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		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1507843</id>
		<title>Alphascape V4.0 (Savage)</title>
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		<updated>2026-07-21T07:52:28Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Hello, World #2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello, World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks, the debuff expires, or a tethered player dies, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Hello, World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}} Critical Overflow Bug&lt;br /&gt;
|An 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}} Critical Synchronization Bug&lt;br /&gt;
|A debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello, World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}} Latent Defect&lt;br /&gt;
|A 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|Critical Error&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on each side of the Line AoE. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello, World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard-hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still need to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to break all four tethers intentionally before they expire naturally—which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and defeat the party. Tethers must be broken one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will kill the party if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch, not only to give a clear view of which type of tether is between each player, but to give everyone time to move closer or away from their partner depending on the tether type received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; followed by &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether during Oversampled Wave Cannon&#039;s cast, as the vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
* The tank with {{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}} &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; must break their tether sometime prior to Oversampled Wave Cannon, as the [[Tankbuster#AoE Tankbuster|AoE tankbuster]] would kill their partner.&lt;br /&gt;
|-|Hello, World=&lt;br /&gt;
====== Hello, World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello, World.|thumb|One of many potential methods to surviving Hello, World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello, World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello, World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating arms, looking at the left (northwestern) arm.&lt;br /&gt;
&lt;br /&gt;
* If this arm has an orange rotating arrow, the party should run to the north edge of the arena to start.&lt;br /&gt;
* If this arm has a blue rotating arrow, the party should run to the south edge of the arena.&lt;br /&gt;
* If all arrows are the same color, players can simply run to the east edge (all orange) or the west edge (all blue).&lt;br /&gt;
&lt;br /&gt;
Assuming all arrows are not the same color, everyone should now be standing in the middle Line AoE on either the north or south edge of the arena. The party then simply has to move left or right towards the line AoE that is rotating in a different direction to the other two, placing players into the correct safe zone.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the arm targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the cast and the random nature of the arm placement, players often have enough time to safely spread out without the need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* Players should not panic once the spread circles appear. Those not marked by spread circles should focus entirely on moving out of the static circle AoEs, then moving back into position the instant the static circle AoEs disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello, World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello, World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello, World #2 ===&lt;br /&gt;
----Omega casts Hello, World once more, throwing in new bugs in an attempt to erase the party from existence.&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;
! class=&amp;quot;line-right&amp;quot;|Hello, World #2&lt;br /&gt;
|Functions the same as before with two new additions: the second healer is debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;, and three &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; [[Tower|towers]] appear after 24 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}} Critical Underflow Bug&lt;br /&gt;
|A 15 second debuff that will spread copies of itself to other players via touch, each with a 15 second timer. On expiration, explodes into a 5y radius [[Area of Effect#Spread Circle|circle AoE]] that does not damage the user, but kills any other players in range.&lt;br /&gt;
Buffs the afflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Underflow debugger icon1.png|link=File:Underflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Underflow Debugger&#039;&#039;&#039; on expiration, completely preventing the player from receiving the Underflow debuff again for 30 seconds. Does not protect against damage.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|Cascading Latent Defect&lt;br /&gt;
|Three [[Tower|towers]] that appear 24 seconds after Hello, World is cast and resolve after 6 seconds. There is one tower in the east, one in the west, and one in the center of the arena. Unoccupied towers deal extreme party-wide damage.&lt;br /&gt;
On resolution, players inside the towers are debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; will kill the entire party on expiration. This can &#039;&#039;only&#039;&#039; be cleansed by being debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}} Critical Underflow Bug&#039;&#039;&#039; prior, and then having Underflow expire before Cascading Latent Defect does.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Program Omega&#039;&#039;&#039;&lt;br /&gt;
|A soft enrage. Deals repeated party-wide damage combined with four casts of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; that grant Omega one stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; each.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O12S Hello World 2.gif|alt=One of many methods to surviving Hello World 2.|thumb|One of many methods to survive Hello, World #2.]]&lt;br /&gt;
Mostly a repeat of the prior phase, but the added complexities with &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; will intensely test the party&#039;s ability to execute strategies exactly to plan.&lt;br /&gt;
&lt;br /&gt;
====== Hello, World #2: ======&lt;br /&gt;
As before, there are countless viable strategies to solving the new version of this attack. Many strategies from the previous Hello, World can be mostly re-used.&lt;br /&gt;
&lt;br /&gt;
With the addition of &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; [[Tower|towers]], new goals have been added to survive the onslaught.&lt;br /&gt;
&lt;br /&gt;
* Three players (selected via debuffs assigned by Hello, World) must be assigned to the towers, and each must have an active &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; prior to the towers appearing.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; must be spread at least twice to allow the debuff to expire within the window needed to cure &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
** To correctly line up the timing, the three players intending to take the towers must receive Underflow any time &amp;lt;u&amp;gt;between the second and third expiration&amp;lt;/u&amp;gt; of &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
* All players debuffed with Underflow must take care to not touch other players not intended as Underflow recipients, and to separate from others when the debuff is about to expire.&lt;br /&gt;
** As it is unknown which healer will receive Underflow from Hello, World, the party may want to keep both healers a short distance away from everyone else until debuffs are assigned.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World #2, Omega will follow the same attack exact attack pattern as before.&lt;br /&gt;
&lt;br /&gt;
The fight will end with a cast of &#039;&#039;&#039;Program Omega&#039;&#039;&#039; and four casts of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, each granting Omega a stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; while doing constant party-wide damage.&lt;br /&gt;
&lt;br /&gt;
After five stacks, 10 minutes and 30 seconds into the fight, Omega will being a 10 second cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Hello, World #2&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
Players taking towers must be debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Program Omega&#039;&#039;&#039;&lt;br /&gt;
|Heal the party continuously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux x4&#039;&#039;&#039;&lt;br /&gt;
|Continue to mitigate and heal. 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;Ion Efflux (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1507841</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1507841"/>
		<updated>2026-07-21T07:37:17Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Hello, World #2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello, World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks, the debuff expires, or a tethered player dies, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Hello, World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}} Critical Overflow Bug&lt;br /&gt;
|An 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}} Critical Synchronization Bug&lt;br /&gt;
|A debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello, World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}} Latent Defect&lt;br /&gt;
|A 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|Critical Error&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on each side of the Line AoE. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello, World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard-hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still need to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to break all four tethers intentionally before they expire naturally—which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and defeat the party. Tethers must be broken one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will kill the party if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch, not only to give a clear view of which type of tether is between each player, but to give everyone time to move closer or away from their partner depending on the tether type received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; followed by &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether during Oversampled Wave Cannon&#039;s cast, as the vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
* The tank with {{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}} &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; must break their tether sometime prior to Oversampled Wave Cannon, as the [[Tankbuster#AoE Tankbuster|AoE tankbuster]] would kill their partner.&lt;br /&gt;
|-|Hello, World=&lt;br /&gt;
====== Hello, World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello, World.|thumb|One of many potential methods to surviving Hello, World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello, World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello, World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating arms, looking at the left (northwestern) arm.&lt;br /&gt;
&lt;br /&gt;
* If this arm has an orange rotating arrow, the party should run to the north edge of the arena to start.&lt;br /&gt;
* If this arm has a blue rotating arrow, the party should run to the south edge of the arena.&lt;br /&gt;
* If all arrows are the same color, players can simply run to the east edge (all orange) or the west edge (all blue).&lt;br /&gt;
&lt;br /&gt;
Assuming all arrows are not the same color, everyone should now be standing in the middle Line AoE on either the north or south edge of the arena. The party then simply has to move left or right towards the line AoE that is rotating in a different direction to the other two, placing players into the correct safe zone.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the arm targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the cast and the random nature of the arm placement, players often have enough time to safely spread out without the need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* Players should not panic once the spread circles appear. Those not marked by spread circles should focus entirely on moving out of the static circle AoEs, then moving back into position the instant the static circle AoEs disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello, World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello, World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello, World #2 ===&lt;br /&gt;
----Omega casts Hello, World once more, throwing in new bugs in an attempt to erase the party from existence.&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;
! class=&amp;quot;line-right&amp;quot;|Hello, World #2&lt;br /&gt;
|Functions the same as before with two new addtions: the second healer is debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;, and three &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; [[Tower|towers]] appear after 24 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}} Critical Underflow Bug&lt;br /&gt;
|A 15 second debuff that will spread copies of itself to other players via touch, each with a 15 second timer. On expiration, explodes into a 5y radius [[Area of Effect#Spread Circle|circle AoE]] that does not damage the user, but kills any other players in range.&lt;br /&gt;
Buffs the afflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Underflow debugger icon1.png|link=File:Underflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Underflow Debugger&#039;&#039;&#039; on expiration, completely preventing the player from receiving the Underflow debuff again for 30 seconds. Does not protect against damage.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|Cascading Latent Defect&lt;br /&gt;
|Three [[Tower|towers]] that appear 24 seconds after Hello, World is cast and resolve after 6 seconds. There is one tower in the east, one in the west, and one in the center of the arena. Unoccupied towers deal extreme party-wide damage.&lt;br /&gt;
On resolution, players inside the towers are debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; will kill the entire party on expiration. This can &#039;&#039;only&#039;&#039; be cleansed by being debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}} Critical Underflow Bug&#039;&#039;&#039; prior, and then having Underflow expire before Cascading Latent Defect does.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Program Omega&#039;&#039;&#039;&lt;br /&gt;
|A soft enrage. Deals repeated party-wide damage combined with four casts of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; that grant Omega one stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; each.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O12S Hello World 2.gif|alt=One of many methods to surviving Hello World 2.|thumb|One of many methods to survive Hello, World #2.]]&lt;br /&gt;
Mostly a repeat of the prior phase, but the added complexities with &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; will intensely test the party&#039;s ability to execute strategies exactly to plan.&lt;br /&gt;
&lt;br /&gt;
