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		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498711</id>
		<title>Alphascape V3.0 (Savage)</title>
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		<updated>2026-07-16T10:30:13Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Minor note to tanking position at the beginning.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
It&#039;s importance to note that for most of the raid, Omega should be tanked and hold in the middle of the arena in order to handle its various mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
A tether attack attached to a random healer and often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;. The healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random. However, it is of note that which person gets which set of fists is determined once the party queues into the raid, and remains the same throughout the lockout.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to deal with the fists, but most involve spreading out first.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
There are two types of pairings: Role-based and Rotation-based.&lt;br /&gt;
* Role-based pairing, as the name implies, pairs matching roles together. Healers stack with healers, tanks with tanks, melee DPS with other Melee, and ranged with ranged.&lt;br /&gt;
* Rotation-based pairing instead uses a clock spot spread and has positions rotate (either clockwise or counter-clockwise) to their neighbor in an assigned order (i.e. north to northeast, then east to southeast, south to southwest, and finally west to northwest).&lt;br /&gt;
&lt;br /&gt;
Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS are often paired by melee or ranged typing, but collision order is by group preference.&lt;br /&gt;
* Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out, then have assigned pairs stack together one-at-a-time for each slam, healing constantly inbetween.&lt;br /&gt;
Alternatively, the party can stack and use a tank {{Action icon|Limit Break|Limit Break 3}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena.&lt;br /&gt;
#* An alternate method is to have the entire group instead stack at Omega&#039;s front, with the Guided Missile going to the back. Both groups would rotate either clockwise or counter-clockwise, but the Guided Missile player should maintaince their position to always be the farthest person away from Omega.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile.&lt;br /&gt;
#* Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through Omega to the opposite side afterwards.&lt;br /&gt;
# Both tanks will need to take position at the northeast and northwest, at max melee range, then mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;. This ensures that their AoEs will not cleave each other, nor the rest of the party. Non-tanks must spread out in the south, with three non-tank players standing closest to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
#* Alternatively, tanks can spread to east and west, allowing safe spots at both north and south side of Omega. The north and south safe zones can be occupied by three players each for easy &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; assignments.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Leg Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498710</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498710"/>
		<updated>2026-07-16T10:27:43Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Added a note for Peripheral Synthesis #3. Clarification on far baiter for Panto #2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
A tether attack attached to a random healer and often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;. The healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random. However, it is of note that which person gets which set of fists is determined once the party queues into the raid, and remains the same throughout the lockout.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to deal with the fists, but most involve spreading out first.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
There are two types of pairings: Role-based and Rotation-based.&lt;br /&gt;
* Role-based pairing, as the name implies, pairs matching roles together. Healers stack with healers, tanks with tanks, melee DPS with other Melee, and ranged with ranged.&lt;br /&gt;
* Rotation-based pairing instead uses a clock spot spread and has positions rotate (either clockwise or counter-clockwise) to their neighbor in an assigned order (i.e. north to northeast, then east to southeast, south to southwest, and finally west to northwest).&lt;br /&gt;
&lt;br /&gt;
Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS are often paired by melee or ranged typing, but collision order is by group preference.&lt;br /&gt;
* Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out, then have assigned pairs stack together one-at-a-time for each slam, healing constantly inbetween.&lt;br /&gt;
Alternatively, the party can stack and use a tank {{Action icon|Limit Break|Limit Break 3}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena.&lt;br /&gt;
#* An alternate method is to have the entire group instead stack at Omega&#039;s front, with the Guided Missile going to the back. Both groups would rotate either clockwise or counter-clockwise, but the Guided Missile player should maintaince their position to always be the farthest person away from Omega.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile.&lt;br /&gt;
#* Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through Omega to the opposite side afterwards.&lt;br /&gt;
# Both tanks will need to take position at the northeast and northwest, at max melee range, then mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;. This ensures that their AoEs will not cleave each other, nor the rest of the party. Non-tanks must spread out in the south, with three non-tank players standing closest to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
#* Alternatively, tanks can spread to east and west, allowing safe spots at both north and south side of Omega. The north and south safe zones can be occupied by three players each for easy &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; assignments.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Leg Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;diff=1498709</id>
		<title>Sigmascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;diff=1498709"/>
		<updated>2026-07-16T10:15:21Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Minor spellcheck. Expand upon mechanics during Graven Image #1, #3 and #5. Clarified waymarks and party positions. Added various strats to handle Graven Image #3 and Forsaken #1.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Sigmascape V4.0|the second tier of [[Omega (Savage)]] in general|Omega: Sigmascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Sigmascape V4.0 (Savage)&lt;br /&gt;
| description = The urge to flip switches is almost irresistible...even when you know full well the consequences for doing so. Once more your finger moves as if of its own accord, and activates the second phase of the Savage Initiative. As the gentle arrangement drifts from the terminal, you are transported to a remembered vista of the Sigmascape, each lapping wave of the song swelling the boundary of your memories...&lt;br /&gt;
| image = Sigmascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&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 = 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 = 15 Poetics&lt;br /&gt;
| location = Upper Tower of Ruin, Sigmascape V4.0&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|Test World of Ruin}}&lt;br /&gt;
| patch = 4.2&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Sigmascape V4.0 (Savage)&lt;br /&gt;
| id-gt = 30066&lt;br /&gt;
| id-edb = 28d9a03c886&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O8S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Weapon&#039;s Refrain (Ultimate)}}. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Kefka]]===&lt;br /&gt;
Players will find themselves suspended over an endless drop into inter-dimensional space atop a circular platform. Should any player fall over the edge for any reason, they will suffer an immediate KO, though they can be raised after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
After some playful boasting, Kefka gives his signature laugh from &#039;&#039;Final Fantasy VI&#039;&#039;. Once engaged in battle, Kefka will employ deceitful abilities and eventually summon the infamous &#039;&#039;&#039;Statue of the Gods&#039;&#039;&#039; to a glorious rendition of &#039;&#039;&#039;Dancing Mad&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like [[Sigmascape V4.0|normal mode]], Kefka will employ trickery and deceit to confuse players throughout the encounter. As a rule of thumb - whenever you see question marks within a telegraph or notice question-marked orbs floating around Kefka during upcoming mechanics, all players should do the opposite of what is expected from those mechanics.&lt;br /&gt;
&lt;br /&gt;
* For example, a [[Area of Effect#static Circle AoE|static circle AoE]] with question marks should be stood inside, as the attack will instead hit the areas outside the AoE markings.&lt;br /&gt;
Similar to [[Deltascape V4.0 (Savage)|Deltascape V4.0 Savage]], this fight contains a checkpoint and a time limit of 120 minutes. Should players reach Phase 2, any party wipes will restart from the beginning of Phase 2 until the party leaves the instance or the duty timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to the Fight: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions should be assigned.&lt;br /&gt;
&lt;br /&gt;
Each tank and healer should be assigned a different DPS partner to create four pairs.&lt;br /&gt;
&lt;br /&gt;
Each pair should have an assigned stack spot for &#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each pair should have an assigned stack spot for &#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;. Color coded spots corresponding to each pairs on cardinal or intercardinal edge of the arena is also recommended.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|A self-buff that causes Kefka to store an exact copy of any {{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039;, {{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} &#039;&#039;&#039;Thunder&#039;&#039;&#039;, or {{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells cast afterwards into his buff list.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Will either mark all players with [[Area of Effect#Spread Circle|spread circle]] arrows, or one player with a {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; causes the attack to be the opposite of the marker shown (i.e. &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]] will instead be an invisible {{I|Stack marker}} on one player).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Creates four criss-crossing [[Area of Effect#static Line AoE|static line AoE]] markers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; shifts the positions of the lines diagonally, causing only the cross-sections of the [[Area of Effect#static Line AoE|static line AoE]] markers to be safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Creates either a [[Area of Effect#static Circle AoE|static circle AoE]] or a [[Area of Effect#static Donut AoE|static donut AoE]] centered on Kefka.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; swaps the attack, causing the marked areas to be safe instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Kefka casts all spells stored by {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; simultaneously, removing all his buffs.&lt;br /&gt;
&lt;br /&gt;
* If the copied spell was under the effect of &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, the resulting spell will also be—but no question marks will appear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|A black circle appears under Kefka and at a random edge of the arena. Kefka teleports to the second black circle in a flash of light and casts &#039;&#039;&#039;&#039;&#039;Revolting Ruin&#039;&#039;&#039;&#039;&#039; towards the center of the arena—a [[Area of Effect#static Cone AoE|120-degree static cone AoE]] with powerful [[knockback]].&lt;br /&gt;
&lt;br /&gt;
* The black circle and the teleport itself do not deal any damage.&lt;br /&gt;
* The direction in which Kefka will teleport is random. However, if pulled in a direction, Kefka will always attempt to teleport to the furthest side from where he starts the cast as opposed to a random direction. Ex: If pulled to the north, Kefka&#039;s Timely Teleport will always position him at the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero Assault&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Knockback#Radial Knockback|radial knockback]] from Kefka with a push distance equal to a majority of the arena&#039;s length. Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image&#039;&#039;&#039;&lt;br /&gt;
|Prompts the massive statue north of the arena to initiate an attack sequence.&lt;br /&gt;
|}&lt;br /&gt;
While similar to the [[Sigmascape V4.0|normal version]] of the fight, Kefka&#039;s first phase is not only significantly longer, but &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; will no longer place question marks on the ground AoEs. Players will either have to pay attention to the orbs floating around Kefka, or to his debuffs.&lt;br /&gt;
