dungeon Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Matoya&#039;s Relict1.jpg&lt;br /&gt;
File:Matoya&#039;s Relict2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|dungeon}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cinder_Drift&amp;diff=291749</id>
		<title>Cinder Drift</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cinder_Drift&amp;diff=291749"/>
		<updated>2021-06-06T23:26:53Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* (Phase 1) Ruby Weapon&amp;#039;s Abilities */ Added video guide link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Cinder Drift (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Though the original [[Ultima Weapon]], piloted by [[Gaius van Baelsar]], was destroyed in the decisive battle at the [[Praetorium]], [[Garlemald]] has been secretly developing its successor. Now, this diabolical melding of [[Allagan]] and [[Garlean]] technologies has been deployed to annihilate those who would oppose the Empire. At the behest of none other than Gaius Baelsar himself, you cross the scorched battlefield of the [[Ghimlyt Dark]] to halt this crimson menace before it lays waste to [[Eorzea]].&lt;br /&gt;
| image = Cinder Drift.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 455&lt;br /&gt;
| ilvl-sync = N/A&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| roulette = Trial&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| tomestones = 12 Phantasmagoria + 6 Allegory&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Ruby Doomsday&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
Complete the level 80 quest {{questlink|type=feature|name=Ruby Doomsday}} by speaking to [[Resistance Officer]] in [[The Lochs]] (X:36.4 Y:31.8). Pre-requisite quest is {{questlink|type=main|name=Old Enemies, New Threats}}.&lt;br /&gt;
&lt;br /&gt;
==(Phase 1) Ruby Weapon&#039;s Abilities==&lt;br /&gt;
{{#ev:youtube|LSnIyMvPvnE|400|right|Video guide by MTQcapture}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Mark III Anti-Eikon Warmachina: The Ruby Weapon===&lt;br /&gt;
&lt;br /&gt;
Your showdown with the &#039;&#039;&#039;Mark III Anti-Eikon Warmachina&#039;&#039;&#039; - otherwise known as The Ruby Weapon, an iconic boss from Final Fantasy VII - takes place within in a circular arena containing no death-walls or fatal drops.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stamp&#039;&#039;&#039; - causes Ruby Weapon to stomp on its primary target with a vicious tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039; - unleashes unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; - causes Ruby Weapon to plunge its elongated claws into the ground whilst hovering in the air, forming eight cracks in the floor which begin travelling in cardinal and inter-cardinal directions, alternating between long and short distances - long cracks reaching the outer edge of the arena, and short cracks stopping beyond halfway to the edges. Once the cracks finish travelling, Ruby Weapon unleashes &#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravensclaw&#039;&#039;&#039; - spawns an AoE circle directly under Ruby Weapon. Shortly afterward, AoE circles will also appear at the end of all eight cracks that were formed by &#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;.  After a brief delay, all AoE circles explode, inflicting moderate damage and applying a stackable &#039;&#039;&#039;Vulnerability&#039;&#039;&#039; to anyone caught in the blast(s).&lt;br /&gt;
&lt;br /&gt;
At this point, Ruby Weapon will now cast either &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; or &#039;&#039;&#039;Undermine&#039;&#039;&#039; at random.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Undermine&#039;&#039;&#039; - causes all cracks to explode after a brief delay, indicated by a glowing telegraph surrounding all crack-lines. To avoid, players must move away from the cracks or stand between them, as failure to do so will result in high damage and a stack of &#039;&#039;&#039;Vulnerability&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Liquefaction&#039;&#039;&#039; - causes the entire arena to degrade into swirling quick-sand that slowly pulls all players into the ground. To avoid being dragged to an early grave, players must stand on the cracks.&lt;br /&gt;
&lt;br /&gt;
After casting one of these abilities, Ruby Weapon will retract its claws and the fight resumes as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; - causes Ruby Weapon to face a random player and charge up a massive straight-line AoE that will slaughter anyone standing in its path. As the name implies, &#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; is indicated by a swelling of red energy. Once you see Ruby Weapon charging up, move behind it (or beside it) as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Helioclaw&#039;&#039;&#039; - causes Ruby Weapon to hover in the air and plant its flexible claws into the earth once more. While hovering, three AoE circles will form beneath Ruby Weapon, as well as a tri-lined &amp;quot;fan&amp;quot; pattern. After a brief delay, the AoE circles beneath Ruby Weapon will continuously explode while travelling in the direction of the pattern. To avoid, players should stand in-between the fan-lines and be ready to move away from the centre (initially), then inward as the circles begin travelling to the outside of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High-Powered Homing Laser&#039;&#039;&#039; - applies a stack-marker to two random players. As a result, the group will need to split in half to help soak each marker.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravensflight&#039;&#039;&#039; - causes Ruby Weapon to leap to the outer edge of the battlefield and begin charging up. After a delay, Ruby Weapon will repeatedly dash across the arena in different directions, inflicting high damage to anyone caught in its path. Whilst charging up, telegraphs will display the order (and direction) of Ruby Weapon&#039;s flight, giving players a brief opportunity to discern safe locations. Anyone caught in Ruby Weapon&#039;s path will suffer high damage, and poor placement can easily result in taking multiple hits in a row. Watch out!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruby Dynamics&#039;&#039;&#039; - after completing its flight-path, Ruby Weapon will land in the arena and prepare the swipe the entire arena with its extended claws, indicated by a massive donut AoE. To avoid, players must move within Ruby Weapon&#039;s hitbox as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Homing Laser&#039;&#039;&#039; - marks the entire raid with large AoE circles, forcing everyone to spread out. After a brief delay, all circles will explode simultaneously for high damage. As always, make sure not to overlap other players with your own AoE circle.&lt;br /&gt;
&lt;br /&gt;