====== Hello, World #2: ======&lt;br /&gt;
As before, there are countless viable strategies to solving the new version of this attack. Many strategies from the previous Hello, World can be mostly re-used.&lt;br /&gt;
&lt;br /&gt;
With the addition of &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; [[Tower|towers]], new goals have been added to survive the onslaught.&lt;br /&gt;
&lt;br /&gt;
* Three players (selected via debuffs assigned by Hello, World) must be assigned to the towers, and each must have an active &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; prior to the towers appearing.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; must be spread at least twice to allow the debuff to expire within the window needed to cure &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
** To correctly line up the timing, the three players intending to take the towers must receive Underflow any time &amp;lt;u&amp;gt;between the second and third expiration&amp;lt;/u&amp;gt; of &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
* All players debuffed with Underflow must take care to not touch other players not intended as Underflow recipients, and to separate from others when the debuff is about to expire.&lt;br /&gt;
** As it is unknown which healer will receive Underflow from Hello, World, the party may want to keep both healers a short distance away from everyone else until debuffs are assigned.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World #2, Omega will follow the same attack exact attack pattern as before.&lt;br /&gt;
&lt;br /&gt;
The fight will end with a cast of &#039;&#039;&#039;Program Omega&#039;&#039;&#039; and four casts of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, each granting Omega a stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; while doing constant party-wide damage.&lt;br /&gt;
&lt;br /&gt;
After five stacks, 10 minutes and 30 seconds into the fight, Omega will being a 10 second cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Hello, World #2&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
Players taking towers must be debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Program Omega&#039;&#039;&#039;&lt;br /&gt;
|Heal the party continuously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux x4&#039;&#039;&#039;&lt;br /&gt;
|Continue to mitigate and heal. 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;Ion Efflux (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1507840</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1507840"/>
		<updated>2026-07-21T07:12:54Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Hello, World #2: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello, World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks, the debuff expires, or a tethered player dies, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Hello, World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}} Critical Overflow Bug&lt;br /&gt;
|An 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}} Critical Synchronization Bug&lt;br /&gt;
|A debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello, World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}} Latent Defect&lt;br /&gt;
|A 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|Critical Error&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on each side of the Line AoE. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello, World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard-hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still need to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to break all four tethers intentionally before they expire naturally—which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and defeat the party. Tethers must be broken one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will kill the party if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch, not only to give a clear view of which type of tether is between each player, but to give everyone time to move closer or away from their partner depending on the tether type received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; followed by &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether during Oversampled Wave Cannon&#039;s cast, as the vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
* The tank with {{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}} &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; must break their tether sometime prior to Oversampled Wave Cannon, as the [[Tankbuster#AoE Tankbuster|AoE tankbuster]] would kill their partner.&lt;br /&gt;
|-|Hello, World=&lt;br /&gt;
====== Hello, World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello, World.|thumb|One of many potential methods to surviving Hello, World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello, World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello, World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating arms, looking at the left (northwestern) arm.&lt;br /&gt;
&lt;br /&gt;
* If this arm has an orange rotating arrow, the party should run to the north edge of the arena to start.&lt;br /&gt;
* If this arm has a blue rotating arrow, the party should run to the south edge of the arena.&lt;br /&gt;
* If all arrows are the same color, players can simply run to the east edge (all orange) or the west edge (all blue).&lt;br /&gt;
&lt;br /&gt;
Assuming all arrows are not the same color, everyone should now be standing in the middle Line AoE on either the north or south edge of the arena. The party then simply has to move left or right towards the line AoE that is rotating in a different direction to the other two, placing players into the correct safe zone.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the arm targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the cast and the random nature of the arm placement, players often have enough time to safely spread out without the need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* Players should not panic once the spread circles appear. Those not marked by spread circles should focus entirely on moving out of the static circle AoEs, then moving back into position the instant the static circle AoEs disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello, World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello, World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello, World #2 ===&lt;br /&gt;
----Omega casts Hello, World once more, throwing in new bugs in an attempt to erase the party from existence.&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;
! class=&amp;quot;line-right&amp;quot;|Hello, World #2&lt;br /&gt;
|Functions the same as before with two new addtions: the second healer is debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;, and three &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; [[Tower|towers]] appear after 24 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}} Critical Underflow Bug&lt;br /&gt;
|A 15 second debuff that will spread copies of itself to other players via touch, each with a 15 second timer. On expiration, explodes into a 5y radius [[Area of Effect#Spread Circle|circle AoE]] that does not damage the user, but kills any other players in range.&lt;br /&gt;
Buffs the afflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Underflow debugger icon1.png|link=File:Underflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Underflow Debugger&#039;&#039;&#039; on expiration, completely preventing the player from receiving the debuff again. Does not protect against damage.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|Cascading Latent Defect&lt;br /&gt;
|Three [[Tower|towers]] that appear 24 seconds after Hello, World is cast and resolve after 6 seconds. There is one tower in the east, one in the west, and one in the center of the arena. Unfilled towers deal extreme party-wide damage.&lt;br /&gt;
On resolution, players inside the towers are debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; will kill the entire party on expiration. This can &#039;&#039;only&#039;&#039; be cleansed by being debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}} Critical Underflow Bug&#039;&#039;&#039; prior, and then having Underflow expire before Cascading Latent Defect does.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Program Omega&#039;&#039;&#039;&lt;br /&gt;
|A soft enrage. Deals repeated party-wide damage combined with four casts of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; that grant Omega one stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; each.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O12S Hello World 2.gif|alt=One of many methods to surviving Hello World 2.|thumb|One of many methods to survive Hello, World #2.]]&lt;br /&gt;
Mostly a repeat of the prior phase, but the added complexities with &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; will intensely test the party&#039;s ability to execute strategies exactly to plan.&lt;br /&gt;
&lt;br /&gt;
====== Hello, World #2: ======&lt;br /&gt;
As before, there are countless viable strategies to solving the new version of this attack. Many strategies from the previous Hello, World can be mostly re-used.&lt;br /&gt;
&lt;br /&gt;
With the addition of &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; [[Tower|towers]], new goals have been added to survive the onslaught.&lt;br /&gt;
&lt;br /&gt;
* Three players (selected via debuffs assigned by Hello, World) must be assigned to the towers, and each must have an active &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; prior to the towers appearing.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; must be spread at least twice to allow the debuff to expire within the window needed to cure &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
** To correctly line up the timing, the three players intending to take the towers must receive Underflow any time &amp;lt;u&amp;gt;between the second and third expiration&amp;lt;/u&amp;gt; of &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
* All players debuffed with Underflow must take care to not touch other players not intended as Underflow recipients, and to separate from others when the debuff is about to expire.&lt;br /&gt;
** As it is unknown which healer will receive Underflow from Hello, World, the party may want to keep both healers a short distance away from everyone else until debuffs are assigned.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World #2, Omega will follow the same attack exact attack pattern as before.&lt;br /&gt;
&lt;br /&gt;
The fight will end with a cast of &#039;&#039;&#039;Program Omega&#039;&#039;&#039; and four casts of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, each granting Omega a stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; while doing constant party-wide damage.&lt;br /&gt;
&lt;br /&gt;
After five stacks, 10 minutes and 30 seconds into the fight, Omega will being a 10 second cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Hello, World #2&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
Players taking towers must be debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Program Omega&#039;&#039;&#039;&lt;br /&gt;
|Heal the party continuously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux x4&#039;&#039;&#039;&lt;br /&gt;
|Continue to mitigate and heal. 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;Ion Efflux (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_Hello_World_2.gif&amp;diff=1507839</id>
		<title>File:O12S Hello World 2.gif</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_Hello_World_2.gif&amp;diff=1507839"/>
		<updated>2026-07-21T07:10:22Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding external strategy board link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of many methods to solving Hello World 2 in Alphascape V4.0 Savage.&lt;br /&gt;
&lt;br /&gt;
External strategy board can be found [https://raidplan.io/plan/mUHE7EYa4Ycy-bdk here].&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1507838</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1507838"/>
		<updated>2026-07-21T07:09:11Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Hello, World #2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello, World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks, the debuff expires, or a tethered player dies, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Hello, World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}} Critical Overflow Bug&lt;br /&gt;
|An 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}} Critical Synchronization Bug&lt;br /&gt;
|A debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello, World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}} Latent Defect&lt;br /&gt;
|A 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|Critical Error&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on each side of the Line AoE. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello, World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard-hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still need to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to break all four tethers intentionally before they expire naturally—which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and defeat the party. Tethers must be broken one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will kill the party if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch, not only to give a clear view of which type of tether is between each player, but to give everyone time to move closer or away from their partner depending on the tether type received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; followed by &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether during Oversampled Wave Cannon&#039;s cast, as the vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
* The tank with {{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}} &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; must break their tether sometime prior to Oversampled Wave Cannon, as the [[Tankbuster#AoE Tankbuster|AoE tankbuster]] would kill their partner.&lt;br /&gt;
|-|Hello, World=&lt;br /&gt;
====== Hello, World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello, World.|thumb|One of many potential methods to surviving Hello, World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello, World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello, World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating arms, looking at the left (northwestern) arm.&lt;br /&gt;
&lt;br /&gt;
* If this arm has an orange rotating arrow, the party should run to the north edge of the arena to start.&lt;br /&gt;
* If this arm has a blue rotating arrow, the party should run to the south edge of the arena.&lt;br /&gt;
* If all arrows are the same color, players can simply run to the east edge (all orange) or the west edge (all blue).&lt;br /&gt;
&lt;br /&gt;
Assuming all arrows are not the same color, everyone should now be standing in the middle Line AoE on either the north or south edge of the arena. The party then simply has to move left or right towards the line AoE that is rotating in a different direction to the other two, placing players into the correct safe zone.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the arm targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the cast and the random nature of the arm placement, players often have enough time to safely spread out without the need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* Players should not panic once the spread circles appear. Those not marked by spread circles should focus entirely on moving out of the static circle AoEs, then moving back into position the instant the static circle AoEs disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello, World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello, World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello, World #2 ===&lt;br /&gt;