&lt;br /&gt;
* If Kefka is being truthful about his attack, he will be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s truths icon1.png|link=File:Jester&#039;s truths icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Truths&#039;&#039;&#039; and the orbs around him will be a pale blue.&lt;br /&gt;
* If Kefka is trying to fake the players out, he will be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; and two question marks in red orbs will circle around him.&lt;br /&gt;
&lt;br /&gt;
With the addition of {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; and &#039;&#039;&#039;Mana Release&#039;&#039;&#039;, players will have to memorize which spells Kefka casts, as they will be combined together or cast in quick succession.&lt;br /&gt;
&lt;br /&gt;
Remember that {{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039; stores an &#039;&#039;exact copy&#039;&#039; of the spell cast. If the original spell was under the effect of &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, then the copy will also be, despite no question marks appearing.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember what the next spell cast is.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Will either be a stack or a spread attack. Watch out for &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039; swapping its effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be the same &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039; that was cast earlier.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Correctly identify the safe zone while handling &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #1 and #2 ===&lt;br /&gt;
-----&lt;br /&gt;
Having displayed most of his basic abilities, the &#039;&#039;&#039;Statue of the Gods&#039;&#039;&#039; will violently erupt in the background and loom over the entire raid. From this point onward, Kefka will occasionally cast &#039;&#039;&#039;Graven Image&#039;&#039;&#039;, prompting the statue to unleash its own mechanics that will overlap with abilities from Kefka himself. Certain &#039;&#039;&#039;Graven Image&#039;&#039;&#039; casts will cause Kefka to become temporarily untargetable.&lt;br /&gt;
&lt;br /&gt;
====The First Graven Image====&lt;br /&gt;
*Four [[Area of Effect#static Circle AoE|static circle AoEs]] are placed under four random players three times.&lt;br /&gt;
*Two DPS are hit by unmarked moderate damage [[Area of Effect#Spread Line or Cone|spread line]] lasers, then the other two DPS are hit.&lt;br /&gt;
*Four random players are marked with [[Tether (mechanic)|tethers]] that deal [[Knockback#Directional Knockback|directional knockback]] away from the statue while the other four players are targeted by {{I|Stack marker|stack markers}} that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack in the center initially to consolidate the [[Area of Effect#static Circle AoE|static circle AoEs]] before having the DPS spread equally across the center to prevent overlap on the [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
While avoiding the other sets of [[Area of Effect#static Circle AoE|static circle AoEs]], players with tethers should move towards the statue to avoid being pushed off the platform. Those without tethers should be prepared to stack with their assigned {{I|Stack marker}} partner immediately after the knockback ends.&lt;br /&gt;
&lt;br /&gt;
Knockback can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}. &#039;&#039;(Note: while it is possible to knockback invul this, it is usually recommend not to, as the timeline of the fight will leave {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} barely off cooldown for the knockback for &#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This onslaught will be immediately be followed by &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;, requiring players to quickly run towards the teleport destination.&lt;br /&gt;
&lt;br /&gt;
Soon after, Kefka will cast the &#039;&#039;&#039;Second&#039;&#039;&#039; &#039;&#039;&#039;Graven Image&#039;&#039;&#039;. This cast will simply creates a large orb on the west side of the arena that deals a powerful [[Knockback#Directional Knockback|directional knockback]] away from it. This orb has a &amp;lt;u&amp;gt;random chance&amp;lt;/u&amp;gt; to teleport to the east side of the arena after 1 second—the party must be ready to adjust should this happen.&lt;br /&gt;
&lt;br /&gt;
This knockback will also resolve during the cast of &#039;&#039;&#039;Mana Release&#039;&#039;&#039;, so the party will need to immediately adjust to the correct position to dodge Kefka&#039;s AoEs afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #1 and #2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #1&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center, then DPS must spread out in a line. Tethered players should run towards the statue preparing to be knocked back towards their stack partner in their assigned spot.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|Run to and behind the teleport destination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember the next two spells cast by Kefka.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Dodge and remember which area is safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Dodge and remember which area is safe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #2&#039;&#039;&#039;&lt;br /&gt;
|Wait a second to check if the orb switches sides before running towards it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Find a safe zone that overlaps between the two previously casted &#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Thunder&#039;&#039;&#039; and &#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Kefka should be moved to the north edge of the arena in preparation for the next attack sequence.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #3 and #4 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=====Third Graven Image=====&lt;br /&gt;
*All tanks and healers will be [[Tether (mechanic)|tethered]] to one half of the statue and all DPS tethered to the other half. Which half targets which role is random.&lt;br /&gt;
**The western tethers resolve first with &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;, a [[Stack marker#Multi-Player Marker|2-player enumeration]] that leaves a {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; gravity [[Area of Effect#Puddle|puddle]] on the ground.&lt;br /&gt;
***Any &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; that does not hit 2 players will explode for party-wide damage and inflict a 30 second {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**The eastern tethers resolve two seconds after with &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;,&#039;&#039;&#039; a [[Area of Effect#Spread Circle|spread circle]] that inflicts extreme [[knockback]] to any other players hit—but does not knockback its target.&lt;br /&gt;
**The statue will create either a giant purple orb on its west side, or a giant golden orb on its east side. The western of eastern half of the arena will erupt in a damaging AoE matching the side of the orb.&lt;br /&gt;
**All players will be tethered once again, being hit by &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; in the same manner as before.&lt;br /&gt;
**Kefka will quickly follow up with &#039;&#039;&#039;Aero Assault&#039;&#039;&#039;.&lt;br /&gt;
Players will want to create four pairs, grouping a DPS with a tank or healer. Each pair should have a designated area to stand, and a designated direction to spread out to after &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There&#039;s 2 popular way to assign spots for pairing: &lt;br /&gt;
&lt;br /&gt;
# The most popular way is to assign 4 pairs into a box: tanks stack with the melee DPS of the party at northeast and northwest, with healers stack with physical range/magic DPS of the party at southeast and southwest. Alternatively, tank/melee pairs will occupied the spots at northeast and southeast, while healer/range will take the northwest and southwest spots instead - as this strategy works in conjunction with God Kefka&#039;s &#039;&#039;&#039;Forsaken #2.&#039;&#039;&#039;[[File:Screenshot 2026-07-16 165436.png|none|thumb|Box spots for Graven Image #3, this formation allows for more melee uptime]]&lt;br /&gt;
# The second, least popular way is to form a line stack vertically at the middle of the arena, leaving center slightly open for half of the party to go through during the half arena cleave.[[File:Screenshot 2026-07-16 153635.png|none|thumb|Vertical line formation for Graven Image #3. This variation leaves a small safe spot at the middle for players to pass through.]]&lt;br /&gt;
&lt;br /&gt;
Each pair will want to stack in their designated spot for &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039;, then spread out to ensure &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; does not hit anyone else but its intended targets. The general consensus is support spreading east/west box formation (or west for line formation), while dps will spread north/south for box formation (or east for line for formation) &lt;br /&gt;
&lt;br /&gt;
The statue will create an orb on either its east or west side which players must avoid.&lt;br /&gt;
&lt;br /&gt;
A second round of &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Vitrophyre&#039;&#039;&#039;&#039;&#039; occurs that can be handled in the same way, finalized by Kefka casting &#039;&#039;&#039;Aero Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should run towards Kefka to avoid being pushed off the platform. If Kefka was not positioned to the edge of the arena prior, {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} may be required to survive. &#039;&#039;If knockback invul ({{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}) was already used during Graven Image #1, they will not be available during this set of mechanic, proceed with cautions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kefka will go through another standard rotation of attacks with the &#039;&#039;&#039;Fourth Graven Image&#039;&#039;&#039; simply being another purple/golden orb attack. Avoid the half of the arena the orb is towards and continue the fight as normal.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #3 and #4 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #3&#039;&#039;&#039;&lt;br /&gt;
|Stack in pairs, then spreading out in different directions after &#039;&#039;&#039;&#039;&#039;Gravitas&#039;&#039;&#039;&#039;&#039; hits. Avoid the half-arena orb AoE, then repeat the paired stack-and-spread again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero Assault&#039;&#039;&#039;&lt;br /&gt;
|Run to Kefka or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Remember the next spell Kefka casts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;&lt;br /&gt;
|Remember whether this is a spread or a stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena the orb will hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be an exact copy of the previous &#039;&#039;&#039;{{Status effect|buff|File:Fire charged icon1.png|link=File:Fire charged icon1.png}} Flagrant Fire&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Correctly dodge the AoE while handling the &#039;&#039;&#039;Fire&#039;&#039;&#039; spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and Heal.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graven Image #5 and #6 ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=====Fifth Graven Image=====&lt;br /&gt;
*The statue will emit a [[gaze]] attack and a [[Area of Effect#static Circle AoE|static circle AoE]] placed under every player.&lt;br /&gt;
**Main tank can move directly behind Kefka at the start of this mechanic and stack with party to both bait the AoEs as well as ease in dodging the resulting gaze.&lt;br /&gt;
**The statue&#039;s [[gaze]] may be randomly be afflicted by &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;, turning the eye yellow with a question mark. A &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; [[gaze]] must instead be looked at, rather than avoided.&lt;br /&gt;
*All players will be [[Tether (mechanic)|tethered]] again, with tanks/healers receiving one type of tether and DPS receiving a different type of tether. Which role receives which type of tether is random.&lt;br /&gt;