From here on, Ruby Weapon will cycle through all previously displayed abilities until the second &#039;&#039;&#039;Ravensflight&#039;&#039;&#039;. If not defeated by then, Ruby Weapon will begin to long-cast a special version of &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;. If Ruby Weapon survives long enough to successfully cast &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;, the raid will be unavoidably wiped.&lt;br /&gt;
&lt;br /&gt;
If Ruby Weapon is defeated, players are treated to a transitional animation into a new phase. Unlike similar fights in the game, reaching the next phase serves as a checkpoint. As a result, wiping during the second phase will simply restart the fight at the beginning of the phase (rather than force the group to restart from the first phase).&lt;br /&gt;
&lt;br /&gt;
==(Phase 2) Nael van Darnus Abilities==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Project&#039;&#039;&#039; - starts a background timer that eventually leads to the summoning of Dalamud. The timer&#039;s progress will be indicated via text-comments throughout the course of the battle. Players will also notice the backdrop gradually undergoing various changes. At the timers climax, Dalamud crashes down into the background, resulting in a catastrophic spectacle that heavily damages the entire raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Negative Personae&#039;&#039;&#039; - spawns two Nael-themed adds - each called &#039;&#039;&#039;Raven&#039;s Image&#039;&#039;&#039; - which must be tanked away from each other, one add per tank. Whilst these adds are alive, Nael van Darnus will remain untargetable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Stream&#039;&#039;&#039; - causes all damage dealers to be marked with a blue-circle AoE shortly after the adds arrive. These circles will eventually inflict high damage to all marked players (and anyone else caught in their AoE circles), so be sure to spread out and avoid overlapping.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raven&#039;s Claw&#039;&#039;&#039; - causes both &#039;&#039;&#039;Raven&#039;s Image&#039;&#039;&#039; adds to simultaneously assault their primary target with a devastating 5-hit tank-buster. Due to being a multi-hit combo rather than a single blow, tanks may be caught off-guard by the staggered damage. Make sure to utilize mitigation cooldowns!&lt;br /&gt;
&lt;br /&gt;
At this point, the group will have to contend with another batch of &#039;&#039;&#039;Meteor Stream&#039;&#039;&#039; (AoE circles) and will very likely notice the change of atmosphere and background, with Dalamud fully visible as it hurtles towards the ground. By now, both adds should either be slain (or close to death), rendering Nael van Darnus targetable. Once Dalamud has fully descended, the entire raid will take tremendous damage. Assuming the raid survives, Nael will recast &#039;&#039;&#039;Meteor Project&#039;&#039;&#039;, creating a new background timer that will lead to another summoning of Dalamud.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; - causes Nael to summon an enormous meteor that will slowly descend into the battlefield over time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Comet&#039;&#039;&#039; - summons four comets that plummet into the arena (indicated by proximity markers), dealing damage to all players based on how close they are to the point(s) of impact. Due to falling in a circle around Nael, all players should move into her hitbox to avoid the brunt of the damage. Shortly after the comets have landed, players will notice the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; slowly reaching the arena centre. Players must hide behind fallen comets before the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; hits the ground - failure to do so results in a grisly demise.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mark II Magitek Meteor&#039;&#039;&#039; - creates four small circle-telegraphs within the arena that will slowly move in a direction indicated by arrows within the circle. After travelling a short distance, comets will land at the final location. If a comet is allowed to hit the platform, the raid will immediately be wiped. To prevent this, players must &#039;catch&#039; the comets by standing within the circle-telegraphs after they have stopped moving. However, &#039;catching&#039; a comet will inflict continuous damage to the player and render them unable to act. Players who did not catch a comet will need to destroy the caught comets in order to save their teammates from being crushed to death. It is wise to have each tank catch a comet, then have free members of the raid destroy comets caught by any non-tanks first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bradamante&#039;&#039;&#039; - causes Nael to attack players via two straight-line AoEs. Simply move out of the telegraph(s) as soon as possible.&lt;br /&gt;
&lt;br /&gt;
By now, the &#039;&#039;&#039;Meteor Project Timer (2)&#039;&#039;&#039; will be nearing completion, causing Dalamud to descend once again and inflict massive raid-wide damage. Assuming the raid survives the ordeal, Nael van Darnus will refresh the timer with a third and final &#039;&#039;&#039;Meteor Project&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrage&#039;&#039;&#039; - causes Nael to repeatedly bombard the raid with unavoidable raid-wide damage until she is defeated. Players will have until Dalamud descends for the third time to achieve victory. If Nael has not been defeated by then, Dalamud&#039;s fall will obliterate the raid and force you to restart the fight from the beginning of the phase.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Ruby Weapon Card]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:cinder drift2.jpg&lt;br /&gt;
File:cinder drift1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0&amp;diff=286645</id>
		<title>Alphascape V4.0</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0&amp;diff=286645"/>
		<updated>2021-05-23T23:52:47Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Omega&amp;#039;s Phases &amp;amp; Abilities */ Added video guide link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0&lt;br /&gt;
| description = [[Omega]] rallies from defeat, and reconfigures its form in a drastic effort to comprehend the incomprehensible. What manner of transformation has the machine undergone...? It seems that only complete destruction will free Omega -- and [[Hydaelyn]] -- from its relentless drive to evolve.&lt;br /&gt;
| image = Alphascape V4.0 Image.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 355&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| entrance = The Interdimensional Rift&lt;br /&gt;
| entrance-coordinates = 6.1, 6.1&lt;br /&gt;
| req-quest = In the End, There Is Omega&lt;br /&gt;
| patch = 4.4&lt;br /&gt;
| release = stormblood&lt;br /&gt;
}}&lt;br /&gt;
The entrance can be found in a part of the [[The Interdimensional Rift|Interdimensional Rift]] known as &amp;quot;Creation,&amp;quot; and accessible only during the quest &amp;quot;[[In the End, There Is Omega]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Omega&#039;s Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|PSLQfHJIGbc|400|right|Alphascape V4.0 (Normal) Guide}}&lt;br /&gt;