----Omega casts Hello, World once more, throwing in new bugs in an attempt to erase the party from existence.&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;
! class=&amp;quot;line-right&amp;quot;|Hello, World #2&lt;br /&gt;
|Functions the same as before with two new addtions: the second healer is debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;, and three &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; [[Tower|towers]] appear after 24 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}} Critical Underflow Bug&lt;br /&gt;
|A 15 second debuff that will spread copies of itself to other players via touch, each with a 15 second timer. On expiration, explodes into a 5y radius [[Area of Effect#Spread Circle|circle AoE]] that does not damage the user, but kills any other players in range.&lt;br /&gt;
Buffs the afflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Underflow debugger icon1.png|link=File:Underflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Underflow Debugger&#039;&#039;&#039; on expiration, completely preventing the player from receiving the debuff again. Does not protect against damage.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|Cascading Latent Defect&lt;br /&gt;
|Three [[Tower|towers]] that appear 24 seconds after Hello, World is cast and resolve after 6 seconds. There is one tower in the east, one in the west, and one in the center of the arena. Unfilled towers deal extreme party-wide damage.&lt;br /&gt;
On resolution, players inside the towers are debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; will kill the entire party on expiration. This can &#039;&#039;only&#039;&#039; be cleansed by being debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}} Critical Underflow Bug&#039;&#039;&#039; prior, and then having Underflow expire before Cascading Latent Defect does.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Program Omega&#039;&#039;&#039;&lt;br /&gt;
|A soft enrage. Deals repeated party-wide damage combined with four casts of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; that grant Omega one stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; each.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O12S Hello World 2.gif|alt=One of many methods to surviving Hello World 2.|thumb|One of many methods to survive Hello, World #2.]]&lt;br /&gt;
Mostly a repeat of the prior phase, but the added complexities with &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; will intensely test the party&#039;s ability to execute strategies exactly to plan.&lt;br /&gt;
&lt;br /&gt;
====== Hello, World #2: ======&lt;br /&gt;
As before, there are countless viable strategies to solving the new version of this attack. Many strategies from the previous Hello, World can be mostly re-used.&lt;br /&gt;
&lt;br /&gt;
With the addition of &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; [[Tower|towers]], new goals have been added to survive the onslaught.&lt;br /&gt;
&lt;br /&gt;
* Three players (selected via debuffs assigned by Hello, World) must be assigned to the towers, and each must have an active &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; prior to the towers appearing.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; must be passed at least twice to allow the debuff to expire within the window needed to cure &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
** To correctly line up the timing, the three players intending to take the towers must receive Underflow any time &amp;lt;u&amp;gt;between the second and third expiration&amp;lt;/u&amp;gt; of &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
* All players debuffed with Underflow must take care to not touch other players not intended as Underflow recipients, and to separate from others when the debuff is about to expire.&lt;br /&gt;
** As it is unknown which healer will receive Underflow from Hello, World, the party may want to keep both healers a short distance away from everyone else until debuffs are assigned.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World #2, Omega will follow the same attack exact attack pattern as before.&lt;br /&gt;
&lt;br /&gt;
The fight will end with a cast of &#039;&#039;&#039;Program Omega&#039;&#039;&#039; and four casts of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, each granting Omega a stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; while doing constant party-wide damage.&lt;br /&gt;
&lt;br /&gt;
After five stacks, 10 minutes and 30 seconds into the fight, Omega will being a 10 second cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Hello, World #2&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
Players taking towers must be debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Program Omega&#039;&#039;&#039;&lt;br /&gt;
|Heal the party continuously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux x4&#039;&#039;&#039;&lt;br /&gt;
|Continue to mitigate and heal. 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;Ion Efflux (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1507837</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1507837"/>
		<updated>2026-07-21T07:03:49Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Completed the last phase with STDT tables. Reformatted Final Omega Phase 1 ability table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello, World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks, the debuff expires, or a tethered player dies, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Hello, World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}} Critical Overflow Bug&lt;br /&gt;
|An 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}} Critical Synchronization Bug&lt;br /&gt;
|A debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello, World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}} Latent Defect&lt;br /&gt;
|A 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|Critical Error&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on each side of the Line AoE. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello, World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard-hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still need to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to break all four tethers intentionally before they expire naturally—which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and defeat the party. Tethers must be broken one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will kill the party if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch, not only to give a clear view of which type of tether is between each player, but to give everyone time to move closer or away from their partner depending on the tether type received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; followed by &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether during Oversampled Wave Cannon&#039;s cast, as the vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
* The tank with {{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}} &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; must break their tether sometime prior to Oversampled Wave Cannon, as the [[Tankbuster#AoE Tankbuster|AoE tankbuster]] would kill their partner.&lt;br /&gt;
|-|Hello, World=&lt;br /&gt;
====== Hello, World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello, World.|thumb|One of many potential methods to surviving Hello, World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello, World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello, World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating arms, looking at the left (northwestern) arm.&lt;br /&gt;
&lt;br /&gt;
* If this arm has an orange rotating arrow, the party should run to the north edge of the arena to start.&lt;br /&gt;
* If this arm has a blue rotating arrow, the party should run to the south edge of the arena.&lt;br /&gt;
* If all arrows are the same color, players can simply run to the east edge (all orange) or the west edge (all blue).&lt;br /&gt;
&lt;br /&gt;
Assuming all arrows are not the same color, everyone should now be standing in the middle Line AoE on either the north or south edge of the arena. The party then simply has to move left or right towards the line AoE that is rotating in a different direction to the other two, placing players into the correct safe zone.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the arm targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the cast and the random nature of the arm placement, players often have enough time to safely spread out without the need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* Players should not panic once the spread circles appear. Those not marked by spread circles should focus entirely on moving out of the static circle AoEs, then moving back into position the instant the static circle AoEs disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello, World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello, World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello, World #2 ===&lt;br /&gt;
----Omega casts Hello, World once more, throwing in new bugs in an attempt to erase the party from existence.&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;
! class=&amp;quot;line-right&amp;quot;|Hello, World #2&lt;br /&gt;
|Functions the same as before with two new addtions: the second healer is debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;, and three &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; [[Tower|towers]] appear after 24 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}} Critical Underflow Bug&lt;br /&gt;
|A 15 second debuff that will spread copies of itself to other players via touch, each with a 15 second timer. On expiration, explodes into a 5y radius [[Area of Effect#Spread Circle|circle AoE]] that does not damage the user, but kills any others in range.&lt;br /&gt;
Buffs the afflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Underflow debugger icon1.png|link=File:Underflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Underflow Debugger&#039;&#039;&#039; on expiration, completely preventing the player from receiving the debuff again. Does not protect against damage.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;line-right line-top&amp;quot;|Cascading Latent Defect&lt;br /&gt;
|Three [[Tower|towers]] that appear 24 seconds after Hello, World is cast and resolve after 6 seconds. There is one tower in the east, one in the west, and on in the center of the arena. Unfilled towers deal extreme party-wide damage.&lt;br /&gt;
On resolution, players inside the towers are debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; will kill the entire party on expiration. This can &#039;&#039;only&#039;&#039; be cleansed by being debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}} Critical Underflow Bug&#039;&#039;&#039; prior, and then having Underflow expire before Cascading Latent Defect does.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Program Omega&#039;&#039;&#039;&lt;br /&gt;
|A soft enrage. Deals repeated party-wide damage combined with four casts of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; that grant Omega one stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; each.&lt;br /&gt;
|}&lt;br /&gt;
[[File:O12S Hello World 2.gif|alt=One of many methods to surviving Hello World 2.|thumb|One of many methods to survive Hello, World #2.]]&lt;br /&gt;
Mostly a repeat of the prior phase, but the added complexities with &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; will intensely test the party&#039;s ability to execute strategies exactly to plan.&lt;br /&gt;
&lt;br /&gt;
====== Hello, World #2: ======&lt;br /&gt;
As before, there are countless viable strategies to solving the new version of this attack. Many strategies from the previous Hello, World can be mostly re-used.&lt;br /&gt;
&lt;br /&gt;
With the addition of &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; [[Tower|towers]], new goals have been added to survive the onslaught.&lt;br /&gt;
&lt;br /&gt;
* Three players (selected via debuffs assigned by Hello, World) must be assigned to the towers, and each must have an active &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; prior to the towers appearing.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; must be passed at least twice to allow the debuff to expire within the window needed to cure &#039;&#039;&#039;{{Status effect|debuff|File:Cascading latent defect icon1.png|link=File:Cascading latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
** To correctly line up the timing, the three players intending to take the towers must receive Underflow any time &amp;lt;u&amp;gt;between the second and third expiration&amp;lt;/u&amp;gt; of &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
* All players debuffed with Underflow must take care to not touch other players not intended as Underflow recipients, and to separate from others when the debuff is about to expire.&lt;br /&gt;
** As it is unknown which healer will receive Underflow from Hello, World, the party may want to keep both healers a short distance away from everyone else until debuffs are assigned.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World #2, Omega will follow the same attack exact attack pattern as before.&lt;br /&gt;
&lt;br /&gt;
The fight will end with a cast of &#039;&#039;&#039;Program Omega&#039;&#039;&#039; and four casts of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, each granting Omega a stack of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; while doing constant party-wide damage.&lt;br /&gt;
&lt;br /&gt;
After five stacks, 10 minutes and 30 seconds into the fight, Omega will being a 10 second cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Hello, World #2&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
Players taking towers must be debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:Critical underflow bug icon1.png|link=File:Critical underflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Program Omega&#039;&#039;&#039;&lt;br /&gt;
|Heal the party continuously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux x4&#039;&#039;&#039;&lt;br /&gt;
|Continue to mitigate and heal. 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;Ion Efflux (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_Hello_World_2.gif&amp;diff=1507836</id>
		<title>File:O12S Hello World 2.gif</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_Hello_World_2.gif&amp;diff=1507836"/>
		<updated>2026-07-21T06:54:25Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of many methods to solving Hello World 2 in Alphascape V4.0 Savage.&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Burden_of_the_Son_(Savage)&amp;diff=1507522</id>
		<title>Alexander - The Burden of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Burden_of_the_Son_(Savage)&amp;diff=1507522"/>
		<updated>2026-07-20T23:57:35Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 -  Blaster,  Brawler,  Swindler, and  Vortexer */ Moved Final Judgement note to top of Phase 2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Burden of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Burden of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Burden_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 225&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Heavensward)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Burden of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Burden of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