**The first tether type will be from a purple eye on the statue&#039;s hand/right statue. All targeted players will be inflicted with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
**The second tether type will be from a yellow eye on the statue&#039;s face at the very top/left statue. Targeted players are inflicted with &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039;, &#039;&#039;&#039;{{Status effect|buff|damage up}} [[Damage Up]]&#039;&#039;&#039;, and &#039;&#039;&#039;{{Status effect|debuff|heavy}}&#039;&#039;&#039; &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; for 5 seconds. Confused players will uncontrollably move towards the nearest player until the confused status expires. If they reach their target, they will instantly defeat them with an auto-attack. &#039;&#039;It is imperative that players with &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; tether shouldn&#039;t, in any circumstance, using [[Sprint]], as the buff will be active during &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; duration, killing any other players the confused person reaches.&#039;&#039;&lt;br /&gt;
***Should that player pop [[Sprint]], they can right-click on the buff icon to remove it (PC), using macro to remove it on console (/statusoff [[Sprint]]) - &amp;lt;s&amp;gt;or, in the most dire or offhand situation, kill themself by jumping off the platform.&amp;lt;/s&amp;gt;&lt;br /&gt;
Finally once tethers resolve, the statue will immediatly emit another [[gaze]] attack while Kefka casts &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together to consolidate the AoEs, then resolve the statue&#039;s [[gaze]]—looking out for potential &#039;&#039;&#039;{{Status effect|buff|File:Jester&#039;s antics icon1.png|link=File:Jester&#039;s antics icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Jester&#039;s Antics&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once [[Tether (mechanic)|tethers]] attach to players, those with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers should stack in the center while the other four run to cardinal or intercardinal positions on the outer edge of the arena. Due to the &#039;&#039;&#039;{{Status effect|debuff|heavy}}&#039;&#039;&#039; &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; debuff, the players on the edges of the arena should not be able to reach the center before the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; expires.&lt;br /&gt;
&lt;br /&gt;
A second [[gaze]] attack occurs from the statue again, which players should resolve before running towards Kefka&#039;s &#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Kefka will once again attack as normal, with the final &#039;&#039;&#039;Sixth Graven Image&#039;&#039;&#039; being another [[gaze]] attack from the statue.&lt;br /&gt;
&lt;br /&gt;
If Kefka is not brought to &amp;lt;u&amp;gt;60% HP&amp;lt;/u&amp;gt; before 6 minutes and 50 seconds, he will become untargetable and enrage with a lethal attack of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Graven Image #5 and #6 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|Dodge the [[gaze]], then players tethered to the lower purple eye should stack center while the rest run to [[clock spots]] on the outer edge. Afterwards, dodge the [[gaze]] again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Timely Teleport&#039;&#039;&#039;&lt;br /&gt;
|Run towards the teleport location while dodging the [[gaze]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|buff|File:Mana charge icon1.png|link=File:Mana charge icon1.png}} &#039;&#039;&#039;Mana Charge&#039;&#039;&#039;&lt;br /&gt;
|Memorize the next two spell casts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Thunder charged icon1.png|link=File:Thunder charged icon1.png}} Thrumming Thunder&#039;&#039;&#039;&lt;br /&gt;
|Dodge and memorize.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Blizzard charged icon1.png|link=File:Blizzard charged icon1.png}} Blizzard Blitz&#039;&#039;&#039;&lt;br /&gt;
|Dodge and memorize.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #6&#039;&#039;&#039;&lt;br /&gt;
|Avoid the [[gaze]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Release&#039;&#039;&#039;&lt;br /&gt;
|Will be the same &#039;&#039;&#039;Thunder&#039;&#039;&#039; and &#039;&#039;&#039;Blizzard&#039;&#039;&#039; as was cast prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima Upsurge x3&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Kefka&#039;s first phase.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Light of Judgment (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2: God Kefka===&lt;br /&gt;
-----&lt;br /&gt;
Reaching this stage of the encounter activates a checkpoint; meaning that if you wipe for any reason, the battle will reset back to the God Kefka phase (instead of the very beginning). Despite the arena containing a very obvious shift to luminous yellow, there are no actual terrain differences. Players will remain atop a circular platform and can still fall over the edge to their immediate doom.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
&lt;br /&gt;
* Players will want to decide whether to tank Kefka in the center or at the edge for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.&lt;br /&gt;
* Tanks and healers should decide which role takes the eastern and western towers for &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039; and &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;.&lt;br /&gt;
* Each tank and healer will want an assigned waymark for &#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039; in &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Angel&#039;&#039;&#039;&lt;br /&gt;
|Sets all player&#039;s HP to 1. [[Barrier|Barriers]], however, will still remain.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Kefka casts a [[Area of Effect#static Circle AoE|static circle AoE]] underneath himself, a cross of [[Area of Effect#static Line AoE|static line AoEs]] from the arena&#039;s center, and places a {{I|Stack marker}} on a healer.&lt;br /&gt;
This is immediately followed by a [[Area of Effect#static Donut AoE|static donut AoE]] underneath himself and hitting all DPS with unmarked [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small)&#039;&#039;&#039;&lt;br /&gt;
|A total of seven yellow triangles will descend from the sky in 3 separate sets. The 3 endpoints of each triangle will burst into [[Area of Effect#static Circle AoE|static circle AoEs]] in the same order they fell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;&lt;br /&gt;
|Three small triangles and one massive triangle descend from the sky in one of two random patterns, with each endpoint detonating into [[Area of Effect#static Circle AoE|static circle AoEs]]. The AoEs created by the massive triangle are, similarly, much larger than usual.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|One of Kefka&#039;s wings will glow white, though which of the two wings glow is random. Kefka will fire a massive [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] from his glowing side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|The closest and farthest players are hit by large [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker|Stack attack}} followed by &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; two seconds later—a [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] from Kefka&#039;s front or back.&lt;br /&gt;
&lt;br /&gt;
* If Kefka cast &#039;&#039;&#039;Futures Numbered&#039;&#039;&#039;, then &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; will be a frontal cone AoE. If &#039;&#039;&#039;Pasts Forgotten&#039;&#039;&#039; was cast, it will be a rear cone AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forsaken&#039;&#039;&#039;&lt;br /&gt;
|Deals extreme party-wide damage and begins a new sequence of attacks—indicating the start of a mini-phase.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O8S Celestriad Positioning.png|alt=Positioning for Celestriad by moving Kefka north.|thumb|215x215px|A common strategy for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.]]&lt;br /&gt;
Phase 2 will require precise positioning and constant awareness from each role. Tanks will need repeatedly need to move and face Kefka in preparation for certain attacks while DPS handle various types of AoEs.&lt;br /&gt;
&lt;br /&gt;
The first obstacle players will encounter is &#039;&#039;&#039;Celestriad&#039;&#039;&#039;, which is all of Kefka&#039;s &#039;&#039;&#039;Fire&#039;&#039;&#039;, &#039;&#039;&#039;Thunder&#039;&#039;&#039;, and &#039;&#039;&#039;Blizzard&#039;&#039;&#039; spells cast in quick succession. Healers and Tanks will need to stack together while DPS will need to spread out, all while avoiding the [[Area of Effect#Static Circle AoE|static circle]] and [[Area of Effect#Static Donut AoE|static donut AoEs]].&lt;br /&gt;
&lt;br /&gt;
The two primary methods to handling &#039;&#039;&#039;Celestriad&#039;&#039;&#039; is either positioning Kefka in the center of the arena, or at the far northern edge.&lt;br /&gt;
&lt;br /&gt;
* If tanking Kefka at the north edge, Tanks and healers typically stack together in one of the northern corners of the safezone. One DPS will be south of the stack while the other three DPS are spread out on the opposite side of the circle AoE.&lt;br /&gt;
** Once the [[Area of Effect#Static Circle AoE|static circle AoE]] disappears, the DPS players will move into the safe zone, staying at its outer edge to maximize the distance between each other until the [[Area of Effect#Spread Circle|spread circles]] detonate.&lt;br /&gt;
* If tanking Kefka in the center, players will need to be assigned different intercardinal safe zones. Tanks and healers will occupy one, and two DPS will have to share another. Once the [[Area of Effect#static Line AoE|static line AoEs]] disappear, the DPS sharing a corner will have to quickly separate before the [[Area of Effect#Spread Circle|spread circles]] detonate 1 second later.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Opening Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Angel&#039;&#039;&#039;&lt;br /&gt;
|Heal all the players quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|If planning to use the northern &#039;&#039;&#039;Celestriad&#039;&#039;&#039; strat, start moving Kefka to the north.&lt;br /&gt;
&#039;&#039;This &#039;&#039;&#039;Ultima,&#039;&#039;&#039; and only this, can be taken with no mitigation, although healing to full is still needed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Healers and tanks must stack together while DPS spread apart, all while avoiding the circle, line, and donut AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| During or after this &#039;&#039;&#039;Ultima&#039;&#039;&#039; cast, the main tank can preposition Kefka to slightly center of the arena in preparation for &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #1 ===&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Sets all player&#039;s HP to 1. Players &#039;&#039;not&#039;&#039; at full health will receive a 12 second {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; debuff, preventing any and all healing. Players at full HP will only be debuffed for 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Path of Light&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring exactly 2 or 4 players inside, matching the number of small glowing orange orbs circling its ring. Deals no damage.&lt;br /&gt;
If an incorrect number of players are inside the tower, all players are debuffed with a stack of {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mad Heads&#039;&#039;&#039;&lt;br /&gt;
|Floating heads that attach a [[Tether (mechanic)#Chase Tether|chase tether]] to each DPS player. Explodes on contact with &#039;&#039;any&#039;&#039; player for moderate magic damage and inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
If its target dies or 15 seconds pass, &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; will self-destruct, dealing no damage but inflicting a stack of {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on all players for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
A deceptive phase in that while players will be repeatedly set to 1 HP, most attacks do not deal any damage. Failed mechanics will often result in {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; stacks rather than death, but the loss of damage output can easily result in a failure to defeat Kefka before they enrage.&lt;br /&gt;
&lt;br /&gt;
Kefka can be tanked in the center of the arena for the duration of this phase.&lt;br /&gt;
&lt;br /&gt;
Healers must start this phase by ensuring all players are healed to 100% HP immediately. Any players not at full HP will have their {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; debuff timer tripled, likely resulting in their death.&lt;br /&gt;
&lt;br /&gt;
Kefka will cast &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;; a 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; tower appears in the &amp;lt;u&amp;gt;east&amp;lt;/u&amp;gt;, &amp;lt;u&amp;gt;west&amp;lt;/u&amp;gt;, and &amp;lt;u&amp;gt;center&amp;lt;/u&amp;gt; of the arena; two &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; appear in the east; and two &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; appear in the west.&lt;br /&gt;
&lt;br /&gt;
DPS players should fill the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers on the east and west, taking the tower closest to their tethered &#039;&#039;&#039;Mad Head&#039;&#039;&#039; to prevent it from crossing over the center and colliding with others. There are two ways to do this: Cross tethers and Near tethers&lt;br /&gt;
&lt;br /&gt;
* Cross tethers/cross skulls: DPS take the tower furthest away from their skull. If doing this, the DPS should take care not crossing their tether inside the middle tower.&lt;br /&gt;
* Far tethers/skulls: DPS take the tower nearest to their skull, but stretches the tether as far as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:CrossTethers o8s f1.png|center|thumb|DPS cross skull tethers for Forsaken #1]]&lt;br /&gt;
[[File:Screenshot 2026-07-16 162929.png|center|thumb|Each DPS takes the tower nearest to their skull]]&lt;br /&gt;
Both healers should take the center tower and prepare to use heavy AoE healing the instant {{Status effect|debuff|File:Incurable icon1.png|link=File:Incurable icon1.png}} &#039;&#039;&#039;Incurable&#039;&#039;&#039; expires.&lt;br /&gt;