&lt;br /&gt;
The battle takes place upon a large circular platform. 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. Omega will cycle between two forms - Omega-M (Male) and Omega-F (Female) - with the final phase involving both of Omega&#039;s forms simultaneously.&lt;br /&gt;
&lt;br /&gt;
===Omega-M===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - a vicious tank-buster against Omega-M&#039;s primary target that also deals damage in a small area around the victim. As a result, all non-tanks should make sure that they are not standing anywhere near the main tank during &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Alpha&#039;&#039;&#039; - spawns multiple AoE circles beneath random players, followed by one random player being targeted with a stack-up marker. All players must spread out to avoid the AoE circles, then move towards the stack-up marker to soak the damage. During the stack-up marker, Omega-M will cast &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;, a large point-blank AoE at a random location on the platform.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; - causes Omega-M to dash to a random location on the platform and begin charging a point-blank AoE attack, telegraphed by a large AoE circle. &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; will take place sometime during the stack-up marker of &#039;&#039;&#039;Program Alpha&#039;&#039;&#039;, thus players may need to reposition themselves accordingly to soak the stack-up marker without being cleaved by the point-blank AoE.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subject Simulation&#039;&#039;&#039; - causes Omega-M to reconfigure themselves into Omega-F (or vice versa). After morphing into Omega-F, all players will be hit with an unavoidable knockback in the form of &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Due to this mechanic, players must position themselves close to Omega so the follow-up knockback doesn&#039;t punt them off the platform.&lt;br /&gt;
&lt;br /&gt;
===Omega-F===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; - spawns AoE circles on four random players. Simultaneously, Omega-F will also cast &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;, forcing players to dodge both mechanics at the same time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; - creates two straight-line AoE&#039;s that form a cross-shape (+) on the platform. All players must avoid the straight-line AoE&#039;s whilst also avoiding players marked with the AoE circles from &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - bombards the arena with unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; - causes Omega-F to morph her legs into sharpened blades. Once Omega-F has completed the transformation, she will charge an AoE attack that covers the left and right sides of the arena, leaving only a small straight-line safe-spot through the centre. Having done so, Omega-F will unleash another &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; (4x AoE circles on random players), forcing them to spread out within the limited safe area to avoid overlapping damage on other players, followed by another &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; (cross-shaped AoE).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subject Simulation&#039;&#039;&#039; - causes Omega-F to reconfigure themselves into Omega-M (or vice versa). After morphing into Omega-M, all players should move as far away from Omega as possible to avoid a non-telegraphed point-blank AoE at Omega-M&#039;s location (&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
===Omega-M (v2)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; - causes Omega-M to provide itself with a special shield. With shield in-hand, Omega-M will now perform mechanics similar to the opening segment (but with new abilities thrown in).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Alpha&#039;&#039;&#039; - spawns multiple AoE circles beneath random players, followed by one random player being targeted with a stack-up marker, just like in the opening phase. However, Omega-M will also cast &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;, creating a huge donut AoE from the centre of the platform. After avoiding the random AoE circles, all players should move into the centre to soak the stack-up marker and avoid the donut AoE. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; - will create an AoE circle in the centre of the arena immediately after&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; (donut AoE) has concluded. Simply run away from Omega-M as soon as possible to avoid being cleaved.&lt;br /&gt;
&lt;br /&gt;
===Omega (Formless) Transition===&lt;br /&gt;
&lt;br /&gt;
Omega&#039;s form will devolve into a non-targetable puddle of synthetic goop. Shortly afterwards, one player will be marked with a purple AoE circle, forcing them to retreat from the group, whilst another player will be targeted with a stack-up marker, forcing everyone else to group up. After a brief delay, the unformed goop will divide into two parts - one portion smashing into the circle AoE player, while the other leaps towards the stack-up marked player.&lt;br /&gt;
&lt;br /&gt;
After the synthetic goop has been divided, Omega-M and Omega-F will materialize from the location of the puddles.&lt;br /&gt;
&lt;br /&gt;
As mentioned before; whenever Omega-M spawns, he will always cast a non-telegraphed &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; (point-blank AoE) at his location. Whenever Omega-F spawns, she will always cast &#039;&#039;&#039;Discharger&#039;&#039;&#039; (raid-wide knockback from her location). Now that both are appearing together, all players will need to position themselves close to Omega-F so that they avoid being knocked off the platform, preferably out of Omega-M&#039;s upcoming AoE attack.&lt;br /&gt;
&lt;br /&gt;
To pre-emptively ease this mechanic, simply have both marked players move as far away from each other as possible during the formless-goop transition. This gives plenty of space to avoid the Omega-M AoE and to avoid being knocked off the platform by Omega-F.&lt;br /&gt;
&lt;br /&gt;
Omega-M will now utilize an ability similar to a Paladin&#039;s &#039;&#039;&#039;Passage Of Arms&#039;&#039;&#039;, spawning a defensive cone behind himself that will render Omega-F completely invulnerably to attack. During this time, Omega-F will begin to long-cast a fatal &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; that will wipe the raid if successfully cast. To avoid a grisly demise, the raid must quickly destroy Omega-M, thus making Omega-F vulnerable. Afterwards, players will need to destroy Omega-F before her &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; has been executed.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully beats this DPS check, Omega-M and Omega-F will once again devolve into synthetic goop, forcing players to deal with another AoE circle + stack-marker mechanic just like before. Once complete, Omega-M and Omega-F will reform once more, with Omega-M inflicting another point-blank AoE at his location, whilst Omega-F knocks back the entire raid from her location using &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Having completed this mini-phase, the raid will now have to contend with both forms simultaneously.&lt;br /&gt;