| id-gt = 30037&lt;br /&gt;
| id-edb = f93d68d7d3c&lt;br /&gt;
}} Also called &#039;&#039;&#039;A8S&#039;&#039;&#039;, it is the fourth and final sector of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
A long, intense gauntlet of mechanics and enemies, this fight is often described as a mini-[[Raids#Ultimate Raids|Ultimate]]. Player&#039;s ability to coordinate and survive will be brutally tested, with single missteps often leading to the death of the entire group.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
&lt;br /&gt;
* Each DPS should be assigned a square (NE, NW, SE, SW) for Phase 1&#039;s &#039;&#039;&#039;Execution&#039;&#039;&#039;.&lt;br /&gt;
* A stack spot and strategy should be chosen for Phase 1&#039;s &#039;&#039;&#039;Legislation&#039;&#039;&#039; and &#039;&#039;&#039;Discoid&#039;&#039;&#039;.&lt;br /&gt;
* Light Party groups should be decided for Phase 2.&lt;br /&gt;
* A DPS should be assigned to handle &#039;&#039;&#039;Double Drill&#039;&#039;&#039; far bait for Phase 2, and Phase 4.&lt;br /&gt;
* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; assignments may need to be given to DPS for Phase 4.&lt;br /&gt;
* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; assignments may need to be given to DPS for Phase 6.&lt;br /&gt;
* Tanks should decide whether or not to use invulnerabilities in Phase 6.&lt;br /&gt;
* A tank or ranged DPS should be assigned for Super Jump in Phase 3A and Phase 6.&lt;br /&gt;
* The group should decide whether or not to sacrifice the player with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; in Phase 6.&lt;br /&gt;
=== Phase 1 - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Onslaughter]] ===&lt;br /&gt;
----The fight starts with &#039;&#039;&#039;Onslaughter&#039;&#039;&#039;, who will test the DPS&#039;s ability to coordinate both individually and as a group.&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;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed high-damage AoE on the highest enmity target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|Targets six random players with [[Area of Effect#Static Circle AoE|Static circle AoEs]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|The boss will turn towards a random player that is not the highest enmity target and begin charging a powerful [[Area of Effect#Static Line AoE|Static line AoE]].&lt;br /&gt;
&lt;br /&gt;
* There is no cast bar for this attack, so players need to keep an eye out for the charging animation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
|Four black squares will appear, one in each corner of the arena. Two will have a &#039;&#039;&#039;Steam Regulator A&#039;&#039;&#039;, and the other two a &#039;&#039;&#039;Steam Regulator B&#039;&#039;&#039;. These explode after 20 seconds if not destroyed.&lt;br /&gt;
&lt;br /&gt;
* The first player that enters each square will become [[Tether (mechanic)|tethered]] to the Regulator. If the tethered player dies or leaves their square, the Regulator explodes and wipes the party.&lt;br /&gt;
* The tethered players will be debuffed with {{Status effect|debuff|File:Final Decree Nisi A.png}} &#039;&#039;&#039;Final Decree Nisi A&#039;&#039;&#039; or {{Status effect|debuff|File:Final Decree Nisi B.png}} &#039;&#039;&#039;Final Decree Nisi B&#039;&#039;&#039;, matching their Regulator. This deals damage-over-time but allows the player to damage their Regulator.&lt;br /&gt;
* Unlike [[Alexander - The Burden of the Father (Savage)|Burden of the Father]], having both debuffs simultaneously is not fatal. The debuffs simply allow that player to damage the matching Regulator, which is {{Status effect|buff|File:invincibility icon1.png}} &#039;&#039;&#039;Invincible&#039;&#039;&#039; to damage otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;&lt;br /&gt;
|A multi-hit [[tankbuster]]. The first hit deals extremely high damage and inflicts {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039; Onslaughter then follows with three more tankbusters and ends with &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legislation&#039;&#039;&#039;&lt;br /&gt;
|All four DPS are given {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;, with each player getting a different number of stacks counting 1 to 4. One stack is removed each time the debuffed player takes damage from any source.&lt;br /&gt;
&lt;br /&gt;
* If a DPS dies while the debuff is active or the debuff is allowed to expire, the entire party is executed.&lt;br /&gt;
* If any DPS was dead before the mechanic, random support(s) that are not the main-tank will get the missing stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discoid&#039;&#039;&#039;&lt;br /&gt;
|Five &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; orbs will appear and attach a [[Tether (mechanic)#Chase Tether|chase tether]] to each DPS and one random healer.&lt;br /&gt;
&lt;br /&gt;
* When a player touches a &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039;, it creates a small [[Area of Effect#Static Circle AoE|Static circle AoE]] that explodes &amp;lt;u&amp;gt;after one second&amp;lt;/u&amp;gt;, dealing moderate damage to those inside.&lt;br /&gt;
* &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; will do &#039;&#039;lethal&#039;&#039; damage to the specific player it is tethered to, and normal damage to anyone else.&lt;br /&gt;
* &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; do &#039;&#039;increasing&#039;&#039; damage with every player inside their AoE. While an alone player will take ~1500 damage, three players sharing a &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; will each take ~9000 damage.&lt;br /&gt;
|}&lt;br /&gt;
Onslaughter has a straightforward, consistent rotation, but an extensive list of abilities that will punish players for a single misstep.&lt;br /&gt;
* Of note, while &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; by itself is simple to dodge, this will be combined with other, much more restrictive attacks throughout the entire fight. Players will need to constantly be aware of this attack and be ready to move if it&#039;s pointed at them.&lt;br /&gt;
&lt;br /&gt;
* The first major attack used in Phase 1 will be &#039;&#039;&#039;Execution&#039;&#039;&#039;, which will put a square in each of the four corners of the arena. One DPS should be assigned to each square and should attempt to destroy their &#039;&#039;&#039;Steam Regulators&#039;&#039;&#039; as fast as possible.&lt;br /&gt;
** During &#039;&#039;&#039;Execution&#039;&#039;&#039;, Onslaughter will cast &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; followed by &#039;&#039;&#039;Megabeam&#039;&#039;&#039;. As the DPS &#039;&#039;cannot&#039;&#039; leave their squares until the &#039;&#039;&#039;Regulator&#039;&#039;&#039; is destroyed, they will have to carefully maneuver to dodge the AoEs in a very limited amount of space.&lt;br /&gt;
&lt;br /&gt;
* Afterwards, Onslaughter will cast their first &#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;. The {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; will result in the death of the main tank, so both tanks should use a large mitigation and the off-tank should {{Action icon|Provoke}} during the initial cast.&lt;br /&gt;
** Healers should focus entirely on healing of off-tank, as they will be taking extreme amounts of damage while the previous tank only takes the initial hit.&lt;br /&gt;
** Alternatively, tanks can use an invulnerability to ignore the entire barrage.&lt;br /&gt;
&lt;br /&gt;
* Finally, &#039;&#039;&#039;Legislation&#039;&#039;&#039; will place {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; on all the DPS followed by &#039;&#039;&#039;Discoid&#039;&#039;&#039;— creating &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; that must be used to cleanse these debuffs.&lt;br /&gt;
** &amp;lt;u&amp;gt;The party should stop DPS at &amp;lt;10% to prevent Phase 2 from starting while {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; is active.&amp;lt;/u&amp;gt; Phase 2 begins with a DPS check which may fail if DPS are busy removing their debuff stacks.&lt;br /&gt;
** &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; must be handled carefully, as they are lethal to the one player they are [[Tether (mechanic)#Chase Tether|tethered]] to, and deal more damage with each player standing inside the AoE. While three players sharing an orb is survivable, it can kill a DPS that is not at full health.&lt;br /&gt;
** Take note that &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; &#039;&#039;do not explode instantly&#039;&#039;, and instead create a delayed [[Area of Effect#Static Circle AoE|Static circle AoE]]. Players will need to remember not to immediately run out of the circle if attempting to cleanse a stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are many strategies for clearing {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; stacks, but two will be listed below:&lt;br /&gt;
&lt;br /&gt;
* All strategies begin by having the main-tank and DPS players stack together during &#039;&#039;&#039;Legislation&#039;&#039;&#039;. Using party mitigations, players will intentionally share a hit of &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039; in order to cleanse one stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; from everyone.&lt;br /&gt;
&lt;br /&gt;
====== Method 1: ======&lt;br /&gt;
&lt;br /&gt;
* The first strategy involves marking the player with the highest {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; count as the &amp;quot;leader&amp;quot; using a [[sign]]. The leader will run to &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; with the other DPS following, individuals staying out if the Steam Gasket chosen is tethered to them.&lt;br /&gt;
* Some groups may prefer to stack south and simply rotate around the room clockwise.&lt;br /&gt;
&lt;br /&gt;
====== Method 2: ======&lt;br /&gt;
&lt;br /&gt;
* The second strategy has, after the &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;, the players with &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; share the &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; attached to the player with &amp;lt;u&amp;gt;three&amp;lt;/u&amp;gt; stacks. Meanwhile, the player with &amp;lt;u&amp;gt;three&amp;lt;/u&amp;gt; stacks will run to the &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; attached to the player with &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; stacks.&lt;br /&gt;
* This leaves three safe Steam Gaskets and a total of three stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; for the remaining players to take solo.&lt;br /&gt;
&lt;br /&gt;
Be warned that during this time, Onslaughter will cast &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;, &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;, and then &#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;, which all players need to be on the lookout for. If any DPS get hit by the former two, the raid will wipe due to failing {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once all stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; are cleared, the party can defeat Onslaughter and start Phase 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; While it&#039;s possible to push Onslaughter into Phase 2 prior to Legislation with fully optimized DPS (using [[food]] buff, tinctures, etc.), it is not recommended to attempt to do so.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Onslaughter Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;13&amp;quot; class=&amp;quot;line-right&amp;quot; |Opening&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|No players should be standing near the main tank for most of this phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This will most likely face backwards towards the DPS, all players should sidestep out of the way.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
|Each DPS should move to their assigned square and destroy their &#039;&#039;&#039;Steam Regulator&#039;&#039;&#039; as quickly as possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|DPS will need to dodge this AoE in the limited space they have available.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This has a high chance to target one of the DPS, in which case they will need to move to one of the side corners of the square to dodge the beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray + Missile&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should use a heavy mitigation while the off-tank uses {{Action icon|Provoke}}. Healers should focus completely on keeping the off-tank alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Sidestep the beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legislation&#039;&#039;&#039;&lt;br /&gt;
|All players should &amp;lt;u&amp;gt;stop attacking the boss&amp;lt;/u&amp;gt; here to prevent Phase 2 from starting early. Then, DPS should stack with the main tank and prepare to share &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discoid&#039;&#039;&#039;&lt;br /&gt;
|Prepare for whichever strategy the group prefers to remove their stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment.&#039;&#039;&#039;&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; class=&amp;quot;line-right&amp;quot;|Loop&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This will often be aimed at one of the DPS. All DPS should focus on dodging this beam to prevent wiping the group from {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray + Missile&#039;&#039;&#039;&lt;br /&gt;
|As the healers are busy with keeping the DPS alive, it is preferable to use an invulnerability here.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Blaster]], [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Brawler]], [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Swindler]], and [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Vortexer]] ===&lt;br /&gt;
----[[Blaster]] and [[Brawler]] will descend from the sky with the start of the phase. 20 seconds later, [[Swindler]] will appear on the east side of the arena. 25 seconds after that, [[Vortexer]] will appear at the south. &lt;br /&gt;
&lt;br /&gt;
If all four bosses: &#039;&#039;&#039;Blaster, Brawler, Swindler,&#039;&#039;&#039; and &#039;&#039;&#039;Vortexer&#039;&#039;&#039;, alive on the arena simultaneously, they will become untargetable and cast &#039;&#039;&#039;Final Judgement&#039;&#039;&#039;, immediately resetting the fight to Phase 1. &lt;br /&gt;
&lt;br /&gt;
These bosses have moves similar to what was used in [[Alexander - The Cuff of the Son (Savage)]]. Knowledge of prior fights will be critical in handling the four simultaneously. &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;
!Boss&lt;br /&gt;
!Abilities&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Blaster&lt;br /&gt;
|&#039;&#039;&#039;Mind Blast&#039;&#039;&#039;&lt;br /&gt;
|An [[Interrupt|interruptable]] cast that deals minor damage to the entire party if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage&#039;&#039;&#039;&lt;br /&gt;
|At 50% HP, creates a Mirage copy that takes no damage and tethers to Blaster if too close, granting both {{Status effect|buff|File:invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; and {{Status effect|buff|File:Companion attack up icon.png}} &#039;&#039;&#039;Physical Damage Up&#039;&#039;&#039; until separated.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Brawler&lt;br /&gt;
|&#039;&#039;&#039;Attachment&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to [[Alexander - The Cuff of the Son (Savage)#Brawler|The Cuff of the Son]], but Attachments are chosen completely randomly and can repeat. The Single Drill attachment will not appear until below 50% HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;&lt;br /&gt;