&lt;br /&gt;
Once the towers resolve, DPS should avoid their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; until they have been sufficiently healed enough to intentionally collide with their &#039;&#039;&#039;Mad Head&#039;&#039;&#039; and detonate it.&lt;br /&gt;
&lt;br /&gt;
This will be followed up by &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;, requiring DPS and healers to &#039;&#039;avoid&#039;&#039; being the closest and farthest players, and additionally avoiding standing near the tanks.&lt;br /&gt;
&lt;br /&gt;
Kefka will then repeat the process a second time with a cast of &#039;&#039;&#039;Ultima&#039;&#039;&#039; into &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Handle the sequence the same way as before and the onslaught will end with a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;&lt;br /&gt;
|Heal all players to full immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|DPS should take the towers closest to their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039; while healers take the center towers. Heal all DPS once the debuff expires, then DPS can detonate their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal all players to full immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Repeat as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Move to where the third set of &#039;&#039;&#039;Trines&#039;&#039;&#039; fell that is also opposite to Kefka&#039;s glowing wing, then move into where the first set of &#039;&#039;&#039;Trines&#039;&#039;&#039; appeared after they exploded.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Afterwards, if &#039;&#039;&#039;Future&#039;&#039;&#039; was cast, avoid Kefka&#039;s front. If &#039;&#039;&#039;Past&#039;&#039;&#039;, avoid Kefka&#039;s rear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should move away while healers focus on healing the main tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank can now preposition Kefka to center of the arena to prepare for &#039;&#039;&#039;Forsaken #2.&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #2 ===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&lt;br /&gt;
|The two farthest DPS players are marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, dropping 4 consecutive lava [[Area of Effect#Puddle|puddles]] over time. Two other DPS will be chased by 5 [[Area of Effect#Homing AoE|Homing AoEs]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;&lt;br /&gt;
|Kefka splits into four, jumping onto each tank and healer&#039;s position and dealing AoE damage.&lt;br /&gt;
Three seconds after, each Kefka will face his target&#039;s current location and cast &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, being either a frontal (future) or rear (past) [[Area of Effect#Static Cone AoE|180 degree static cone AoE]] depending on the prior cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Proximity AoE|proximity AoE]] is placed underneath a DPS player, who is simultaneously targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O8S Forsaken 2.gif|alt=A strategy for Forsaken 2.|thumb|If &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; is cast instead, Tanks and Healers will want to face the Kefka clones towards the edges until &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; begins casting.]]&lt;br /&gt;
Kefka will utilize an extremely restrictive combination of AoE attacks, forcing all players to move in very specific directions while simultaneously resolving towers.&lt;br /&gt;
&lt;br /&gt;
* A 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; tower appears on the east and west side of the arena.&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&#039;&#039;, followed immediately by either &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; or &#039;&#039;&#039;Past&#039;s End&#039;&#039;&#039;.&lt;br /&gt;
* A 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; appears on the north edge of the arena.&lt;br /&gt;
* Kefka begins casting &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, and a 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; appears on the east and west edges of the arena.&lt;br /&gt;
* A second set of 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers appears on the east and west sides of the arena while a DPS player is targeted by &#039;&#039;&#039;Meteor&#039;&#039;&#039;.&lt;br /&gt;
* The mini-phase is ended with a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To start, both tanks and healers will want to assign positions: One role should take the west towers and the other the east towers.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will need a unique position on the south edge of the arena to spread to for &#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks and Healers will first resolve their assigned towers, then spread to their assigned position in the south. After Kefka splits into four, tanks and healers will either need to hold still (if &#039;&#039;&#039;Future&#039;s End&#039;&#039;&#039; was cast) or run through Kefka towards the center (if &#039;&#039;&#039;Past&#039;s End&#039;&#039;&#039;) to avoid &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039; from hitting the entire party. Once Kefka begins casting &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;, tanks and healers can simply focus on taking their assigned towers again.&lt;br /&gt;
&lt;br /&gt;
The ranged DPS marked by {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; will want to split to the east and west cardinal edges to start baiting the mechanic, slowly inching towards the north where the 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is—waiting until the 4th [[Area of Effect#Puddle|puddle]] drops before entering the tower.&lt;br /&gt;
&lt;br /&gt;
The unmarked melee DPS will want to stack in the south and run together, slowly dropping their AoEs closer to the north until the 5th and final one appears—after-which they can enter the tower as well.&lt;br /&gt;
&lt;br /&gt;
* If players want to increase DPS uptime, the melee DPS can stack together and rotate clockwise or counter-clockwise together around Kefka. Healers and Tanks will have to dodge their AoEs inside the towers, however.&lt;br /&gt;
&lt;br /&gt;
Once the DPS resolves their 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039;, they should run next to (but not into) the tank&#039;s 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; to include the tanks in the stack marker.&lt;br /&gt;
[[File:O8S Trine Big.png|alt=The two potential patterns for Trine (Big).|thumb|The two potential patterns for Trine (Big).]]&lt;br /&gt;
The mini-phase will end with &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Kefka will follow up with another &#039;&#039;&#039;Celestriad&#039;&#039;&#039; that can be handled the same as before.&lt;br /&gt;
&lt;br /&gt;
The final attack of note is a cast of &#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This ability has two potential patterns, resulting in a safe zone on an empty edge of the arena, or directly in the center.&lt;br /&gt;
&lt;br /&gt;
Position and dodge accordingly until Kefka&#039;s third &#039;&#039;&#039;Forsaken&#039;&#039;&#039; cast.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party. Tanks and Healers should split to opposite east / west sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Starstrafe&#039;&#039;&#039;&lt;br /&gt;
|The two DPS responsible for baiting {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should split to opposite east/west edges, while the other two move south. DPS must dodge AoEs while slowly moving north towards the [[Tower#Multi-Player Tower|tower]]. &lt;br /&gt;
If the inner DPS chooses to rotate CW/CCW, it&#039;s recommended to start from the North side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Future&#039;s End / Past&#039;s End&#039;&#039;&#039;&lt;br /&gt;
|Healers and Tanks should spread along the south edge, then face Kefka outwards (future) or inwards (past) relative to the arena center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;All Things Ending + Meteor&#039;&#039;&#039;&lt;br /&gt;
|Resolve towers while DPS bring the {{I|Stack marker}} towards the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
|Tanks should bring move Kefka towards either a cardinal edge or to the center in preparation for &#039;&#039;&#039;Celestriad&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Celestriad&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Avoid the side of Kefka the glowing wing is on.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank can now pull Kefka to slightly center of the arena in preparation of &#039;&#039;&#039;Trine (big)&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the safe zone, then dodge Kefka&#039;s &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Ensure tanks are the closest and farthest players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together and use heavy mitigations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Tanks must spread apart again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| The main tank now can pull Kefka to center of the arena in preparation of &#039;&#039;&#039;Forsaken #3.&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forsaken #3 ===&lt;br /&gt;
----While no new attacks will be used here, Kefka will combine several attacks from both Phase 1 and 2 in a final onslaught of terror.&lt;br /&gt;
&lt;br /&gt;
* A 2-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is created on the east and west side of the arena, and a 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; on the south side. Four random players are also targeted by [[knockback]] [[Tether (mechanic)|tethers]].&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;Ultima&#039;&#039;&#039; followed quickly by &#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039; shortly after the towers resolve.&lt;br /&gt;
* &#039;&#039;&#039;Graven Image #5&#039;&#039;&#039; (Sleep and Confusion tethers) is cast, with another set of 2-player &#039;&#039;&#039;Paths of Light&#039;&#039;&#039; appearing in the east and west.&lt;br /&gt;
* Kefka casts &#039;&#039;&#039;Ultima&#039;&#039;&#039; then begins his &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039; attack rotation with &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;, &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;, and three &#039;&#039;&#039;Paths of Light&#039;&#039;&#039;.&lt;br /&gt;
* Shortly after, a 4-player &#039;&#039;&#039;Path of Light&#039;&#039;&#039; is created in the south while Kefka casts &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;.&lt;br /&gt;
* After another cast of &#039;&#039;&#039;Ultima&#039;&#039;&#039;, Kefka combines &#039;&#039;&#039;Graven Image #4&#039;&#039;&#039; (yellow/purple half-arena orb) with a cast of &#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;.&lt;br /&gt;
* The onslaught ends, as usual, with &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To start, similar to &#039;&#039;&#039;Forsaken #2&#039;&#039;&#039;, healers and tanks will want to split to two different sides of the arena to take the two 2-player towers. DPS should take the 4-player tower in the south.&lt;br /&gt;
&lt;br /&gt;
Knockback tethers can be handled either by standing a short distance to the north of the tower, or by simply using {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
&lt;br /&gt;
Tanks must be in the same tower for &#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;, which happens shortly after towers resolve.&lt;br /&gt;
&lt;br /&gt;
Next mini-phrase of Graven Image 3 will happens, this time with 2 towers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; is removed by the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers, allowing players to run closer to the center and away from their confused comrades.&lt;br /&gt;
* For ease of handling this mechanic, party can take note of their pair positions on the previous &#039;&#039;&#039;[[Sigmascape V4.0 (Savage)#Graven Image #3 and #4|Graven Image #3]]&#039;&#039;&#039;: Pairs on northwest and southwest will handle the West tower, while pairs on northeast and southeast will handle the East tower. Players with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers will occupied the towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread out to the edges of the arena.&lt;br /&gt;
** If doing the box positions strat, players with  &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers can spread to their color coded waymark on cardinal or intercardinal of the arena.&lt;br /&gt;
&lt;br /&gt;
Healers will need to quickly heal the party to full after the &#039;&#039;&#039;Ultima&#039;&#039;&#039; in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;, which can be handled in the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DPS will need to quickly resolve their &#039;&#039;&#039;Mad Heads&#039;&#039;&#039;, as a 4-player tower appears in the south that tanks &#039;&#039;can not&#039;&#039; occupy due to Kefka&#039;s &#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;. Healers can account for two of the four players required.&lt;br /&gt;
&lt;br /&gt;