&lt;br /&gt;
===Omega Duo - F &amp;amp; M===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Firewall&#039;&#039;&#039; - inflicts the raid with a special debuff, rendering half of the group unable to damage Omega-M and the other half unable to damage Omega-F, which essentially divides the raid into two groups. All players must quickly identify their debuff and be ready to focus on whichever Omega form they can deal damage to. Both Omega-M and Omega-F will need to be picked up by a tank. For example, if Tank A can only deal damage to Omega-F, they will need to pick up Omega-F as soon as possible. &lt;br /&gt;
&lt;br /&gt;
At this point, Omega-M and Omega-F will utilize all of their respective abilities in tandem. Regardless of the &#039;&#039;&#039;Firewall&#039;&#039;&#039; debuff, all players will take damage from both forms and will need to dodge a sleuth of mechanical combinations whilst focusing on their chosen Omega form. It is best to have both forms tanked away from each other for the rest of the phase seeing as Omega-M and Omega-F will gain a damage buff (&#039;&#039;&#039;Resonance&#039;&#039;&#039;) later in the phase if they are kept close together.&lt;br /&gt;
&lt;br /&gt;
Generic mechanics from both forms will now take place in combination, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Omega-M: Solar-Ray&#039;&#039;&#039; - tank-buster against Omega-M&#039;s primary target that also deals damage in a small area around the victim.&lt;br /&gt;
*&#039;&#039;&#039;Omega-F: Laser Shower&#039;&#039;&#039; - the unavoidable raid-wide AoE.&lt;br /&gt;
*&#039;&#039;&#039;Omega-M: Program Alpha&#039;&#039;&#039; - multiple AoE circles beneath random players coupled with a stack-up marker, as well as the &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; donut AoE.&lt;br /&gt;
*&#039;&#039;&#039;Omega-F: Optimized Blizzard III&#039;&#039;&#039; - two straight-line AoE&#039;s forming a cross-shape (+) through Omega-F. All players must avoid the straight-line AoE&#039;s whilst also avoiding players marked with the AoE circles from &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Omega-M: Efficient Bladework&#039;&#039;&#039; - point-blank AoE centred on Omega-M&#039;s location.&lt;br /&gt;
&lt;br /&gt;
After executing various mechanical combos, Omega-M and Omega-F will teleport beside each other and unleash &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - inflicting massive raid-wide damage. From here on, &#039;&#039;&#039;Resonance&#039;&#039;&#039; will buff both forms if they are kept close to each other, thus tanks should be ready to separate both forms as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Having reached their maximum potential, both forms will begin to pepper the raid with &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Omega-F: Meteor&#039;&#039;&#039; - an optimized Black Mage Limit Break 3 - marking both tanks with a proximity marker. After a brief delay, meteors will crash down at the location of both tanks, inflicting massive proximity-based damage upon the entire raid. Assuming both tanks are keeping Omega-M and Omega-F apart, the rest of the group should move towards the centre to minimize proximity damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Omega-M: Sagittarius Arrow&#039;&#039;&#039; - an optimized Bard Limit Break 3 - spawning a massive straight-line AoE through Omega-M across the platform. After a brief delay, arrows will rain down upon anyone caught in the telegraph. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Omega-M+F: Blade Dance&#039;&#039;&#039; - an optimized melee Limit Break 3 - causing both Omega-M and Omega-F to ravage their main target with a vicious LB3 tank-buster.&lt;br /&gt;
&lt;br /&gt;
After unleashing their limit-breaks, both Omega-M and Omega-F will begin to cycle more generic mechanics in combination before once again utilizing limit-breaks. This cycle will continue throughout the rest of the phase until both forms have been defeated, or the raid wipes.&lt;br /&gt;
&lt;br /&gt;
Assuming one form is defeated before the other, the remaining form of Omega will continuously chain-cast &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - the unavoidable raid-wide AoE damage - until it has been defeated (or the raid perishes).&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Omega Card]]&lt;br /&gt;
*[[OMG]]&lt;br /&gt;
*[[Heartless Orchestrion Roll]]&lt;br /&gt;
*[[Alphascape Crystalloid]]&lt;br /&gt;
*[[Alphascape Crank]]&lt;br /&gt;
*[[Alphascape Spring]]&lt;br /&gt;
*[[Alphascape Shaft]]&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: I am the [[Omega]] and the Alpha. I will mimic your weakness to comprehend your strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: Recalculating threat level...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: &amp;lt;blip&amp;gt; Reconfiguring gender. Assessing influence of physical structure on combat effectiveness...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-F&#039;&#039;&#039;: Omega-F configuration. Systems nominal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-F&#039;&#039;&#039;: Adjusting equilibrium...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-F&#039;&#039;&#039;: &amp;lt;blip&amp;gt; Generating additional weaponry. Minimal variation in combat effectiveness projected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-F&#039;&#039;&#039;: Blade fabrication initiated...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-F&#039;&#039;&#039;: Irrational behavior observed. Inefficient energy expenditure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: Omega-M configuration. Systems nominal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: Shield fabrication initiated...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: Neutralizing target...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: &amp;lt;blip&amp;gt; Limits of single combatant capability reached. Progress to party combat analysis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039;: &amp;lt;blip&amp;gt; Diverting energy to party member generation. Testing efficacy of combat role allocation...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: Guard mode engaged. Initiating defense protocols...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-F&#039;&#039;&#039;: Assault mode engaged. Rerouting power to maximize damage output...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039;: Extensive damage sustained. Engaging repair functions. Combat testing to continue...