|Grants any other boss in a 15y range {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|File:Choco regen icon.png}} &#039;&#039;&#039;[[Rehabilitation]]&#039;&#039;&#039;. Has no effect on the &#039;&#039;&#039;Mirage&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Plasma&#039;&#039;&#039;&lt;br /&gt;
|At 50% HP, gains {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; until all Power Plasma orbs are gone. Will summon two &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Power Plasma Beta]]&#039;&#039;&#039; and two &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Power Plasma Gamma]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot;|Swindler&lt;br /&gt;
|&#039;&#039;&#039;Self-Buffs&#039;&#039;&#039;&lt;br /&gt;
|Swindler gains stacks of {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and {{Status effect|buff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; depending on how many other bosses are alive— having 1 stack of each with one other boss, and four stacks with two others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Height&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its previous incarnation in [[Alexander - The Cuff of the Son (Savage)#Swindler|Alexander - The Cuff of the Son (Savage)]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-arithmeticks&#039;&#039;&#039;&lt;br /&gt;
|Cast at 50% HP. Deals high unavoidable damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration&#039;&#039;&#039;&lt;br /&gt;
|Combined with &#039;&#039;&#039;Height&#039;&#039;&#039; after 50% HP. A [[Stack marker#Multi-Player Marker|multi-player stack marker]]. Unlike in [[Alexander - The Cuff of the Son (Savage)|The Cuff of the Son]], here, one random tank will be the sole target of &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. Cast every 20 seconds after &#039;&#039;&#039;Bio-arithmeticks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;&lt;br /&gt;
|Only used after 50% HP. Functions exactly the same as &#039;&#039;&#039;Brawler&#039;s&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Vortexer&lt;br /&gt;
|&#039;&#039;&#039;Elemental Jammer&#039;&#039;&#039;&lt;br /&gt;
|Cast at 50% HP. Deals high unavoidable damage to the party and [[knockback]]. Inflicts one random DPS with {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Lightning]]&#039;&#039;&#039; for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Missile&#039;&#039;&#039;&lt;br /&gt;
|Cast after 50% HP. Fires a [[Area of Effect#Static circle AoE|Static circle AoE]] at four random players which create lava [[Area of Effect#Puddle|puddles]] on the ground. Stepping into these [[Area of Effect#Puddle|puddles]] inflicts {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; and {{Status effect|debuff|sludge}} &#039;&#039;&#039;[[Sludge]]&#039;&#039;&#039;, a deadly damage-over-time debuff that must be cleansed with {{Action icon|Esuna}}.&lt;br /&gt;
|}&lt;br /&gt;
Phase 2 is a difficult gauntlet of enemies, each attacking with separate rotations and gaining a new ability at 50%. Bosses must be defeated or brought to 50% health in a specific order to prevent dangerous mechanics from lining up or happening too early.&lt;br /&gt;
&lt;br /&gt;
One tank should focus on holding enmity on [[Blaster]], [[Swindler]], and [[Vortexer]] at the edges of the arena while the other tank handles [[Brawler]] in the center. The Brawler tank will need to handle &#039;&#039;&#039;Attachments&#039;&#039;&#039; with one DPS helping with &#039;&#039;&#039;Double Drills&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As Brawler never moves from the center of the arena, all other bosses must be kept to the edges to avoid buffing them with &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Step 1: Defeating Blaster ======&lt;br /&gt;
The phase starts with an immediate DPS check—if [[Blaster]] is not defeated by the time [[Vortexer]] appears, they will enrage and forcefully reset the encounter (regardless of whether players survive the enrage or not).&lt;br /&gt;
&lt;br /&gt;
When Blaster reaches 50% HP, they will summon a &#039;&#039;&#039;Mirage&#039;&#039;&#039; copy that must be immediately separated from them. As the &#039;&#039;&#039;Mirage&#039;&#039;&#039; is unaffected by &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;, it is safe for the other tank to bring it to the center with Brawler&lt;br /&gt;
&lt;br /&gt;
* After defeating Blaster, players will have time to breathe as there are no major DPS checks or difficult mechanics until after Brawler is defeated.&lt;br /&gt;
&lt;br /&gt;
====== Step 2: Defeating Brawler ======&lt;br /&gt;
DPS should focus on bringing Brawler to 50% while the non-Brawler tank continues on holding enmity on [[Swindler]] and [[Vortexer]]. Be wary of &#039;&#039;&#039;Height&#039;&#039;&#039; being cast intermittently throughout the phase.&lt;br /&gt;
&lt;br /&gt;
When Brawler reaches 50% HP, they will become functionally immune to damage until their &#039;&#039;&#039;Power Plasma&#039;&#039;&#039; orbs are dealt with. The entire party should stack together on a cardinal edge except for the Brawler tank.&lt;br /&gt;
The Brawler tank should stun one &#039;&#039;&#039;Power Plasma Beta&#039;&#039;&#039; and pop the two &#039;&#039;&#039;Power Plasma Gamma&#039;&#039;&#039;. Brawler will still be casting &#039;&#039;&#039;Attachment&#039;&#039;&#039; intermittently during this phase.&lt;br /&gt;
&lt;br /&gt;
During this time, DPS can lower the health of Swindler and Vortexer. &amp;lt;u&amp;gt;Do not bring Swindler or Vortexer below 60% HP&amp;lt;/u&amp;gt;. If either reach 50% HP and begin using their special ability prior to Brawler being defeated, it will likely result in a wipe.&lt;br /&gt;
&lt;br /&gt;
After all the &#039;&#039;&#039;Power Plasma&#039;&#039;&#039; orbs are dealt with, Brawler will lose their {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039;. All DPS should switch targets to Brawler and defeat them.&lt;br /&gt;
&lt;br /&gt;
====== Step 3: Defeating Swindler and Vortexer ======&lt;br /&gt;
The group should split into two light-parties: one on Swindler and one on Vortexer. The Brawler tank should {{Action icon|Provoke}} Swindler and separate them to prevent Vortexer from being in &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039; range later.&lt;br /&gt;
* The last two bosses &amp;lt;u&amp;gt;must be defeated at the same time&amp;lt;/u&amp;gt;. Whichever boss is left alone will begin a 5 second &#039;&#039;&#039;Self-Detonate&#039;&#039;&#039; cast that will forcefully reset the fight if successful.&lt;br /&gt;
While the order does not matter, only one of Swindler or Vortexer should be brought to 50% HP first. The other light party should hold DPS for a few seconds after the 50% HP attack to give healers time to fill everyone&#039;s health back up—then bringing their own boss to 50% HP as well.&lt;br /&gt;
* Whichever boss hits 50% HP first will also have their mechanic occur first—Swindler using &#039;&#039;&#039;Enumeration&#039;&#039;&#039; every 20 seconds and Vortexer&#039;s {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039; repeating every 20 seconds. As they are on the same timer, they will alternate consistently.&lt;br /&gt;
* One useful method to handing &#039;&#039;&#039;Enumeration&#039;&#039;&#039; is assigning numbers to roles: If Enumeration is 2 - only the tanks and healers stack together. If 3, only the tanks and DPS stack together. If 4, the entire light party stacks together.&lt;br /&gt;
** Additionally, this can be made easier by having DPS hug the boss&#039;s left, the healer hug the boss&#039;s right, and having the tank move to the left, right, or center depending on the &#039;&#039;&#039;Enumeration&#039;&#039;&#039; count.&lt;br /&gt;
* For {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039;, the afflicted DPS player should stand in the center with one of the healers. &#039;&#039;No other players&#039;&#039; should stand in the center, as it would increase the lightning&#039;s damage&amp;lt;nowiki/&amp;gt; to potentially lethal levels.&lt;br /&gt;
After both Swindler and Vortexer are defeated simultaneously, all bosses will jump away and begin Phase 3.&lt;br /&gt;
=== Phase 3A - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Brute Justice]] ===&lt;br /&gt;
----The five bosses will combine into [[Brute Justice]], dealing high damage to all players and knocking them back to the edges of the arena.&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;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|A fire element [[Area of Effect#Cleave|cleave]] with an extremely long frontal length.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. If a player dies to this attack, the boss gains a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Two non-tanks are marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, one player has a {{I|Stack marker}}, and &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; is cast twice before the stack resolves. Always ends with &#039;&#039;&#039;Megabeam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The players with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; will be hit by high damage AoEs that are likely to kill anyone else caught in the radius.&lt;br /&gt;
&lt;br /&gt;
* Low party-wide damage is dealt twice with &#039;&#039;&#039;Short Needle&#039;&#039;&#039; at the beginning and end, and a &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is cast after the first &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|Brute Justice targets and jumps on the farthest player, dealing high damage and {{status effect|debuff|stun}} [[Stun|stunning]] any others nearby.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;&lt;br /&gt;
|A long-lasting unmarked [[Area of Effect#Static Cone AoE|Static cone AoE]] aimed at a random player, dealing repeated damage to anyone in front of Brute Justice. Hits fives times, adding a {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; with each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable damage to the entire party.&lt;br /&gt;
|}&lt;br /&gt;
While this phase is very straightforward, the large amount of mechanics thrown at the players simultaneously can catch them off guard if unprepared.&lt;br /&gt;
&lt;br /&gt;
For consistent positioning, the main tank should face Brute Justice towards the north at all times while the rest of the party stacks together on the east— to the boss&#039;s right. One player should be the assigned as the target for &#039;&#039;&#039;Super Jump&#039;&#039;&#039;—preferably the off-tank.&lt;br /&gt;
&lt;br /&gt;
The key to surviving Phase 3A is handling &#039;&#039;&#039;Missile Command&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* All players (excepting the main tank) start stacked together to ensure the first &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; is grouped on the same spot.&lt;br /&gt;
&lt;br /&gt;
*The two players marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should separate from the group while all others rotate clockwise around the back of the boss—first stopping just outside the radius of the first AoE circles. The main tank should rotate slightly to the right preparing to stack.&lt;br /&gt;
*Once the second &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; drops, the stack should continue to rotate just outside the radius of the AoEs, meeting up with the main tank on the left side of the boss.&lt;br /&gt;
*After the {{I|Stack marker}} resolves, the group should rotate clockwise again (to the north side) to dodge &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;. Meanwhile the assigned &#039;&#039;&#039;Super Jump&#039;&#039;&#039; target should start running away to one of the corners of the arena.&lt;br /&gt;
Once &#039;&#039;&#039;Super Jump&#039;&#039;&#039; happens, Brute Justice will aim at a random player and prepare &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. Simply avoid where Brute Justice is facing, then stack together to the boss&#039;s east side while the main tank stands north once again.&lt;br /&gt;
&lt;br /&gt;
Brute Justice will repeat this rotation once again, and after the second &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, will cast &#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039; and transition to phase 3B.&lt;br /&gt;
&lt;br /&gt;
Once Phase 3B finishes, Brute Justice will reform and loop their 3A rotation until brought to 0%, starting Phase 4.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3A 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;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|The main tank should stay north while the rest of the party is stacked east.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should use mitigations while the off-tank moves to stack with the main tank, then moves back to the DPS/Healer stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|While players with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; move away, the stack rotates around the back of the boss together, meeting with the main tank on the west side. Off-tank should run away after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|All players should begin moving towards the off-tank in preparation for &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;&lt;br /&gt;
|Move behind Brute Justice.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Healers should help mitigate and prepare to refill everyone&#039;s health as quickly as possible.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Transitions to Phase 3B on first loop, afterwards loops back to start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 3B - [[Acronyms, abbreviations, and common terms#T|Trio]] 1===&lt;br /&gt;
After Brute Justice&#039;s first &#039;&#039;&#039;{{action icon|J Kick}},&#039;&#039;&#039; they will separate back into their individual parts and begin a deadly series of attacks that must be avoided. Every death during this phase gives Brute Justice a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Trio 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;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Proximity AoE|proximity AoE]] from the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Supercharge)&#039;&#039;&#039;&lt;br /&gt;
|Four players are marked with [[Area of Effect#Spread Circle|spread circle]] arrows. A &#039;&#039;&#039;Mirage&#039;&#039;&#039; will drop on each player, then after a short delay, begin casting a &#039;&#039;&#039;Supercharge&#039;&#039;&#039; at that player&#039;s current location.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supercharge&#039;&#039;&#039; is a [[Area of Effect#Static Line AoE|Line AoE]] charge that deals high damage and [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eye of the Chakram&#039;&#039;&#039;&lt;br /&gt;
|A total of four red Chakrams appear on two random adjacent edges of the arena. After a long delay, these will charge straight across the arena in a [[Area of Effect#Static Line AoE|Line AoE]] and deal lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth &amp;amp; Ice Missiles&#039;&#039;&#039;&lt;br /&gt;
|Four players are targeted by &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; and four players &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039;. Earth Missiles leave a lava [[Area of Effect#Puddle|puddle]] on the ground, and Ice Missiles an ice [[Area of Effect#Puddle|puddle]] that grows in size after a few seconds.&lt;br /&gt;
&lt;br /&gt;
* Both puddles inflict {{status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; and a lethally powerful damage-over-time debuff if stepped into. The damage-over-time debuff can be cleansed with {{Action icon|Esuna}}.&lt;br /&gt;