Lastly, &amp;lt;u&amp;gt;tanks will need to face Kefka either east or west&amp;lt;/u&amp;gt; to prevent the combination of &#039;&#039;&#039;Graven Image #4&#039;&#039;&#039; and &#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039; from potentially covering both halves of the arena. With the former hitting east/west and the latter hitting north/south, there will always be one safe quadrant to stand in.&lt;br /&gt;
&lt;br /&gt;
With a cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;, Forsaken will end.&lt;br /&gt;
&lt;br /&gt;
Kefka will rotate through his usual series of attacks before repeating &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039; a second time.&lt;br /&gt;
&lt;br /&gt;
At the end of the repeat &#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;, Kefka will cast &#039;&#039;&#039;Ultima&#039;&#039;&#039; four times, gaining a stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}}&#039;&#039;&#039; &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; with each. Should players survive, Kefka will enrage with a final cast of &#039;&#039;&#039;Light of Judgment&#039;&#039;&#039; that wipes the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Forsaken #3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the two towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread to the edge. Those inside the towers can run further into the center after being woken up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party immediately in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Face Kefka to the east or west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light of Judgment&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trine (Small) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Dodge towards the third set of triangles while avoiding Kefka&#039;s glowing wing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should split and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack back together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trine (Big) +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;&lt;br /&gt;
|Stack in the safe zone, then dodge &#039;&#039;&#039;&#039;&#039;All Things Ending&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperdrive&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Forsaken #3&#039;&#039;&#039;&lt;br /&gt;
|Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultimate Embrace&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy the two towers while &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039; tethers spread to the edge. Those inside the towers can run further into the center after being woken up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Heal up the party immediately in preparation for &#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heartless Archangel&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as &#039;&#039;&#039;Forsaken #1&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wings of Destruction (Two Wings)&#039;&#039;&#039;&lt;br /&gt;
|Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
|Face Kefka to the east or west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graven Image #4 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wings of Destruction (One Wing)&#039;&#039;&#039;&lt;br /&gt;
|Stand in the safe quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultima x4&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, this is the last chance to defeat Kefka.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Light of Judgment (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Diamond Weapons}}&lt;br /&gt;
*{{Item icon|Sigmascape Datalog v4.0}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Alpha&#039;s Feather}} (Drops directly from boss, must be synced)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Diamond Arms (IL 375)}}&lt;br /&gt;
{{Drops table row|Diamond Axe}}&lt;br /&gt;
{{Drops table row|Diamond Greatsword}}&lt;br /&gt;
{{Drops table row|Diamond Bayonet}}&lt;br /&gt;
{{Drops table row|Diamond Halberd}}&lt;br /&gt;
{{Drops table row|Diamond War Scythe}}&lt;br /&gt;
{{Drops table row|Diamond Knuckles}}&lt;br /&gt;
{{Drops table row|Diamond Katana}}&lt;br /&gt;
{{Drops table row|Diamond Daggers}}&lt;br /&gt;
{{Drops table row|Diamond Saberfangs}}&lt;br /&gt;
{{Drops table row|Diamond Bow}}&lt;br /&gt;
{{Drops table row|Diamond Musketoon}}&lt;br /&gt;
{{Drops table row|Diamond Chakrams}}&lt;br /&gt;
{{Drops table row|Diamond Rod}}&lt;br /&gt;
{{Drops table row|Diamond Grimoire}}&lt;br /&gt;
{{Drops table row|Diamond Tuck}}&lt;br /&gt;
{{Drops table row|Diamond Fan Brush}}&lt;br /&gt;
{{Drops table row|Diamond Cane}}&lt;br /&gt;
{{Drops table row|Diamond Codex}}&lt;br /&gt;
{{Drops table row|Diamond Sextant}}&lt;br /&gt;
{{Drops table row|Diamond Wings}}&lt;br /&gt;
{{Drops table row|Diamond Chest Gear Coffer (IL 370)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Diamond Weapon Coffer (IL 375)}}&lt;br /&gt;
{{Drops table row|Wind-up Kefka}}&lt;br /&gt;
{{Drops table row|Air Force 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 Sigma, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Sigma, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Sigma, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Sigma}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 Part 1|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 1 Part 2|Dancing Mad - Movement I}}&lt;br /&gt;
{{music table row|Phase 1 Part 3|Dancing Mad - Movement II}}&lt;br /&gt;
{{music table row|Phase 1 Part 4|Dancing Mad - Movement III}}&lt;br /&gt;
{{music table row|Phase 2|Dancing Mad - Movement IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Screenshot_2026-07-16_165436.png&amp;diff=1498708</id>
		<title>File:Screenshot 2026-07-16 165436.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Screenshot_2026-07-16_165436.png&amp;diff=1498708"/>
		<updated>2026-07-16T09:56:15Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Box spots for GI #3, with colors-coded cardinal spot corresponding to each pairs&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Screenshot_2026-07-16_162929.png&amp;diff=1498707</id>
		<title>File:Screenshot 2026-07-16 162929.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Screenshot_2026-07-16_162929.png&amp;diff=1498707"/>
		<updated>2026-07-16T09:31:16Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DPS Far skulls for Forsaken #1&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:CrossTethers_o8s_f1.png&amp;diff=1498706</id>
		<title>File:CrossTethers o8s f1.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:CrossTethers_o8s_f1.png&amp;diff=1498706"/>
		<updated>2026-07-16T09:27:30Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DPS cross skull tethers for Forsaken #1&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Screenshot_2026-07-16_153635.png&amp;diff=1498705</id>
		<title>File:Screenshot 2026-07-16 153635.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Screenshot_2026-07-16_153635.png&amp;diff=1498705"/>
		<updated>2026-07-16T08:38:45Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graven Image 3 - Possible pair spot 2&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:GI3_-_possible_pair_spots_1.png&amp;diff=1498704</id>
		<title>File:GI3 - possible pair spots 1.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:GI3_-_possible_pair_spots_1.png&amp;diff=1498704"/>
		<updated>2026-07-16T08:31:10Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Box spots for Graven Image 3&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498695</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498695"/>
		<updated>2026-07-16T06:58:30Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Expand upon methods with deal with Peripheral Synthesis #4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
A tether attack attached to a random healer and often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;. The healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
* Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS will have to be given specific pairings and collision ordering for the third and fourth slams.&lt;br /&gt;
** Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out to start. There are multiple ways to handle this mechanic:&lt;br /&gt;
&lt;br /&gt;
* Resolve the fists in Healer &amp;gt; Tanks &amp;gt; Melee &amp;gt; Range order: have healers collide their fists with the first slam. Tanks can collide the second slam, with DPS being assigned to the third and fourth.&lt;br /&gt;
* Resolve the fists in CW/CCW order: Have the MT rotates CW/CCW to stack the first fist with the DPS, then the rest of the supports in the party do the same.&lt;br /&gt;
* All players can stack prior and a tank can use a &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On all methods except the last one, the group must remember to stagger between each pair of fists to allow healers room to top up the party, as the fists will slam 5 times before resulting in raidwide(s) if not dealt with.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena in melee range of Omega.&lt;br /&gt;
#* An alternate method is to have the entire group instead stack at Omega&#039;s front, with the Guided Missile going to the back. Both groups would rotate either clockwise or counter-clockwise, but the Guided Missile player would move towards a corner.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile.&lt;br /&gt;
#* Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through Omega to the opposite side afterwards.&lt;br /&gt;
# Both tanks will need to take position at the northeast and northwest, at max melee range, then mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;. This ensures that their AoEs will not cleave each other, nor the rest of the party. Non-tanks must spread out in the south, with three non-tank players standing closest to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
#* Alternatively, tanks can spread to east and west, allowing safe spots at both north and south side of Omega. The north and south safe zones can be occupied by three players each for easy &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; assignments.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Leg Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498692</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498692"/>
		<updated>2026-07-16T06:24:28Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Clarification on tether&amp;#039;s target for Blaster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
An attack targets a random healer, this tether often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;, the healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
* Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS will have to be given specific pairings and collision ordering for the third and fourth slams.&lt;br /&gt;
** Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out to start, but have healers collide their fists with the first slam. Tanks can collide the second slam, with DPS being assigned to the third and fourth.&lt;br /&gt;
Alternatively, all players can stack prior and a tank can use a &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena in melee range of Omega.&lt;br /&gt;
#* For higher DPS uptime, the entire group can instead stack at Omega&#039;s North, with the baiter going South. The main group would dodge while rotating south, and the Guided Missile player instead rotates north and away from Omega.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile. Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through omega to the opposite side afterwards.&lt;br /&gt;
# Both tank will need to assume position at North East and North West at max melee range, then mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; hits. This is to ensure that their AoEs will not cleave each other as well as the rest of the party. Non-tanks must spread inside the safe spot at South, with three non-tank players stand close to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
#* Alternatively: Tanks can spread to East and West, allowing safe spots at both North and South side of Omega. Two 3-nonetanks groups will spread to North and South, allowed for more rooms for errors.&lt;br /&gt;
#* For both methods, it would be much easier to executed with the party agreeing before pulling on who will bait the first and second set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; by staying inside Omega&#039;s hitbox.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Leg Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498691</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498691"/>
		<updated>2026-07-16T06:12:30Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Clarification on tanks/party position for panto #2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
A tether attack often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;, the healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
* Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS will have to be given specific pairings and collision ordering for the third and fourth slams.&lt;br /&gt;
** Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out to start, but have healers collide their fists with the first slam. Tanks can collide the second slam, with DPS being assigned to the third and fourth.&lt;br /&gt;
Alternatively, all players can stack prior and a tank can use a &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena in melee range of Omega.&lt;br /&gt;