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039;: Extended incantation protocol aborted. Returning to standard assault mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: Shield fabrication initiated...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-F&#039;&#039;&#039;: Augment attack synergy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: Acknowledged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: &amp;lt;blip&amp;gt; Activating optical unit. Purpose: Replication of phenomena produced by mortals under extreme duress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-F&#039;&#039;&#039;: Disengaging inhibitors to simulate improbable performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039;: &amp;lt;blip&amp;gt; Evaluating necessity of vocalization component. TREMBLE BEFORE MY COSMO MEMORY!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System&#039;&#039;&#039;: Aether flows freely into the optical unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: Recalibrating combat logic...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: Reproducing vocalization. COSMO MEMORY!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-F&#039;&#039;&#039;: Reproducing vocalization. COSMO MEMORY!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-F&#039;&#039;&#039;: &amp;lt;blip&amp;gt; Warning. Critical damage to Omega-F chassis. Initiating system shutdown...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: &amp;lt;blip&amp;gt; Warning. Calculations indicate increased probability of defeat. &amp;lt;bleep&amp;gt; Error. Further data analysis required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega-M&#039;&#039;&#039;: Defeat imminent. Disengaging inhibitors...&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0&amp;diff=286644</id>
		<title>Alphascape V3.0</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0&amp;diff=286644"/>
		<updated>2021-05-23T23:52:24Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Omega&amp;#039;s Phases &amp;amp; Abilities */ Added video guide link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0&lt;br /&gt;
| description = Your triumph over the recreated [[Midgardsormr]] has convinced [[Omega]] of your supremacy, and the master of the [[The Interdimensional Rift|rift]] will now engage you directly in combat. The final experiment is begun and the arena awaits. Gather your courage and steel your spirit, for upon this battle rests the fate of entire worlds...&lt;br /&gt;
| image = Alphascape V3.0 Image.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 355&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| entrance = The Interdimensional Rift&lt;br /&gt;
| entrance-coordinates = 21.1, 24.1&lt;br /&gt;
| req-quest = In the End, There Is Omega&lt;br /&gt;
| patch = 4.4&lt;br /&gt;
| release = stormblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Omega&#039;s Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|d6LtaN_Hpk0|400|right|Alphascape V3.0 (Normal) Guide}}&lt;br /&gt;
&lt;br /&gt;
Omega has many tricks up its proverbial sleeve, some of which can be incredibly tricky to avoid. In this fight, all players are granted the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; ability, which is used to deal with two specific situations. When used, an electrical AoE will surge over the target and anything else around it.&lt;br /&gt;
&lt;br /&gt;
===Opening Phase===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; - inflicts unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target that deals damage in a very small area. Tanks should make sure that non-tank players are not stacked on top of them during the blast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ballistic Impact&#039;&#039;&#039; - marks all eight players with AoE circles, forcing them to spread apart to avoid overlapping damage. On detonation, the circles leave behind persistent puddles of fire that inflict a strong and non-dispellable &#039;&#039;&#039;Burns&#039;&#039;&#039; debuff on anyone who remains within the fire for too long. Bear in mind that &#039;&#039;&#039;Ballistic Impact&#039;&#039;&#039; will happen at the same time as &#039;&#039;&#039;Flamethrower&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamethrower&#039;&#039;&#039; - spawns eight evenly-distanced cone attacks that fan out from Omega&#039;s position, leaving similarly shaped safe-spots in-between each cone. Due to being executed at the same time as &#039;&#039;&#039;Ballistic Impact&#039;&#039;&#039;, all players will have very limited space to manoeuvre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - comes in two variations - &#039;&#039;&#039;Larboard Wave Cannon&#039;&#039;&#039; and &#039;&#039;&#039;Starboard Wave Cannon&#039;&#039;&#039;. Larboard shoots from Omega&#039;s &#039;&#039;&#039;left&#039;&#039;&#039; side, while Starboard does the same for its &#039;&#039;&#039;right&#039;&#039;&#039; side. Getting hit will deal very high damage and inflict &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039;. After using a Wave Cannon attack, Omega will spin around to face the opposite direction and use a second Wave Cannon attack in an attempt to confuse players. If you find yourself being tricked, it helps to remember a simple note: &amp;quot;Larboard&amp;quot; equals &#039;&#039;&#039;L&#039;&#039;&#039;eft. If it&#039;s not Larboard, it&#039;s to Omega&#039;s right.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; - creates a wall of &#039;&#039;&#039;Rocket Punch&#039;&#039;&#039; adds that will appear on one edge of the arena and slowly travel across it, inflicting very high damage, knock-back, and a stackable &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff to anyone they collide with. While these can be targeted, they have too much health to burn down in the usual fashion. Instead, players must utilize their &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; (Duty Action) to deal roughly half of its max health in damage. Omega telegraphs this attack by shouting &amp;quot;&amp;lt;blip&amp;gt; Reconstructing rocket-propelled armament.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Omega will use another &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (patterned AoE blast) and &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; (unavoidable raid-wide AoE), followed by a mechanical loop if Omega still has plenty of health remaining. However, if sufficiently damaged, Omega will fly away from the arena and the next phase begins.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
&lt;br /&gt;
After reaching roughly 70% health, Omega will exit the arena, leaving behind electro-puddles in the center and outer edges of the arena that will instantly kill anyone standing in it when it finishes forming, or at any point afterwards.&lt;br /&gt;
&lt;br /&gt;