* The &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; land first, with the &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039; landing later— at the same time &#039;&#039;&#039;Height&#039;&#039;&#039; finishes casting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Players should start by stacking together on one of the walls to get healed from the &#039;&#039;&#039;{{action icon|J Kick}}.&#039;&#039;&#039;&lt;br /&gt;
# Everyone then spreads out along the wall to avoid hitting each other with the &#039;&#039;&#039;Mirage&#039;&#039;&#039; drops.&lt;br /&gt;
# Once the &#039;&#039;&#039;Mirages&#039;&#039;&#039; land, those hit should move up or down the wall in order to &amp;lt;u&amp;gt;aim the &#039;&#039;&#039;Mirage Supercharge&#039;&#039;&#039; harmlessly along the wall&amp;lt;/u&amp;gt; rather than towards the center of the arena.&lt;br /&gt;
# After the &#039;&#039;&#039;Supercharges&#039;&#039;&#039; are aimed in a safe direction, players must immediately stack together near the center for Brawler&#039;s &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Double Buster]]&#039;&#039;&#039; laser.&lt;br /&gt;
#* &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will appear on two walls at this point. Take note of their positions now and look for a safe spot to avoid them.&lt;br /&gt;
# Once the &#039;&#039;&#039;Double Buster&#039;&#039;&#039; is fired, Onslaughter will aim a &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; at the group and the &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will begin to glow. All players should move to a spot that is both away from the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and not in-line with a &#039;&#039;&#039;Chakram&#039;&#039;&#039; to survive.&lt;br /&gt;
# Finally, &#039;&#039;&#039;Height&#039;&#039;&#039; will begin casting, &#039;&#039;&#039;Earth &amp;amp; Ice Missiles&#039;&#039;&#039; will go out, the main tank will be targeted by a &#039;&#039;&#039;Single Buster&#039;&#039;&#039; from Brawler in the south, and afterwards one final &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; will be cast.&lt;br /&gt;
#* The main tank should run all the way south. After &#039;&#039;&#039;Height&#039;&#039;&#039;, they should attempt to aim the &#039;&#039;&#039;Single Buster&#039;&#039;&#039; towards the wall if possible, or otherwise away from any other players. Be extra wary of &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;, as unlike before, it can target the main tank now.&lt;br /&gt;
#** If the main tank has full health, they will not need to use a mitigation to survive the &#039;&#039;&#039;Single Buster&#039;&#039;&#039;, and instead should save it for the next &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;.&lt;br /&gt;
#* All other players should attempt to spread out around the edges away from the South where the main tank is.&lt;br /&gt;
#** &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; are dropped halfway through &#039;&#039;&#039;Height&#039;&#039;&#039; and can be placed in one of the corners of player&#039;s &#039;&#039;&#039;Height&#039;&#039;&#039; squares, leaving the other corner free.&lt;br /&gt;
#** Players targeted by &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039; should be prepared to run the instant it drops, as &#039;&#039;&#039;Height&#039;&#039;&#039; will resolve at the same time.&lt;br /&gt;
&lt;br /&gt;
After surviving Trio 1, Brute Justice will reform and loop their &#039;&#039;&#039;Phase 3A&#039;&#039;&#039; rotation until brought to 0% health.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3B 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;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|All players should run to a wall to minimize damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Supercharge)&#039;&#039;&#039;&lt;br /&gt;
|Spread out along the wall to avoid sharing AoEs. After the &#039;&#039;&#039;Mirages&#039;&#039;&#039; drop, aim them harmlessly along the wall by moving slightly up or down the wall.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Buster&#039;&#039;&#039;&lt;br /&gt;
|Stack near the center. Take note of &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions during this attack as players must run to a safe position immediately after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam &amp;amp; Eye of the Chakram&#039;&#039;&#039;&lt;br /&gt;
|Run from the current position to a spot not in-line with a &#039;&#039;&#039;Chakram&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Height, Earth &amp;amp; Ice Missiles&#039;&#039;&#039;&lt;br /&gt;
|While the main tank runs south, all other players should move to the edges to drop their &#039;&#039;&#039;Missiles&#039;&#039;&#039;. Remember to match &#039;&#039;&#039;Height&#039;&#039;&#039; with the correct squares.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam &amp;amp; Single Buster&#039;&#039;&#039;&lt;br /&gt;
|Move away from the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and avoid standing where the main tank is aiming the &#039;&#039;&#039;Single Buster&#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;Return to Phase 3A&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 4 - [[Acronyms, abbreviations, and common terms#T|Trio]] 2 ===&lt;br /&gt;
----Once again, Brute Justice will separate and begin another deadly assault of attacks that the players must dodge and survive through. As before, every death adds a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; to Brute Justice.&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;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Landmine|Landmines]] and two &#039;&#039;&#039;Hidden Landmines&#039;&#039;&#039; are dropped. These function identically to [[Alexander - The Cuff of the Son (Savage)#Blaster|The Cuff of the Son]].&lt;br /&gt;
&lt;br /&gt;
* These landmines, including the Hidden Landmines, deal high AoE damage on landing which should be avoided.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Tethers)&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to [[Alexander - The Cuff of the Son (Savage)#Blaster|The Cuff of the Son]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration&#039;&#039;&#039;&lt;br /&gt;
|Now targets one tank and one healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultra Flash&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]]. Line of sight can only be blocked using the legs of Onslaughter in the center.&lt;br /&gt;
&lt;br /&gt;
* Each leg is an individual structure. Players will have to hide &#039;&#039;specifically&#039;&#039; behind the legs, not just the hitbox of Onslaughter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# With another unforgiving series of deadly assaults, all players should start by stacking on the South wall, grouping together for healing after &#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;.&lt;br /&gt;
# One DPS should run to a corner to bait the the far &#039;&#039;&#039;Double Drill&#039;&#039;&#039; while both tanks move North (but spread apart) to take the close &#039;&#039;&#039;Double Drill&#039;&#039;&#039; and position for &#039;&#039;&#039;Hidden Landmines&#039;&#039;&#039;, bursting them a short time after landing.&lt;br /&gt;
# Dodge the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and take note of the &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions around the arena.&lt;br /&gt;
# Players will have to spread out to place &#039;&#039;&#039;Mirages&#039;&#039;&#039;. These can intentionally be dropped in the path of a &#039;&#039;&#039;Chakram&#039;&#039;&#039; to give others more room to spread out. Avoid moving north as Brawler will be casting &#039;&#039;&#039;Single Drill&#039;&#039;&#039;.&lt;br /&gt;
# All players should focus on dodging &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and &#039;&#039;&#039;Chakrams&#039;&#039;&#039; first, then resolve their &#039;&#039;&#039;Mirage Tethers&#039;&#039;&#039;. If arms are up, look away— otherwise face the Mirage.&lt;br /&gt;
# Lastly, all players must make their way to the east side of the arena to hide behind Onslaughters legs to avoid &#039;&#039;&#039;Ultra Flash&#039;&#039;&#039; cast by Vortexer in the west. During this, &#039;&#039;&#039;Enumeration&#039;&#039;&#039; will be on a random tank and healer.&lt;br /&gt;
#* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; can be handled by deploying tactics fro&amp;lt;nowiki/&amp;gt;m [[Alexander - The Cuff of the Son (Savage)#Swindler|Alexander - The Cuff of the Son (Savage)]], having Enum 2 be Tanks + Tanks or Healers + Healers. DPS may want to be assigned groups and Enum numbers prior to the fight to help with organization for Enum 3 and 4.&lt;br /&gt;
#* Players should clarify which role will go behind which leg (northern or southern) to avoid confusion and overlapping.&lt;br /&gt;
#* Any player(s) that aren&#039;t needed for &#039;&#039;&#039;Enumeration&#039;&#039;&#039; can stack behind the circle AoE while still avoiding Vortexer&#039;s line of sight.&lt;br /&gt;
&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;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Stack on the south wall for healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|Stay against the wall to minimize damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Minefields&#039;&#039;&#039;&lt;br /&gt;
|One DPS should run to the corner to bait the upcoming &#039;&#039;&#039;Double Drill&#039;&#039;&#039; while the two tanks run northeast and northwest. Tanks must take note of where the &#039;&#039;&#039;Hidden Mines&#039;&#039;&#039; dropped.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Drill&#039;&#039;&#039;&lt;br /&gt;
|Each tank should now explode one &#039;&#039;&#039;Hidden Mine&#039;&#039;&#039; each. {{Action icon|Arm&#039;s Length}} can be used to resist the knockback of the landmine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Dodge as normal. Take note of &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Single Drill &amp;amp; Mirage (Drop)&#039;&#039;&#039;&lt;br /&gt;
|Stay away from the north side. Place &#039;&#039;&#039;Mirages&#039;&#039;&#039; where &#039;&#039;&#039;Chakrams&#039;&#039;&#039; are to leave space for allies to spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Tethers), Chakrams, &amp;amp; Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Focus on moving to a safe spot away from &#039;&#039;&#039;Chakrams&#039;&#039;&#039; and &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; first, then resolve the &#039;&#039;&#039;Mirage Tethers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration &amp;amp; Ultra Flash&#039;&#039;&#039;&lt;br /&gt;
|Hide behind Onslaughter&#039;s legs on the east side of the arena, matching the correct number of players inside the &#039;&#039;&#039;Enumeration&#039;&#039;&#039; circles.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 5 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Phase 5 - Winged Justice: Verdict===&lt;br /&gt;
----&#039;&#039;&#039;Brute Justice&#039;&#039;&#039; reforms again, sprouting wings and restoring to full health. With a cast of &#039;&#039;&#039;Verdict&#039;&#039;&#039;, each player is given a unique debuff:&lt;br /&gt;
&lt;br /&gt;
* One tank will be given {{Status effect|debuff|File:Final Judgment Max HP.png}} &#039;&#039;&#039;Final Judgment: Max HP&#039;&#039;&#039;, requiring that player to have the most HP of the entire party. They will also be given 4 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* The other tank will be given {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Final Judgment: Min HP&#039;&#039;&#039;, requiring that player to have the &#039;&#039;least&#039;&#039; HP of the entire party. They will also be given 4 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One healer will be given {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Final Judgment: Penalty I&#039;&#039;&#039;, requiring that healer to have &#039;&#039;no other&#039;&#039; enfeeblements. They will also be given 3 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* The other healer will be given {{Status effect|debuff|File:Final Judgment Penalty ii.png}} &#039;&#039;&#039;Final Judgment: Penalty II&#039;&#039;&#039;, requiring exactly two active enfeeblements (including itself). They will also be given 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* Two DPS players will be given {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Final Judgment: Penalty III&#039;&#039;&#039;, requiring exactly three active enfeeblements (including itself). They will also gain 2 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One DPS player will be given {{Status effect|debuff|File:Final Judgment Nisi Decree A.png}} &#039;&#039;&#039;Final Judgment: Nisi Decree A&#039;&#039;&#039;, requiring that player to be debuffed with {{Status effect|debuff|File:Final Decree Nisi A.png}} &#039;&#039;&#039;Final Decree Nisi A&#039;&#039;&#039;. They will also gain 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One DPS player will be given {{Status effect|debuff|File:Final Judgment Nisi Decree B.png}} &#039;&#039;&#039;Final Judgment: Nisi Decree B&#039;&#039;&#039;, requiring that player to be debuffed with {{Status effect|debuff|File:Final Decree Nisi B.png}} &#039;&#039;&#039;Final Decree Nisi B&#039;&#039;&#039;. They will also gain 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
As the &#039;&#039;&#039;Penalty&#039;&#039;&#039; debuffs count themselves as one debuff, &#039;&#039;&#039;Penalty I&#039;&#039;&#039; must be the only active debuff, with &#039;&#039;&#039;Penalty II&#039;&#039;&#039; requiring one additional debuff and &#039;&#039;&#039;Penalty III&#039;&#039;&#039; requiring two.&lt;br /&gt;
&lt;br /&gt;
====== Arena Mechanics: ======&lt;br /&gt;
&lt;br /&gt;
* Four &#039;&#039;&#039;J Storms&#039;&#039;&#039; will appear, one in each corner of the room. Stepping into a &#039;&#039;&#039;J Storm&#039;&#039;&#039; will destroy it, set the player&#039;s HP to 1, and inflict them with {{Status effect|debuff|File:Final Flight.png}} &#039;&#039;&#039;Final Flight&#039;&#039;&#039;, preventing that player from surviving a second storm. If any &#039;&#039;&#039;J Storm&#039;&#039;&#039; is still active after thirty seconds, it will detonate and wipe the party.&lt;br /&gt;
* Four &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; appear, two on the north wall and two on the south wall.&lt;br /&gt;
* A &#039;&#039;&#039;Steam Regulator A &amp;amp; B&#039;&#039;&#039; will appear on the east and west walls. These function identically to Phase 1, but it is &#039;&#039;completely random&#039;&#039; which side will have which Regulator.&lt;br /&gt;
&lt;br /&gt;
Thirty seconds after these debuffs are given out, Brute Justice will begin the cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039;. If &#039;&#039;any&#039;&#039; player does not meet the requirement of their Final Judgement debuffs by the end of the cast, the entire party will wipe.&lt;br /&gt;
&lt;br /&gt;
{{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; has a 40 second timer, allowing players 10 seconds after the cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039; to clear remaining stacks before it expires.&lt;br /&gt;
&lt;br /&gt;
For the duration of this phase, Brute Justice will only auto-attack.&lt;br /&gt;
&lt;br /&gt;
====== Tank Strategy: ======&lt;br /&gt;
The tank with {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; should {{Action icon|Provoke}} the boss, letting Brute Justice&#039;s auto-attacks bring them to &#039;&#039;one stack&#039;&#039; of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; tank reaches one stack, the {{Status effect|debuff|File:Final Judgment Max HP.png}} &#039;&#039;&#039;Max HP&#039;&#039;&#039; should {{Action icon|Provoke}} the boss and hold enmity for the rest of the phase.&lt;br /&gt;