#* For higher DPS uptime, the entire group can instead stack at Omega&#039;s North, with the baiter going South. The main group would dodge while rotating south, and the Guided Missile player instead rotates north and away from Omega.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile. Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through omega to the opposite side afterwards.&lt;br /&gt;
# Both tank will need to assume position at North East and North West at max melee range, then mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; hits. This is to ensure that their AoEs will not cleave each other as well as the rest of the party. Non-tanks must spread inside the safe spot at South, with three non-tank players stand close to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
#* Alternatively: Tanks can spread to East and West, allowing safe spots at both North and South side of Omega. Two 3-nonetanks groups will spread to North and South, allowed for more rooms for errors.&lt;br /&gt;
#* For both methods, it would be much easier to executed with the party agreeing before pulling on who will bait the first and second set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; by staying inside Omega&#039;s hitbox.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Leg Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498690</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498690"/>
		<updated>2026-07-16T06:07:49Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: Adjusting the strat for panto #2, being on more clear on where the tanks should be&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
A tether attack often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;, the healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
* Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS will have to be given specific pairings and collision ordering for the third and fourth slams.&lt;br /&gt;
** Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out to start, but have healers collide their fists with the first slam. Tanks can collide the second slam, with DPS being assigned to the third and fourth.&lt;br /&gt;
Alternatively, all players can stack prior and a tank can use a &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena in melee range of Omega.&lt;br /&gt;
#* For higher DPS uptime, the entire group can instead stack at Omega&#039;s North, with the baiter going South. The main group would dodge while rotating south, and the Guided Missile player instead rotates north and away from Omega.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile. Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through omega to the opposite side afterwards.&lt;br /&gt;
# Both tank will need to assume position at North East and North West at max melee range, then mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; hits. This is to ensure that their AoEs will not cleave each other as well as the rest of the party. Non-tanks must spread inside the safe spot at South, with three non-tank players stand close to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
#* Alternatively: Tanks can spread to East and West, allowing safe spots at both North and South side of Omega.&lt;br /&gt;
#* For both methods, it would be much easier to executed with the party agreeing on who will bait the first and second set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; by staying inside Omega&#039;s hitbox.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Leg Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498689</id>
		<title>Alphascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1498689"/>
		<updated>2026-07-16T05:55:06Z</updated>

		<summary type="html">&lt;p&gt;Griffinous56: changing the position of party stack from omega&amp;#039;s side to north for the melee uptime during panto #2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V3.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V3.0 (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 V3.0 (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 = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Final Verification, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|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 V3.0 (Savage)&lt;br /&gt;
| id-gt = 30075&lt;br /&gt;
| id-edb = 5e1eccd3304&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O11S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Unlike [[Alphascape V3.0|normal mode]], players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.&lt;br /&gt;
&lt;br /&gt;
In addition, the &#039;&#039;&#039;Omega Jammer&#039;&#039;&#039; Duty Action is unavailable to use in the Savage encounter.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
[[Clock spots|Clock spot]] positions will need to be assigned.&lt;br /&gt;
&lt;br /&gt;
Player pairs and/or a strategy should be prepared for &#039;&#039;&#039;Peripheral Synthesis (Phase 1)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] that inflicts {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|210 degree static cone AoE]] towards Omega&#039;s left or right side, cast twice in succession—which side is attacked depends on whether the cast is &#039;&#039;&#039;Starboard&#039;&#039;&#039; or &#039;&#039;&#039;Larboard&#039;&#039;&#039;. Deals extreme damage and &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Larboard&#039;&#039;&#039; will be on Omega&#039;s left side, while &#039;&#039;&#039;Starboard&#039;&#039;&#039; will be on Omega&#039;s right side.&lt;br /&gt;
* The first &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; will spin Omega 180 degrees around, with the second spinning them back to their original rotation.&lt;br /&gt;
* The first cast is 5 seconds long, but the second cast is only 2.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with [[Area of Effect#Spread Line or Cone|30 degree spread cones]], then fires lethal [[knockback]] cones in the same exact positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Creates several fists with unique mechanics. The functionality of this ability changes with each phase.&lt;br /&gt;
|}&lt;br /&gt;
A simple introduction to Omega&#039;s primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Wave Cannon=&lt;br /&gt;
====== Wave Cannon: ======&lt;br /&gt;
The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega&#039;s left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.&lt;br /&gt;
&lt;br /&gt;
A simple aid to remember the direction names is that &#039;&#039;&#039;L&#039;&#039;&#039;arboard is &#039;&#039;&#039;L&#039;&#039;&#039;eft and thus Starboard is Right.&lt;br /&gt;
&lt;br /&gt;
While the first cast is lengthy, the second cast happens twice as quickly. Players will need to stay near Omega in case they need to run to the opposite side for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember that the AoE extends to Omega&#039;s front and back, players will want to move a safe distance to Omega&#039;s side to fully dodge the attack.&lt;br /&gt;
|-|Flame Thrower=&lt;br /&gt;
====== Flame Thrower: ======&lt;br /&gt;
Similar to [[Alexander - The Arm of the Father (Savage)|&#039;&#039;&#039;Protean Wave&#039;&#039;&#039; from A3S]], players will need to spread out to [[clock spots]] prior to the attack to prevent cones from overlapping.&lt;br /&gt;
&lt;br /&gt;
Shortly after the initial cones go out, Omega will fire again in those same areas, but with lethal [[knockback]] cones. All players will need to rotate to a spot that was not hit by the initial cone to be safe from the follow-up attack.&lt;br /&gt;
&lt;br /&gt;
The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.&lt;br /&gt;
&lt;br /&gt;
For later phases, it is wise for players to agree on a consistent direction to rotate (all clockwise or all counter-clockwise) to ensure everyone is still spread out afterwards.&lt;br /&gt;
|-|Peripheral Synethesis (Phase 1)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 1): ======&lt;br /&gt;
Each DPS and Healer will have a floating fist appear over them and follow them, creating six fists in total. Three random fists will have an orange light on its back, and three will have a blue light.&lt;br /&gt;
&lt;br /&gt;
Each fist will then place a small [[Area of Effect#Static Circle AoE|static circle AoE]] underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second &#039;&#039;&#039;{{Status effect|debuff|confusion}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; debuff. If two fists slam into the same spot, however, they will collide and explode.&lt;br /&gt;
&lt;br /&gt;
* If two fists of matching colors collide, or slam five times without colliding, they will deal &#039;&#039;extreme&#039;&#039; party-wide damage and inflict &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}}&#039;&#039;&#039; &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all players.&lt;br /&gt;
* If two fists of &#039;&#039;opposite&#039;&#039; colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.&lt;br /&gt;
** Touching the blue orb will absorb it, granting the player {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; for 20 seconds. This buff increases damage dealt to Omega.&lt;br /&gt;
&lt;br /&gt;
When two fists collide, the damage from the AoE markers are negated, making them safe to stand inside if players are certain a collision will occur.&lt;br /&gt;
&lt;br /&gt;
As players simply need to correctly have three pairs of opposite colored fists collide, there are several different types of strategies and positions of equal merit. There are some common threads between all strategies:&lt;br /&gt;
&lt;br /&gt;
* Players should each be given a partner to start. 25% of the time, fists will start perfectly organized and no swaps need to be made. 75% of the time, two groups will be incorrect and have matching colors.&lt;br /&gt;
* A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.&lt;br /&gt;
* The two swapping players will either run to the other incorrect group, thus correcting it, or run to a designated fourth spot while the two remaining non-swappers make a new pair.&lt;br /&gt;
&lt;br /&gt;
Some groups may elect not to employ any strategy, keeping clock spot positions and dynamically adjusting with their neighbors. As fists slam five times before the explode, players have ample time to partner up.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then immediately rotate to the areas the flames did not hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Ensure fists of opposite colors collide, then ensure DPS pick up the {{Status effect|buff|File:Live wire icon1.png|link=File:Live wire icon1.png}} &#039;&#039;&#039;Live Wire&#039;&#039;&#039; buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Program Loop&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Program Loop ===&lt;br /&gt;
-----&lt;br /&gt;
A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.&lt;br /&gt;
&lt;br /&gt;
Both the outer edges and the very center of the arena will be covered in death [[Area of Effect#Puddle|puddles]]. Players will need to watch their footing for the majority of the phase.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 2: ====&lt;br /&gt;
Player positions should be agreed upon for quick [[Tether (mechanic)#Magnetic Tether|magnetic tether]] positioning in Executable #1.&lt;br /&gt;
&lt;br /&gt;
Two players will need to be assigned to the east and west edge of the arena to handle the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; in Executable #2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Storage Violation&#039;&#039;&#039;&lt;br /&gt;
|A [[Tower#Multi-Player Tower|multi-player tower]] requiring either 1 or 2 players depending on the number of orbs floating around its ring. Failure to occupy these towers results in party-wide damage and a stack of {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
Unlike typical towers, &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; towers will only recognize players afflicted by {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; or {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;, lighting up when occupied by valid players.&lt;br /&gt;
&lt;br /&gt;
* Towers will cleanse the {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; debuff, but not {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;.&lt;br /&gt;
** If {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; is not cleansed, it will inflict {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds on expiration.&lt;br /&gt;
* Each correctly resolved tower fills a bit of the {{Action icon|Limit Break}} Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039;&lt;br /&gt;
|The two farthest players are debuffed with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; for 34 seconds, with a purple [[Area of Effect#Static Line AoE|line AoE]] connecting the two for the duration of the debuff.&lt;br /&gt;
Any other players that come into contact with the line AoE are inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; for 6 seconds, causing them to run in completely random directions and likely die.&lt;br /&gt;
&lt;br /&gt;