Once the arena has been augmented, a &#039;&#039;&#039;Level Checker&#039;&#039;&#039; will spawn in the center AoE and begin to cast various &#039;&#039;&#039;Executables&#039;&#039;&#039;. Each cast of Executable inflicts the entire party with the &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, which changes into &#039;&#039;&#039;Memory Loss&#039;&#039;&#039; if its timer counts down to 0. Characters under the Memory Loss debuff will walk around randomly, nearly guaranteeing that the character will enter the blue puddles and die.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executable #1&#039;&#039;&#039; - spawns eight Particle Beam-style circles around the arena - one for each player to stand in. Standing inside the circle as its ability casts will dispel the Looper debuff from that player and deal minor damage with &#039;&#039;&#039;Storage Violation&#039;&#039;&#039;. If a circle is not occupied by the time its ability is fired, the whole party is hit with &#039;&#039;&#039;Critical Storage Violation&#039;&#039;&#039; for higher damage and a stack of a &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuff, making the DPS check harder.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executable #2&#039;&#039;&#039; - spawns a point-blank AoE centered on the Level Checker followed by four Particle Beam circles inside the first AoE, along with a ring AoE on the outside of the arena where the first did not hit. To avoid, all players will need to run away from the Level Checker to avoid the point-blank, then run towards it to dodge the outer-blast, giving everyone enough space to get inside the circles (two players each) to dispel their Looper debuffs.&lt;br /&gt;
&lt;br /&gt;
After using Executable twice, the Level Checker will begin to long-cast &#039;&#039;&#039;Force Quit&#039;&#039;&#039; - a DPS check that results in a raid-wipe if the Level Checker is not slain in time. Once the Level Checker is destroyed, the blue AoE on the platform will vanish and Omega will reappear off the north side of the arena to begin charging up &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Delta Attack Phase===&lt;br /&gt;
&lt;br /&gt;
As soon as &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; begins to charge, an allied &#039;&#039;&#039;Conductive Focus&#039;&#039;&#039; will spawn in the center of the arena. All players will need to target this add and use their Omega Jammer (Duty Action) on it to build up the &#039;&#039;&#039;Electromagnetic Induction&#039;&#039;&#039; meter. Once the meter reaches 100%, a shield will form around the center of the arena, greatly reducing the damage dealt by Delta Attack. Failing to do this in time will result in Delta Attack wiping the entire raid.&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
&lt;br /&gt;
After using Delta Attack, Omega will return to the arena and use the attacks from its first phase, but with a few new additions and changes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Improved) Peripheral Synthesis&#039;&#039;&#039; - will spawn 1-2 giant versions of the previous &#039;&#039;&#039;Rocket Punch&#039;&#039;&#039; adds at the edge(s) of the arena. After a moderate delay, these adds will launch across the platform in a straight line and devastate anyone caught in their path.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - creates a stack-marker on a random player. After a brief delay, Omega launches itself into the targeted player&#039;s location, inflicting shareable damage. All players must stack on the selected player to save them from a grisly fate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Improved) Mustard Bomb&#039;&#039;&#039; - causes every second cast of &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; to tether itself to a random player. After the tethered Mustard Bomb is executed, Omega will hit the tethered player with a devastating area of effect blast that deals extremely high damage and inflicts &#039;&#039;&#039;Paralysis&#039;&#039;&#039; on everyone within range of the blast. As a result, the off-tank should grab the tether and move away from the group as soon as possible.&lt;br /&gt;
&lt;br /&gt;
From here, Omega will begin to cycle through previously experienced mechanics in various combos until Omega has been defeated, or the raid wipes. Mechanical combinations include:&lt;br /&gt;
&lt;br /&gt;
Starboard and/or Larboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; (left or right beams), &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; (unavoidable raid-wide damage), both versions of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; simultaneously (i.e. slow-moving walls of small Rocket Punch adds and the huge straight-line charging fists at the same time), &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; stack-markers, and more - but nothing you haven&#039;t witnessed already.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Omega Card]]&lt;br /&gt;
*[[eScape Orchestrion Roll]]&lt;br /&gt;
*[[Alphascape Lens]]&lt;br /&gt;
*[[Alphascape Crank]]	&lt;br /&gt;
*[[Alphascape Spring]]&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039;: You are the Alpha, I am the [[Omega]]. &amp;lt;blip&amp;gt; Initiating direct analysis of subject group. Engage!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039;: &amp;lt;blip&amp;gt; Generating rocket-propelled armament.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cid&#039;&#039;&#039;: [Player], I&#039;m detecting external armaments! These will be the perfect targets for the jammer!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039;: &amp;lt;blip&amp;gt; Activating program loop Alpha. Memory manipulation initiated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Checker&#039;&#039;&#039;: Program loop Alpha: primary sequence initiated...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Checker&#039;&#039;&#039;: Program loop Alpha: secondary sequence initiated...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Checker&#039;&#039;&#039;: Program loop Alpha: final sequence initiated...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Checker&#039;&#039;&#039;: Program loop Alpha activating in 5... 4... 3...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Checker&#039;&#039;&#039;: &amp;lt;bleep&amp;gt; Critical error. Program loop Alpha aborted...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039;: Program failure detected. &amp;lt;blip&amp;gt; Engaging Delta Attack protocol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039;: Target locked. Inhibitors disengaged. &amp;lt;blip&amp;gt; Firing Delta cannon at maximum power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cid&#039;&#039;&#039;: I&#039;ve detected an extreme energy surge from Omega! Quickly, focus the jammer&#039;s lightning in the center of the platform!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cid&#039;&#039;&#039;: That&#039;s it! Keep building energy in that spot! It should generate a rudimentary barrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cid&#039;&#039;&#039;: The protection field is ready, but you&#039;ll need your own defenses -- this may break even your considerable limits!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039;: Survival of Alpha group confirmed. Low probability outcome. Results remain within projected parameters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039;: &amp;lt;blip&amp;gt; Analyzing current combat data. Optimizing functions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039;: &amp;lt;blip&amp;gt; Generating enhanced rocket-propelled armament.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039;: &amp;lt;blip&amp;gt; Reconstructing rocket-propelled armament.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V2.0&amp;diff=286643</id>