&lt;br /&gt;
Finally, when Brute Justice begins casting &#039;&#039;&#039;Gavel&#039;&#039;&#039;, the {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; tank should immediately run into the last available &#039;&#039;&#039;J Storm&#039;&#039;&#039; to have their health set to 1 before the cast can complete.[[File:A8S Verdict Plan.png|alt=A map of A8S&#039;s Verdict.|thumb|A map showcasing mechanic locations and which players should handle them.]]&lt;br /&gt;
&lt;br /&gt;
====== Healer Strategy: ======&lt;br /&gt;
The healer with {{Status effect|debuff|File:Final Judgment Penalty ii.png}} &#039;&#039;&#039;Penalty II&#039;&#039;&#039; should take the northwest &#039;&#039;&#039;J Storm&#039;&#039;&#039;, instantly satisfying their debuff conditions with {{Status effect|debuff|File:Final Flight.png}} &#039;&#039;&#039;Final Flight&#039;&#039;&#039;. They can then focus entirely on healing the party.&lt;br /&gt;
&lt;br /&gt;
The healer with {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Penalty I&#039;&#039;&#039; should take one of the southern &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; alone, then move to the north and wait for the Nisi DPS to defeat their Steam Regulators. The healer will share the northeast Steam Gasket with the east Nisi DPS and the northwest Steam Gasket with the west Nisi DPS.&lt;br /&gt;
&lt;br /&gt;
====== DPS Strategy: ======&lt;br /&gt;
The DPS with {{Status effect|debuff|File:Final Judgment Nisi Decree A.png}} &#039;&#039;&#039;Nisi Decree A&#039;&#039;&#039; and {{Status effect|debuff|File:Final Judgment Nisi Decree B.png}} &#039;&#039;&#039;Nisi Decree B&#039;&#039;&#039; must run to and destroy the Steam Regulator matching their debuff. Afterwards, they must run towards the closest &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; in the north and wait for the healer with {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Penalty I&#039;&#039;&#039;, sharing the damage to remove all stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The two DPS with {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Penalty III&#039;&#039;&#039; can simply take the &#039;&#039;&#039;J Storms&#039;&#039;&#039; in the south and then focus on damaging Brute Justice. &amp;lt;u&amp;gt;After&amp;lt;/u&amp;gt; &#039;&#039;&#039;Gavel&#039;&#039;&#039; finishes casting, they will want to share the last &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; in the south to clear their last stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;. This debuff should not be cleansed prior as it is needed to satisfy the conditions of {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Penalty III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Should players remain alive after &#039;&#039;&#039;Gavel&#039;&#039;&#039;, Brute Justice will begin their final phase.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
=== Phase 6 - The Finale ===&lt;br /&gt;
----Brute Justice begins their final assault, and holds nothing back. This final phase will function similarly to Phase 3, but with additional attacks thrown together to increase the difficulty of dodging.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 6 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;Link-up&#039;&#039;&#039;&lt;br /&gt;
|One random DPS player is debuffed with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; for 40 seconds. This version hits extremely hard, expecting all eight players to share the damage.&lt;br /&gt;
&lt;br /&gt;
* Unlike its previous iteration, {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; will not pass to another player, disappearing once it resolves.&lt;br /&gt;
* If a player dies with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;, it will simply disappear— no Punishing Wave will be cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch&#039;&#039;&#039;&lt;br /&gt;
|An extremely hard hitting [[tankbuster]] that deals [[knockback]] and inflicts {{Status effect|debuff|bind}} &#039;&#039;&#039;[[Bind]]&#039;&#039;&#039; for 8 seconds. Always followed by &#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|Functions indentically to &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039; but is instead aimed at the highest enmity player. Always followed by &#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
|A [[Stack marker#Line stack|line stack]] with [[knockback]] aimed at the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Instead of dropping two sets of &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;, now creates a &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; near Brute Justice followed by a single set of &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;J Wave&#039;&#039;&#039;&lt;br /&gt;
|An endless attack that deals repeated, slowly increasing damage.&lt;br /&gt;
|}&lt;br /&gt;
The three key attacks to look out for with this final phase are the &#039;&#039;&#039;Final Combo&#039;&#039;&#039;, &#039;&#039;&#039;Missile Command&#039;&#039;&#039;, and {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Final Combo&#039;&#039;&#039; can be handled either with a well-timed invulnerability before the end of &#039;&#039;&#039;Final Punch&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast, or by two large mitigations by the main tank and a {{Action icon|Provoke}} by the off-tank— facing the boss away from the rest of the party for &#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;. Once that attack starts firing, the off-tank can stack with the rest of the party for &#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Command&#039;&#039;&#039; now drops a &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; which must be avoided. It is recommended to have the group stack behind Brute Justice and rotate whatever direction is away from the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039;. As the {{I|Stack marker}} resolves at the same time &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is cast, the main tank can not join the stack during this final phase.&lt;br /&gt;
&lt;br /&gt;
* After the stack marker is resolved, the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; should either be burst by the off-tank or by the DPS inflicted with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;. In the latter case the DPS will die, but the debuff will also disappear.&lt;br /&gt;
After Missile Command, several &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will appear, and one of the two tanks will be marked with &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. If Compressed Water was not sacrificed prior, it will detonate around the same time as Enumeration.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Enumeration&#039;&#039;&#039; will target a random tank, and can be resolved with only the tanks and healers: Enum 2 being handled by both tanks, Enum 3 by both healers, and Enum 4 being all tanks and healers.&lt;br /&gt;
#* Ideally, the Enumeration is placed in front of Brute Justice if possible.&lt;br /&gt;
# If not sacrificed prior, all remaining players not needed for Enumeration must stack together for {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; at Brute Justice&#039;s side. Heavy party mitigates and AoE healing should be readied.&lt;br /&gt;
#* Enumeration has a 5y radius, while Compressed Water has a 10y radius—enough to reach the players inside the Enumeration circle even while outside of it.&lt;br /&gt;
# A &#039;&#039;&#039;Waterspout&#039;&#039;&#039; will spawn immediately in the location {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; expired, forcing all players to run away.&lt;br /&gt;
# The assigned Super Jump player should run to the center of the arena while the main tank stays between Brute Justice and the &#039;&#039;&#039;Waterspout&#039;&#039;&#039;, intending to destroy it with a &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;. The range of &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is extremely long, so distance is not an issue.&lt;br /&gt;
&lt;br /&gt;
Should players survive through these attacks, Brute Justice will attempt to end the fight by repeatedly spinning and casting &#039;&#039;&#039;J Wave&#039;&#039;&#039;. The damage of this attack increases over time, forcing the party to defeat Brute Justice before the damage becomes unsurviveable.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal through the damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Link-up&#039;&#039;&#039;&lt;br /&gt;
|A random DPS will be given &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; with a 40 second timer. Decide whether to sacrifice this player later or survive the mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch&#039;&#039;&#039;&lt;br /&gt;
|The main tank can either use an invulnerability shortly before this cast finishes, or use two large mitigations while the off-tank {{Action icon|Provoke|provokes}} the boss away from the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|If not using an invulnerability, the off-tank should face the boss away from the party prior, then move to stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam&#039;&#039;&#039;&lt;br /&gt;
|If not using an invulnerability, stack together with the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command + Hidden Minefield&#039;&#039;&#039;&lt;br /&gt;
|The party should stack behind Brute Justice and rotate in the direction opposite of the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039;. Either the off-tank or the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; DPS should burst the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chakrams + Enumeration&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;( + {{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water )&#039;&#039;&#039;&lt;br /&gt;
|Move Brute Justice to a safe spot away from Chakrams and stack for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. If &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; is still active, all players should be close enough together to share damage between all eight, then run from the &#039;&#039;&#039;Waterspout&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should begin running away to bait the upcoming &#039;&#039;&#039;Super Jump&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|If there is a &#039;&#039;&#039;Waterspout&#039;&#039;&#039;, the main tank should stay between Brute Justice and the &#039;&#039;&#039;Waterspout&#039;&#039;&#039; for the next attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|Must be used to destroy the &#039;&#039;&#039;Waterspout&#039;&#039;&#039; if the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; player was not sacrificed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch + Short Needle&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but healers must use AoE healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse + Short Needle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam + Short Needle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate, heal, and prepare for the final push.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;J Wave&#039;&#039;&#039;&lt;br /&gt;
|Healers must keep everyone alive as long as possible to defeat Brute Justice before the party is defeated themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Midan Weapons}}&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 4}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Faust Armor Plating}} (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 Midan Arms (IL 245)}}&lt;br /&gt;
{{Drops table row|Midan Metal Axe}}&lt;br /&gt;
{{Drops table row|Midan Metal Greatsword}}&lt;br /&gt;
{{Drops table row|Midan Metal Spear}}&lt;br /&gt;
{{Drops table row|Midan Metal Knuckles}}&lt;br /&gt;
{{Drops table row|Midan Metal Katana}}&lt;br /&gt;
{{Drops table row|Midan Metal Daggers}}&lt;br /&gt;
{{Drops table row|Midan Metal Bow}}&lt;br /&gt;
{{Drops table row|Midan Metal Musketoon}}&lt;br /&gt;
{{Drops table row|Midan Metal Rod}}&lt;br /&gt;
{{Drops table row|Midan Metal Grimoire}}&lt;br /&gt;
{{Drops table row|Midan Metal Rapier}}&lt;br /&gt;
{{Drops table row|Midan Metal Cane}}&lt;br /&gt;
{{Drops table row|Midan Metal Codex}}&lt;br /&gt;
{{Drops table row|Midan Metal Astrometer}}&lt;br /&gt;
{{Drops table row|Midan Chest Gear Coffer (IL 240)}}&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|Midan Weapon Coffer (IL 245)}}&lt;br /&gt;
{{Drops table row|Faustlet}}&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|Sins of the Savage Son I}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Son II}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Son III}}&lt;br /&gt;
{{achievement table row|Mightier than Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Onslaughter / Robots|Metal}}&lt;br /&gt;
{{music table row|Brute Justice|Metal - Brute Justice Mode}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Tsukuyomi%27s_Pain&amp;diff=1507521</id>
		<title>The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Tsukuyomi%27s_Pain&amp;diff=1507521"/>
		<updated>2026-07-20T23:47:13Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Grammar fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EX notice}}&lt;br /&gt;
{{otheruses|the level 70 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|Castrum Fluminis}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain&lt;br /&gt;
| image = The Minstrel&#039;s Ballad Tsukuyomi&#039;s Pain Image.png&lt;br /&gt;
| description = Upon hearing of your final encounter with [[Yotsuyu]] -- and the [[primal]] to whom she surrendered her will -- the wandering minstrel composes a tanka tinged with sorrow. Had Yotsuyu been born in a different time, a different place, would she have lived a simple life unsullied by acts of violence and cruelty? Or were the seeds of villainy always there, their growth merely hastened by circumstance? These questions bring to mind [[Tsukuyomi]]&#039;s overwhelming malice, your memories now suffused by the tragedy of the minstrel&#039;s verse...&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 350&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 20 Poetics&lt;br /&gt;
| location = Castrum Fluminis&lt;br /&gt;
| region = Othard&lt;br /&gt;
| req-quest = Songs in the Key of Kugane&lt;br /&gt;
| patch = 4.3&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain&lt;br /&gt;
| id-gt = 20056&lt;br /&gt;
| id-edb = 0919d2674e0&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
To unlock this you need to have completed the normal version [[Castrum Fluminis]] which requires the Main Scenario Quest [[The Primary Agreement]]&lt;br /&gt;
==Strategy==&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;{{evt|service=youtube|id=6jXScwlL9fM|dimensions=285|align=right|description=The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] The Lady of the Moon: [[Tsukuyomi]]===&lt;br /&gt;
===First Phase: (100% - 80%)===&lt;br /&gt;
----&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;Reprimand&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
|Tsukuyomi summons one of two weapons at random, each having a unique corresponding attack:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lead of the Underworld&#039;&#039;&#039; is an unmarked [[Stack marker#Line stack|line stack]]. Indicated by Tsukuyomi equipping a gun with a cracking sound and shouting &amp;quot;&#039;&#039;Beg for Mercy!&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Steel of the Underworld&#039;&#039;&#039; is three [[Area of Effect#Cleave|cleave]] attacks pointed at a tank, healer, and DPS. Indicated by a spear, the sound of a blade unsheathing, and shouting &amp;quot;&#039;&#039;Your end is near!&#039;&#039;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