* If the two players with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; move too close to each other, they will begin to build stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;. If six stacks are acquired, they will be inflicted with {{Status effect|debuff|File:Memory loss icon1.png|link=File:Memory loss icon1.png}} &#039;&#039;&#039;[[Hysteria|Memory Loss]]&#039;&#039;&#039; and likely die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reset&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Circle AoE|static circle AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reformat&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Donut AoE|static donut AoE]] centered on Level Checker. Deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Lethal party-wide damage that can only be survived with a tank&#039;s &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Inflicts all players with {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039; for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.&lt;br /&gt;
|}&lt;br /&gt;
A [[Level Checker (NPC)|Level Checker]] enemy will appear in the center of the arena that must be killed in time before it enrages with &#039;&#039;&#039;Force Quit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It will go through two attack combinations labeled as &#039;&#039;&#039;Executable #1&#039;&#039;&#039; and &#039;&#039;&#039;Executable #2&#039;&#039;&#039; before starting its enrage cast.&lt;br /&gt;
&lt;br /&gt;
Once defeated, Omega will re-appear outside the arena and prepare &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Once Delta Attack is finished, Omega will return to the field and begin their next phase.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Executable #1=&lt;br /&gt;
====== Executable #1: ======&lt;br /&gt;
[[File:O11S Executable 1.jpg|alt=Tower positions in Executable #1.|thumb|The two potential &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; placements.]]&lt;br /&gt;
All players are inflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; for 13 seconds and four 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Additionally, each tank and healer will have a [[Tether (mechanic)#Magnetic Tether|magnetic tether]] attached to a different DPS player. Two will have &#039;&#039;opposite&#039;&#039; polarities and two will have &#039;&#039;matching&#039;&#039; polarities.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if &#039;&#039;opposite&#039;&#039; polarities) or pushed to the outer towers (if &#039;&#039;matching&#039;&#039; polarities).&lt;br /&gt;
&lt;br /&gt;
As all tethers will attach support players with DPS players, a common strategy is to have support players stand on one half of the arena and DPS on the opposite. All players should spread out to make it easier to identify tether partners and polarities.&lt;br /&gt;
&lt;br /&gt;
Additionally, assigning towers to roles can help eliminate confusion in regards to positioning (i.e. Support take north and west towers, DPS take south and east towers.)&lt;br /&gt;
|-|Executable #2=&lt;br /&gt;
====== Executable #2: ======&lt;br /&gt;
[[File:O11S Executable 2.gif|alt=A gif showing how to handle Executable #2.|thumb|If &#039;&#039;&#039;Executable #1&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s center towers were east+west, the party will want to start on the south half instead.]]&lt;br /&gt;
The two farthest players with be afflicted with {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; while all other players are afflicted with {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Two players will have a 13 second {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039;, two others will have a 21 second version, and the final two have a 29 second version.&lt;br /&gt;
&lt;br /&gt;
Three 2-player &#039;&#039;&#039;Storage Violations&#039;&#039;&#039; appear around the center over time, and three pairs of 1-player &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.&lt;br /&gt;
&lt;br /&gt;
The sets of 2-player towers always rotate clockwise around the arena, but either start in the Northwest or Southeast depending on the tower positions in &#039;&#039;&#039;Executable #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prior to the start of Executable #2&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* If the two towers close to the center in &#039;&#039;&#039;Executable #1&#039;&#039;&#039; were north+south, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be northwest, and all players should start on the north half of the arena.&lt;br /&gt;
* If the two center towers were east+west, the first tower of &#039;&#039;&#039;Executable #2&#039;&#039;&#039; will be southeast, and all player should start on the south half of the arena.&lt;br /&gt;
&lt;br /&gt;
The two players assigned to handle {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; should split to the east and west edges of the arena and stay as far apart from each other as possible to prevent building stacks of {{Status effect|debuff|File:Memory degradation icon1.png|link=File:Memory degradation icon1.png}} &#039;&#039;&#039;Memory Degradation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once players are positioned correctly, the strategy follows a simple pattern:&lt;br /&gt;
&lt;br /&gt;
# The two players with the lowest {{Status effect|debuff|File:Looper icon1.png|link=File:Looper icon1.png}} &#039;&#039;&#039;Looper&#039;&#039;&#039; timers take the &#039;&#039;&#039;Storage Violation&#039;&#039;&#039; in the center, waiting for the tower to resolve.&lt;br /&gt;
# All players rotate clockwise to allow the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players to reach the next set of outer towers.&lt;br /&gt;
# Repeat two more times. After the third center tower resolves, Level Checker casts &#039;&#039;&#039;Reset&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reformat&#039;&#039;&#039; once the final set of outer towers resolves and {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; expires.&lt;br /&gt;
# Level Checker begins a 16 second cast of &#039;&#039;&#039;Force Quit&#039;&#039;&#039;, giving players one last chance to defeat it before wiping the party.&lt;br /&gt;
&lt;br /&gt;
As the most dangerous mechanic of this attack is the Line AoE between the {{Status effect|debuff|File:Chains of memory icon1.png|link=File:Chains of memory icon1.png}} &#039;&#039;&#039;Chains of Memory&#039;&#039;&#039; players, the chained player rotating &#039;&#039;towards&#039;&#039; the group should be careful not to run too early.&lt;br /&gt;
|-|Delta Attack=&lt;br /&gt;
====== Delta Attack: ======&lt;br /&gt;
Omega will re-appear outside the north edge of the arena and begin charging &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. Without the shield from normal mode, players will have to rely on a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive.&lt;br /&gt;
&lt;br /&gt;
As Omega is not targetable at the time, the cast bar for the attack must be viewed from the [[Enmity|enmity list]]. A safe time to use the limit break is at about half-way through &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast bar.&lt;br /&gt;
&lt;br /&gt;
Once the attack fires, healers will need to remember to quickly fill everyone&#039;s health bars to ensure they do not die to {{Status effect|debuff|File:Gradual petrification icon2.png|link=File:Gradual petrification icon2.png}} &#039;&#039;&#039;Gradual Petrification&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
=== Phase 3: ===&lt;br /&gt;
-----&lt;br /&gt;
Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 3: ====&lt;br /&gt;
A consistent rotation direction should be agreed on after &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; for placement of &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
&lt;br /&gt;
Positions should be designated to stand for &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] placed on all players during &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;. Creates large fire [[Area of Effect#Puddle|puddles]] that inflict a powerful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; on those not at full health, or a 22 second {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; to those that are.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} placed on a random healer.&lt;br /&gt;
|}&lt;br /&gt;
While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; &#039;&#039;&#039;+ Flame Thrower&#039;&#039;&#039;, &#039;&#039;&#039;Blaster&#039;&#039;&#039;, and &#039;&#039;&#039;Peripheral Synthesis (Phase 3)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ballistic Missile=&lt;br /&gt;
====== Ballistic Missile: ======&lt;br /&gt;
All players will be marked by [[Area of Effect#Spread Circle|spread circles]] and &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; cast. Players will want to position in [[clock spots]], then all rotate in the same direction to dodge the knockback fires.&lt;br /&gt;
&lt;br /&gt;
While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire [[Area of Effect#Puddle|puddles]] as far away from the center as possible.&lt;br /&gt;
&lt;br /&gt;
This will always be followed up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hence the need to clear a space in the center to safely dodge.&lt;br /&gt;
|-|Blaster=&lt;br /&gt;
====== Blaster: ======&lt;br /&gt;
A tether attack often paired with &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;, the healer should ensure that the off-tank can safely take the [[Tether (mechanic)#Transferable Tether|transferable tether]] and move it to the corner away from all other players.&lt;br /&gt;
&lt;br /&gt;
All other players should avoid being near both the off-tank and Omega&#039;s center to prevent accidental transference of the tether.&lt;br /&gt;
&lt;br /&gt;
The off-tank must also be at full health to ensure they are not {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039; afterwards. They will still be afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;, and may need extra [[Barrier|barriers]] to survive the &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039; that follows after.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 3)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 3): ======&lt;br /&gt;
[[File:O11S Peripheral Synthesis Phase 3.jpg|alt=Two potential positions for Peripheral Synthesis (Phase 3).|thumb|377x377px|Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.]]&lt;br /&gt;
Four giant fists will appear on the edges of the arena and [[Tether (mechanic)#Chase Tether|tether]] to four random players: one tank, one healer, and two DPS.&lt;br /&gt;
&lt;br /&gt;
* There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.&lt;br /&gt;
* Which fist tethers to which player is completely random.&lt;br /&gt;
* The highest enmity player will always receive a tether from the first cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;. The off-tank should {{Action icon|Provoke}} while the main tank handles their tether.&lt;br /&gt;
&lt;br /&gt;
Tethered players will be inflicted with {{Status effect|debuff|File:Biohacked icon1.png|link=File:Biohacked icon1.png}} &#039;&#039;&#039;Biohacked&#039;&#039;&#039; for 9 seconds, stunning them once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
The fists will then charge in a straight line at their target, doing near-arena length [[knockback]], high damage, and inflicting {{Status effect|debuff|blunt resistance down}} &#039;&#039;&#039;[[Blunt Resistance Down]]&#039;&#039;&#039; for 6 seconds. Being hit by two fists will kill the player regardless of positioning.&lt;br /&gt;
&lt;br /&gt;
The goal is to position each fist in a way that the target can not only survive the knockback, but avoid being in range of the other three fists—all while leaving a safe area for the untethered players to stand.&lt;br /&gt;
&lt;br /&gt;
There are two common positional set ups, both involving players standing on their edge closest to their first and near a corner, but leaving just enough space away from the adjacent edge to avoid hitting other tethered players. Untethered players will stack in the center.&lt;br /&gt;
&lt;br /&gt;
* The markings along the edge of the arena can be used to help position. Hexagons line the edges, and the fifth shape from the corner (the corner itself counting as one) is the ideal place to stand.&lt;br /&gt;
&lt;br /&gt;
Once the fists resolve, Omega will cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, forcing players to quickly stack together again.&lt;br /&gt;
&lt;br /&gt;
Soon after, Omega will cast &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039; again, tethering the four people who were previously untethered. The tank that was tethered previously should {{Action icon|Provoke}} the boss.&lt;br /&gt;
&lt;br /&gt;
The same process can be repeated, but Omega will follow up with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; afterwards, requiring the tethered players to immediately run to Omega&#039;s safe side after the knockback.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----After a second cast of &#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Update Program,&#039;&#039;&#039; indicating the start of the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side, assuming puddles were safely placed away from the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. The off-tank must grab the [[Tether (mechanic)#Transferable Tether|tether]] and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure that the player with {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039; from &#039;&#039;&#039;Blaster&#039;&#039;&#039; has [[Barrier|barriers]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should {{Action icon|Provoke}} while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|The main tank should {{Action icon|Provoke}} while the other players position themselves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Quickly identify the safe side and sprint to it.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Update Program&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Pantokrator #1 ===&lt;br /&gt;
----Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 4: ====&lt;br /&gt;
A starting point and rotation direction should be decided on for &#039;&#039;&#039;Pantokrator #1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Four players should be assigned to take the first set of &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
A corner should be assigned for the party to group together in during &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party may require a pair/collision order for &#039;&#039;&#039;Peripheral Synthesis (Phase 4)&#039;&#039;&#039; if not skipping it with a tank {{Action icon|Limit Break}}.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing [[Area of Effect#Static Circle AoE|static circle AoEs]] under three random players repeatedly.&lt;br /&gt;
&lt;br /&gt;
* Omega stays in the center of the arena for the entire duration of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Line stack|line stack marker]] placed on a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The four closest players are targeted by red [[Area of Effect#Spread Line or Cone|spread line]] arrows that inflict {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Deals high magic damage, and is cast twice in succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|A powerful [[Other Mechanics#Proximity AoE|proximity AoE]] placed in the center of the arena. Indicates the end of &#039;&#039;&#039;Pantokrator&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As &#039;&#039;&#039;Pantokrator&#039;&#039;&#039; is a lengthy, ongoing attack, it is often considered a &amp;quot;mini-phase&amp;quot; and strategies will be written as such.&lt;br /&gt;
&lt;br /&gt;
Unusually, the first &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; of the phase inflicts {{Status effect|debuff|File:Burns icon2.png|link=File:Burns icon2.png}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.&amp;lt;/ref&amp;gt; on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Wave Cannon Surge=&lt;br /&gt;
====== Wave Cannon Surge: ======&lt;br /&gt;
This attack functions as Omega casting two Larboard or two Starboard &#039;&#039;&#039;Wave Cannons&#039;&#039;&#039; in quick succession.&lt;br /&gt;
&lt;br /&gt;
Players will need to identify which side is correct initially, then once the AoE fires, &#039;&#039;immediately&#039;&#039; run to the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is no cast for the second &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; AoE, but it will always be the same as the first (rotated 180 degrees with Omega).&lt;br /&gt;
|-|Pantokrator=&lt;br /&gt;
====== Pantokrator: ======&lt;br /&gt;
A lengthy series of attacks, Omega will drop four sets of [[Area of Effect#Static Circle AoE|static circle AoEs]] before casting &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will then cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice before ending with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players should stack together during the start of Pantokrator and slowly rotate together clockwise or counter-clockwise. The party should reach the opposite side of Omega by the time Engage Ballistic Systems begins.&lt;br /&gt;
&lt;br /&gt;
Afterwards, a common strategy is to spread to [[clock spots]], but have all support players (healers and tanks) stay close to Omega to be targeted by the first four &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
Once the red markers appear, the targeted players can back up while the four untargeted players (DPS) move towards the center to take the second wave of lasers.&lt;br /&gt;
&lt;br /&gt;
Finally, all players will want to run to a designated corner together to survive &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;, indicating the end of Pantokrator.&lt;br /&gt;
|-|Peripheral Synthesis (Phase 4)=&lt;br /&gt;
====== Peripheral Synthesis (Phase 4): ======&lt;br /&gt;
Similarly to Peripheral Synthesis (Phase 1), fists will appear over &#039;&#039;all&#039;&#039; players—but all fists are now red.&lt;br /&gt;
&lt;br /&gt;
Fists will now instead do moderate party-wide damage when they collide, but the damage output of three or more colliding at once can easily wipe the party.&lt;br /&gt;
&lt;br /&gt;
Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.&lt;br /&gt;
&lt;br /&gt;
* Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS will have to be given specific pairings and collision ordering for the third and fourth slams.&lt;br /&gt;
** Omega will cast &#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039; between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.&lt;br /&gt;
&lt;br /&gt;
Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039; to survive the explosion.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should the party survive, Omega will begin one final onslaught with &#039;&#039;&#039;Pantokrater #2&#039;&#039;&#039; to start the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 4 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then move to the safe zones inbetween.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Spread out to clock spots. Have support players take the first four lasers by being closer to Omega, then move away and have DPS take the second four.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank run the tether far away while all other players move to the other side of Omega to prevent accidental tether transferal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Place [[Barrier|barriers]] on the off-tank to help them survive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peripheral Synthesis&#039;&#039;&#039;&lt;br /&gt;
|Spread out to start, but have healers collide their fists with the first slam. Tanks can collide the second slam, with DPS being assigned to the third and fourth.&lt;br /&gt;
Alternatively, all players can stack prior and a tank can use a &#039;&#039;&#039;{{Action icon|Limit Break|Limit Break 3}}&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
|Spread out to [[clock spots]], then after the &#039;&#039;&#039;Flame Thr&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;ower&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their [[Area of Effect#Puddle|puddles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge&#039;&#039;&#039;&lt;br /&gt;
|Run to the safe side, then immediately cross to the other side once the first AoE detonates.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Pantokrator #2 ===&lt;br /&gt;
----Omega brings all to bear, attempting to ensure nothing will remain of the party.&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 5: ====&lt;br /&gt;
The party should decide on a starting position for &#039;&#039;&#039;Pantokrator #2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player should be assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Three non-tank players will need to be assigned to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks may want an assigned positions to stand for &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Targets the farthest player with a &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|static circle AoE]]. After a few seconds, it will chase the targeted player like a [[Area of Effect#Homing AoE|homing AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Repeatedly fires two [[Area of Effect#Spread Line or Cone|120 degree spread cone AoEs]] at the two highest enmity players nine times in succession. Deals moderate magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Sets the HP of all players to 1.&lt;br /&gt;
|}&lt;br /&gt;
The entirety of the difficulty of Phase 5 stems from Pantokrator #2. Should the party be able to survive it, the rest of the phase should be a walk in the park by comparison.&lt;br /&gt;
&lt;br /&gt;
====== Pantokrator #2: ======&lt;br /&gt;
The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating [[Area of Effect#Static Cone AoE|static cone AoEs]] starting from the east and west, dividing the arena into two halves. Whether the cones rotate clockwise or counter-clockwise is random.&lt;br /&gt;
&lt;br /&gt;
Additionally, the farthest player will be targeted and chased by &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, which can easily kill nearby players.&lt;br /&gt;
&lt;br /&gt;
After a full 360 rotation, Omega uses &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;, then follows it up with an onslaught of &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; on both tanks.&lt;br /&gt;
&lt;br /&gt;
During these Diffuse Wave Cannons, Omega will cast &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; twice, however, these only target three players each instead of four. If any tanks are targeted by Wave Cannon Kyrios, they will die from the {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, the attack series ends with &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# All players should stack together on either the north or south wall, with the exception of one player assigned to handle &#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;, who will instead start on the opposite side of the arena in melee range of Omega.&lt;br /&gt;
#* For higher DPS uptime, the entire group can instead stack at Omega&#039;s North, with the baiter going South. The main group would dodge while rotating south, and the Guided Missile player instead rotates north and away from Omega.&lt;br /&gt;
# The group should slowly dodge the AoEs by moving towards Omega while the Guided Missile player dodges by moving away from Omega. This ensures that the Guided Missile player will be the farthest player from Omega by the time it is cast.&lt;br /&gt;
# Once Omega&#039;s AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use {{Action icon|Sprint}} and rotate along the outside edge to outrun the Guided Missile. Alternatively an invulnerability can be used if the player is a tank.&lt;br /&gt;
# After a full 360 rotation, all players can stack together for &#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;. The tanks should prepare to immediately run through omega to the opposite side afterwards.&lt;br /&gt;
# Tanks should stand at the edges of one half of the arena and mitigate the &#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039; hits. The rest of the party must stand opposite while three non-tank players stand close to Omega to take the first &#039;&#039;&#039;Wave Cannon Kyrios&#039;&#039;&#039; vulnerability lasers.&lt;br /&gt;
# While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.&lt;br /&gt;
# All players should stack in the same corner for &#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Omega will attempt to catch players off guard with a double-cast of &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, a surprise use of &#039;&#039;&#039;Charybdis&#039;&#039;&#039;, and three &#039;&#039;&#039;Atomic Rays&#039;&#039;&#039; before enraging with a 17 second cast of &#039;&#039;&#039;Loop&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 5 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Pantokrator&#039;&#039;&#039;&lt;br /&gt;
|Have most of the party stack together at the north or south edge with one player on the opposite side. The former moves towards Omega while the latter moves away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guided Missile Kyrios&#039;&#039;&#039;&lt;br /&gt;
|The player opposite to the party should attempt to be the farthest player to ensure they are targeted. They can then use an invulnerability or use {{Action icon|Sprint}} and rotate across the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engage Ballistic Systems&#039;&#039;&#039;&lt;br /&gt;
|Stack together. Tanks should prepare to run to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Kyrios x2&#039;&#039;&#039;&lt;br /&gt;
|Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Needle Kyrios&#039;&#039;&#039;&lt;br /&gt;
|Stack in the same corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon Surge x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge and cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charybdis&#039;&#039;&#039;&lt;br /&gt;
|Heal the party immediately, the tanks especially.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mustard Bomb +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blaster&#039;&#039;&#039;&lt;br /&gt;
|Fully heal both tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray x3&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive, with extra focus on the off-tank who is afflicted by {{Status effect|debuff|File:HP penalty icon1.png|link=File:HP penalty icon1.png}} &#039;&#039;&#039;HP Penalty&#039;&#039;&#039;. This is the party&#039;s last chance to defeat Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Alphascape Datalog v3.0}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Leg Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Head Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Hand Gear Coffer (IL 400)}}&lt;br /&gt;
{{Drops table row|Omega Foot Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|eScape}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Griffinous56</name></author>
	</entry>
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