		<title>Alphascape V2.0</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V2.0&amp;diff=286643"/>
		<updated>2021-05-23T23:51:53Z</updated>

		<summary type="html">&lt;p&gt;DorkmasterFlek: /* Midgardsormr - Abilities &amp;amp; Phases */ Added video guide link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = Alphascape V2.0&lt;br /&gt;
| description = You have conquered [[Chaos]], a primal force of deific power. [[Omega]], frustrated in its attempts to process the results of your improbable victory, has decided to conduct a supplemental stage of testing. Drawing on the incomplete data of a foe who once stood firm against Omega itself, the machine generates a new simulacrum for you to face: the legendary [[Midgardsormr]], Father of Dragons.&lt;br /&gt;
| image = Alphascare V2.0 Image.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 355&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 20 Poetics&lt;br /&gt;
| entrance = The Interdimensional Rift&lt;br /&gt;
| entrance-coordinates = 20.5, 24.4&lt;br /&gt;
| req-quest = And Like Fire Was His Mane&lt;br /&gt;
| patch = 4.4&lt;br /&gt;
| release = stormblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Midgardsormr - Abilities &amp;amp; Phases==&lt;br /&gt;
{{#ev:youtube|V0a1Z7tYPic|400|right|Alphascape V1.0 (Normal) Guide}}&lt;br /&gt;
&lt;br /&gt;
Players will take on Midgardsormr within a square-shaped arena that contains no death-walls or passive hazards. Below is a list of all abilities used during the encounter and in the order that they occur.&lt;br /&gt;
&lt;br /&gt;
===Ambient Aether===&lt;br /&gt;
&lt;br /&gt;
Throughout the encounter, Midgardsormr will draw in aether by spinning in a circle twice in quick succession. After he gathers aether twice, an attack will launch based on how Midgardsormr spun and in which order. The two types of spins he can do are a &#039;&#039;&#039;horizontal&#039;&#039;&#039; spin and a &#039;&#039;&#039;vertical&#039;&#039;&#039; spin. After executing two spins (which are chosen in a semi-random fashion), a specific AoE attack will be launched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Horizontal + Horizontal:&#039;&#039;&#039; Point-blank AoE that extends slightly beyond Midgardsormr&#039;s hitbox. If you notice a double horizontal spin, all players should move as far away from Midgardsormr as possible.&lt;br /&gt;
* &#039;&#039;&#039;Horizontal + Vertical:&#039;&#039;&#039; Donut AoE that leaves a save spot inside Midgardsormr&#039;s hitbox. If you notice a horizontal-into-vertical spin, all players should move into Midgardsormr&#039;s hit-box immediately.&lt;br /&gt;
* &#039;&#039;&#039;Vertical + Vertical:&#039;&#039;&#039; Two straight-line AoE&#039;s through Midgardsormr, forming a &#039;+&#039; shape. One line will always be in the direction Midgardsormr is facing, with the second line always being perpendicular to the first. Seeing as Midgardsormr is typically tanked while he is facing north, all players should move to the far corner of the arena if they notice a double-vertical flip.&lt;br /&gt;
&lt;br /&gt;
Getting hit by any of these attacks will inflict high damage and stackable &#039;&#039;&#039;Damage Down&#039;&#039;&#039; and &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuffs, thus all participants must keep an eye on Midgardsormr when he begins to spin and be ready to pre-emptively react to upcoming attacks once the spin-order has been discerned. It is worth noting that once Midgardsormr begins to spin, no auto-attacks or boss movement will take place, leaving everyone (including the tanks) free to pre-emptively move out of upcoming AoE&#039;s and then reposition themselves as needed.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambient Aether&#039;&#039;&#039; - Midgardsormr will perform a double-spin and follow-up attack (depending on the spin-order). See above for a list of all possible combinations and how to avoid them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambient Aether + Earth Shaker&#039;&#039;&#039; - applies a mark to four random players whilst Midgardsormr is performing another double-spin. Once the double-spin concludes, four shock-waves will fire in a line from Midgardsormr&#039;s center to each of the marked players (at the same time as the &#039;&#039;&#039;Ambient Aether&#039;&#039;&#039; attack). Players must quickly discern which double-spin-attack Midgardsormr is performing and prepare to dodge it whilst the marked and unmarked players spread out to avoid overlapping each-other with &#039;&#039;&#039;Earth Shaker&#039;&#039;&#039; shock-waves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akh Morn&#039;&#039;&#039; - applies a stack marker to a single player. Unlike most common stack-mechanics, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; is a multi-hitting attack, thus all participants should stack with the marked player and remain with them until all of the multi-hits have been executed, rather than running away after the initial blast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambient Aether + Thunderstorm&#039;&#039;&#039; - applies an AoE marker to four random players whilst Midgardsormr is performing another double-spin. Once the double-spin concludes, the four marked players will be blasted with AoE lightning, forcing them to not only avoid the aether-attack, but also other members of the raid so that damage doesn&#039;t overlap onto others. After the four marked players have detonated, four AoE circles will be left on the ground that will eventually be blasted with lightning. Simply move out of the circles to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambient Aether&#039;&#039;&#039; - Midgardsormr will perform a guaranteed double vertical spin, resulting in the &#039;+&#039; shaped straight-line AoE follow-up, forcing everyone to run to a far corner of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ice-Storm&#039;&#039;&#039; - marks two players with very noticeable ice-circle markers. After a brief delay, players with the ice-markers will drop puddles of ice at their current location that will slowly grow in size and inflict &#039;&#039;&#039;Frostbite&#039;&#039;&#039; upon anyone who remains within them. As a rule of thumb, marked players should make an effort to drop these puddles into the outer edges of the arena - preferably the corners.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambient Aether&#039;&#039;&#039; - Midgardsormr will perform yet another guaranteed double vertical spin, resulting in the &#039;+&#039; shaped straight-line AoE follow-up, forcing everyone to run to a far corner of the arena whilst also avoiding the &#039;&#039;&#039;Ice-Storm&#039;&#039;&#039; puddles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cauterize&#039;&#039;&#039; - causes Midgardsormr to leave the arena and eventually re-appear somewhere along its outer edges. After a brief delay, he will quickly dart across that half of the arena, inflicting tremendous (typically fatal) damage on anyone caught in his path. To avoid, simply look for where Midgardsormr has appeared and pre-emptively move out of his upcoming flight-path. However, &#039;&#039;&#039;Scarlet Thread&#039;&#039;&#039; will be taking place at the same time, so watch out!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scarlet Thread&#039;&#039;&#039; - spawns fireballs around the entire arena that will eventually shoot straight-line AoE&#039;s across the battlefield in a checkerboard fashion. Any player hit by &#039;&#039;&#039;Scarlet Thread&#039;&#039;&#039; fireballs will receive moderate damage and be afflicted with a stack of &#039;&#039;&#039;Suppuration&#039;&#039;&#039;. Due to being executed at the same time as &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, players must avoid the onslaught of straight-line AoE&#039;s as well as Midgardsormr&#039;s dive-bomb attacks across the platform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Puddles left behind by &#039;&#039;&#039;Ice-Storm&#039;&#039;&#039; will persist until the next phase begins, so make sure to drop them out of harm&#039;s way whenever possible, or you&#039;ll have to avoid dive-bombs, straight-line AoE&#039;s and misplaced puddles of doom.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
&lt;br /&gt;
Midgardsormr leaves the battlefield and begins building up a &#039;&#039;&#039;Midgardsormr&#039;s Aether&#039;&#039;&#039; gauge. During this time, an &#039;&#039;&#039;Ancient Dragon&#039;&#039;&#039; and eight &#039;&#039;&#039;Immortal Key&#039;&#039;&#039;s will spawn. The keys will tether to the dragon and render it &#039;&#039;&#039;Invulnerable&#039;&#039;&#039; until they are all destroyed. Throughout this time, the &#039;&#039;&#039;Ancient Dragon&#039;&#039;&#039; will need to be picked up by a tank and turned away from the group while it executes various moves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frost Breath&#039;&#039;&#039; - a cone attack centered on the dragon&#039;s primary target.&lt;br /&gt;
*&#039;&#039;&#039;Rime Wreath&#039;&#039;&#039; - arena-wide damage.&lt;br /&gt;
&lt;br /&gt;
Once the adds are all dead, or Midgardsormr&#039;s Aether reaches 100, Midgardsormr will cast &#039;&#039;&#039;Protostar&#039;&#039;&#039;, dealing high damage three times in a row. If his Aether was allowed to reach 100, the raid will suffer an unavoidable wipe.&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;Protostar&#039;&#039;&#039; has been cast, Midgardsormr will return to the arena for the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tail End&#039;&#039;&#039; - a vicious tankbuster against the primary target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exaflare&#039;&#039;&#039; - spawns several staggered arrow AoEs at one edge of the arena that will eventually explode for high damage and gradually moving across the arena in the direction of the arrow. Each &#039;&#039;&#039;Exaflare&#039;&#039;&#039; can only spawn once per &amp;quot;column&amp;quot; of the arena, so getting behind the first one that spawns is a good method of avoiding the remaining flares. However, Midgardsormr may sometimes couple this attack with &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, forcing the raid to dodge these travelling explosions whilst also trying to avoid dive-bombs across a random half of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northern Cross&#039;&#039;&#039; - inflicts moderate arena-wide damage and coats the arena in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, causing players who attempt to move in a direction to uncontrollably slide in that direction a set distance. Whilst &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; is active, players will now have to deal with a random &#039;&#039;&#039;Ambient Aether&#039;&#039;&#039; combo, so keep an eye on how Midgardsormr spins and be ready to slide into a safe area to avoid the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akh Rhal&#039;&#039;&#039; - causes energy to erupt from beneath two random players (in the form of multi-hitting AoE circles), dealing moderate damage several times before dissipating. The targeted players will need to move out of the attack after the first unavoidable hit if they wish to avoid further damage. After executing &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;, Midgardsormr will perform another &#039;&#039;&#039;Ambient Aether&#039;&#039;&#039; (double-vertical-spin), forcing players to rush to the corners of the arena to dodge the &#039;+&#039; shaped attack. Simultaneously, four players will be marked with thunderous AoE circles, forcing them to spread apart from other members of the group to avoid overlapping damage.&lt;br /&gt;
&lt;br /&gt;
At this point in the battle, Midgardsormr&#039;s mechanics will begin to loop until he has been defeated (or the raid wipes). Mechanics players can expect to see include more &#039;&#039;&#039;Cauterize&#039;&#039;&#039; (dive-bombs), &#039;&#039;&#039;Exaflare&#039;&#039;&#039; (travelling explosions), &#039;&#039;&#039;Ambient Aether + Earthshaker&#039;&#039;&#039; combos, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; (stack markers), &#039;&#039;&#039;Northern Cross&#039;&#039;&#039; (&#039;&#039;&#039;Thin Ice&#039;&#039;&#039;), and various other AoE circle mechanics -- nothing that you haven&#039;t already experienced throughout the rest of the battle.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*[[Primogenitor Orchestrion Roll]]&lt;br /&gt;
*[[Alphascape Pedal]]&lt;br /&gt;
*[[Alphascape Bolt]]&lt;br /&gt;
*[[Alphascape Lens]]&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&#039;&#039;&#039;Midgardsormr&#039;&#039;&#039;: I am [[Midgardsormr]]. Father of dragons, and paragon of wyrms!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgardsormr&#039;&#039;&#039;: My coils will confound your mortal eyes...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgardsormr&#039;&#039;&#039;: &#039;Tis the fate of all dragons to shed one form for another. Even in battle are mine assaults ever-changing!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgardsormr&#039;&#039;&#039;: Overlong doth this clash endure. Let us not allow the dance to grow stale!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgardsormr&#039;&#039;&#039;: Come forth, my child! Feast upon the flesh of impudent mortals!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgardsormr&#039;&#039;&#039;: From the heart of the eldest star doth weep the light of oblivion!&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>DorkmasterFlek</name></author>
	</entry>
</feed>