An introductory phase, the only attack to keep an eye out for is &#039;&#039;&#039;Nightfall&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If Tsukuyomi pulls out a gun, stack together to mitigate the outgoing damage.&lt;br /&gt;
&lt;br /&gt;
*If Tsukuyomi pulls out a spear, players should spread out into three separate stacks around the boss: one stack being both tanks, one being both healers, and the last being all four DPS. This ensures that each cleave hits a different group of players and that no one takes a second cleave.&lt;br /&gt;
While &#039;&#039;&#039;Nightfall&#039;&#039;&#039; chooses a random weapon to start, the second cast will always use the weapon opposite to the first.&lt;br /&gt;
&lt;br /&gt;
At 80% or after the second Reprimand, &#039;&#039;&#039;{{action icon|Nightbloom}}&#039;&#039;&#039; marks the start of the next phase—dealing high damage to all players and inflicting {{Status effect|debuff|Down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; for 15 seconds. &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;Reprimand&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
|Will be either spear or gun at random. Split or stack depending on the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
|Will always be the opposite weapon to the prior cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reprimand&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Nightbloom}}&#039;&#039;&#039;&lt;br /&gt;
|Heal and mitigate.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Suffering Phase Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Suffering Phase===&lt;br /&gt;
----Tsukuyomi reverts back to Yotsuyu and becomes untargetable. A &#039;&#039;&#039;Suffering Gauge&#039;&#039;&#039; appears that will begin filling over time and as enemies damage Yotsuyu. If this gauge reaches 100, the party will wipe.&lt;br /&gt;
&lt;br /&gt;
There will be three sets of adds to deal with in this phase that must be killed as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wave 1&#039;&#039;&#039;: Six &#039;&#039;&#039;Specters of the Homeland&#039;&#039;&#039; and the &#039;&#039;&#039;Specter of the Matriarch and Patriarch&#039;&#039;&#039; appear, the latter attaching [[Tether (mechanic)#Chase Tether|chase tethers]] to Yotsuyu. Tanks should pick up the untethered enemies and group them together to defeat with AoEs. If the &#039;&#039;&#039;Suffering Gauge&#039;&#039;&#039; is a concern, DPS can focus on the tethered enemies first to minimize how much the gauge fills.&lt;br /&gt;
* &#039;&#039;&#039;Wave 2&#039;&#039;&#039;: Six &#039;&#039;&#039;Specters of the Empire&#039;&#039;&#039; and a &#039;&#039;&#039;Specter of Asahi&#039;&#039;&#039;, the latter of which attaches a [[Tether (mechanic)#Chase Tether|chase tether]] to Yotsuyu. This phase can be handled identically to the previous one.&lt;br /&gt;
* &#039;&#039;&#039;Wave 3&#039;&#039;&#039;: The &#039;&#039;&#039;Specter of Zenos&#039;&#039;&#039; appears and inflicts the group with {{Status effect|debuff|Down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; for ~12 seconds. All players must defeat it as quickly as possible; it will repeatedly cast &#039;&#039;&#039;Dispersivity&#039;&#039;&#039; dealing high damage to the entire party and rapidly filling up the &#039;&#039;&#039;Suffering Gauge&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the Specter of Zenos is defeat, &#039;&#039;&#039;{{action icon|Nightbloom}}&#039;&#039;&#039; will be cast once more and the next phase will begin.&lt;br /&gt;
===Second Phase: (80% - 35%)===&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;Supreme Selenomancy&#039;&#039;&#039;&lt;br /&gt;
|The arena is split into a white and a black half. Standing in the white half inflicts a stack of {{status effect|debuff|File:Moonlit icon1.png|link=File:Moonlit icon1.png}} &#039;&#039;&#039;Moonlit&#039;&#039;&#039; every 5 seconds, while the black half inflicts {{status effect|debuff|File:Moonshadowed icon1.png|link=File:Moonshadowed icon1.png}} &#039;&#039;&#039;Moonshadowed&#039;&#039;&#039;. At 5 stacks, the player becomes {{status effect|debuff|Doom}} &#039;&#039;&#039;[[Doom (status effect)|Doomed]]&#039;&#039;&#039;.&lt;br /&gt;
Standing in the opposite color swaps the debuff and resets its stack count to 1.&lt;br /&gt;
&lt;br /&gt;
* All players will be initially inflicted with an immediate four stacks of either {{status effect|debuff|File:Moonlit icon1.png|link=File:Moonlit icon1.png}} &#039;&#039;&#039;Moonlit&#039;&#039;&#039; or {{status effect|debuff|File:Moonshadowed icon1.png|link=File:Moonshadowed icon1.png}} &#039;&#039;&#039;Moonshadowed&#039;&#039;&#039; at random.&lt;br /&gt;
* One color will fill a majority of the arena, then 35 seconds later, covers it entirely via a cast of &#039;&#039;&#039;Midnight Rain&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunar Halo&#039;&#039;&#039;&lt;br /&gt;
|White orbs that create [[Area of Effect#Static Donut AoE|Static donut AoEs]]. Deals high damage and inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Moonfall&#039;&#039;&#039;&lt;br /&gt;
|One tank, one healer, and one DPS are marked by a reticle. Six seconds later, &#039;&#039;massive&#039;&#039; [[Area of Effect#Static Circle AoE|Static circle AoEs]] are placed under these players. Meteors land at these locations, dealing high damage to those inside the AoE.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moonfall&#039;&#039;&#039; will never target the main tank—assuming a second tank is alive and present.&lt;br /&gt;
&lt;br /&gt;
* Meteors will take on a color matching the floor of the arena they land on, and retain this color even after the floor changes.&lt;br /&gt;
* All meteors detonate a second time 15 seconds later in equally large [[Area of Effect#Static Circle AoE|Static circle AoEs]], then create small [[Area of Effect#Puddle|puddles]] that inflict either {{status effect|debuff|File:Moonlit icon1.png|link=File:Moonlit icon1.png}} &#039;&#039;&#039;Moonlit&#039;&#039;&#039; or {{status effect|debuff|File:Moonshadowed icon1.png|link=File:Moonshadowed icon1.png}} &#039;&#039;&#039;Moonshadowed&#039;&#039;&#039; depending on the meteor&#039;s color.&lt;br /&gt;
* If two meteors are placed in close proximity of each other, they will both detonate, dealing damage and inflicting {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Antitwilight / Perilune&#039;&#039;&#039;&lt;br /&gt;
|Which cast is used depends on whether the floor is completely white or completely black. Deals lethal damage to players with a debuff matching the floor&#039;s primary color.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zashiki-asob&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in two sets of [[Area of Effect#Static Circle AoE|Static circle AoEs]] that detonate at different times. Deals moderate damage and inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Torment Unto Death&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|conal tankbuster AoE]] that inflicts {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 21 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Phase 2 requires delicate handling of {{status effect|debuff|File:Moonlit icon1.png|link=File:Moonlit icon1.png}} &#039;&#039;&#039;Moonlit&#039;&#039;&#039; and {{status effect|debuff|File:Moonshadowed icon1.png|link=File:Moonshadowed icon1.png}} &#039;&#039;&#039;Moonshadowed&#039;&#039;&#039; throughout the majority of the phase to avoid {{status effect|debuff|Doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; and &#039;&#039;&#039;Antitwilight / Perilune&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When Tsukuyomi casts &#039;&#039;&#039;Supreme Selenomancy&#039;&#039;&#039;, all players will be given four stacks of one of the two debuffs. Everyone must immediately run to the opposite color to clear their stacks and avoid a quick death. One half will be covered by two &#039;&#039;&#039;Lunar Halos&#039;&#039;&#039;, requiring players of one debuff type to stand inside the donut AoEs and players of the other debuff to be outside.&lt;br /&gt;
&lt;br /&gt;
A common strategy is to have the three &#039;&#039;&#039;Moonfall&#039;&#039;&#039; markers split and place a meteor on the north and south corner of &#039;&#039;whatever color is shrinking&#039;&#039;, while the third meteor is placed on the opposite edge away from the shrinking side. During this, all other players should stand on the larger color to reset their debuff stack count, then run to the safe spot in the shrinking color.&lt;br /&gt;
&lt;br /&gt;
* Alternatively, the marked players can split to place a meteor on the north and east corner of the arena, with the third meteor placed at either north or south. This always creates a small safe area at either south or north side of the arena, allowing players to reset their stack of color debuff.&lt;br /&gt;
&lt;br /&gt;
After a cast of &#039;&#039;&#039;Midnight Rain&#039;&#039;&#039; and two &#039;&#039;&#039;Lunar Halos&#039;&#039;&#039;, a third single &#039;&#039;&#039;Lunar Halo&#039;&#039;&#039; should appear that will match the safe zone needed to avoid the second explosion of meteors.&lt;br /&gt;
&lt;br /&gt;
Once the meteors explode and the [[Area of Effect#Puddle|puddles]] appear, all players should immediately run inside a puddle that is the opposite color to the floor to survive the upcoming &#039;&#039;&#039;Antitwilight / Perilune&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember to tank swap when &#039;&#039;&#039;Torment Unto Death&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
Tsukuyomi will rotate this attack pattern until either brought to 35% or after the second cast of &#039;&#039;&#039;Antitwilight / Perilune&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Supreme Selenomancy + Lunar Halo x2&#039;&#039;&#039;&lt;br /&gt;
|Run to the half of the arena opposite to the debuff given to clear all stacks. Players will need to stand inside or outside the donut AoEs to reach the required side of the arena.&lt;br /&gt;
Afterwards, all players should group together on the shrinking side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
|Will be a gun on the first rotation, and a spear on the second rotation.&lt;br /&gt;
Once the cast starts, all players should move to the larger side of the arena to clear debuff stacks for the upcoming &#039;&#039;&#039;Moonfall&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Moonfall&#039;&#039;&#039;&lt;br /&gt;
|Have a marked player run to the north, one to the south, and the last two the edge of whichever color is larger, leaving the smaller side safe from the AoEs.&lt;br /&gt;
If any player has 3 stacks of the smaller side&#039;s debuff when the markers go out, they must reset their stacks in the larger zone before moving to the safe spot.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Midnight Rain&#039;&#039;&#039;&lt;br /&gt;
|Will cover the entire arena in one color. If any player has a debuff matching the larger color when this cast finishes, they will die before getting the chance to reset it later.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunar Halo x2&#039;&#039;&#039;&lt;br /&gt;
|Stand inside the Donut AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunar Halo x1&#039;&#039;&#039;&lt;br /&gt;
|If the meteors were placed correctly, this Donut AoE should match the safe zone to avoid the second detonation of the meteors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Antitwilight / Perilune&#039;&#039;&#039;&lt;br /&gt;
|Immediately run to a puddle of the opposite color to survive both the attack and the debuff stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reprimand&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zashiki-asob&#039;&#039;&#039;&lt;br /&gt;
|Move to the safe area, then run to the other side once the first set of AoEs resolve.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
|Will be Gun or Spear at random. Immediately run into position after dodging the &#039;&#039;&#039;Zashiki-asob&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Torment Unto Death&#039;&#039;&#039;&lt;br /&gt;
|Face this away from the party and tank swap after.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat Until Second Antitwilight / Perilune&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Third Phase: (35% - 0%)===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{status effect|debuff|File:Full Moon icon1.png|link=File:Full Moon icon1.png}} Full Moon&#039;&#039;&#039;&lt;br /&gt;
|Tsukuyomi turns white and is buffed with &#039;&#039;&#039;{{status effect|debuff|File:Full Moon icon1.png|link=File:Full Moon icon1.png}} Full Moon&#039;&#039;&#039;, adding a [[Area of Effect#Static Circle AoE|Static circle AoE]] underneath herself when using &#039;&#039;&#039;Bright Blade&#039;&#039;&#039; or &#039;&#039;&#039;Dark Blade&#039;&#039;&#039;. Inflicts {{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;{{status effect|debuff|File:New Moon icon1.png|link=File:New Moon icon1.png}} New Moon&#039;&#039;&#039;&lt;br /&gt;
|Tsukuyomi turns black and is buffed with &#039;&#039;&#039;{{status effect|debuff|File:New Moon icon1.png|link=File:New Moon icon1.png}} New Moon&#039;&#039;&#039;, adding a [[Area of Effect#Static Donut AoE|Static donut AoE]] underneath herself when using &#039;&#039;&#039;Bright Blade&#039;&#039;&#039; or &#039;&#039;&#039;Dark Blade&#039;&#039;&#039;. Inflicts {{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;Bright Blade&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Cone AoE|210 degree cone AoE]] to Tsukuyomi&#039;s left and front. Inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Blade&#039;&#039;&#039;&lt;br /&gt;
|A large [[Area of Effect#Static Cone AoE|210 degree cone AoE]] to Tsukuyomi&#039;s right and front. Inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunacy&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Multi-hit stack|multi-hit stack marker]] that hits four times in succession. An additional hit is added each time this ability is used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hagetsu&#039;&#039;&#039;&lt;br /&gt;
|One tank, one healer, and one DPS are marked with red [[Area of Effect#Spread Circle|spread circle]] arrows, then shot one at a time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tsuki-no-Kakera&#039;&#039;&#039;&lt;br /&gt;
|Places one [[Area of Effect#Static Circle AoE|Static circle AoE]] in the center, then a series of eight AoEs circling around the edge of the arena in sequence.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Torment Unto Death&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to phase 2, but instead inflicts {{status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Phase 3 starts with &#039;&#039;&#039;Dance of the Dead&#039;&#039;&#039;, which deals heavy unavoidable party-wide damage.&lt;br /&gt;
&lt;br /&gt;
Players will not only have to remember to run to Tsukuyomi&#039;s right for &#039;&#039;&#039;Bright Blade&#039;&#039;&#039; and left for &#039;&#039;&#039;Dark Blade&#039;&#039;&#039;, but also to stay close if Tsukuyomi is buffed with &#039;&#039;&#039;{{status effect|debuff|File:New Moon icon1.png|link=File:New Moon icon1.png}} New Moon&#039;&#039;&#039; or stay far away if buffed with &#039;&#039;&#039;{{status effect|debuff|File:Full Moon icon1.png|link=File:Full Moon icon1.png}} Full Moon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* An easier way to remember the directions is to &amp;quot;&#039;&#039;Run right when &#039;&#039;&#039;B(right)&#039;&#039;&#039;&#039;&#039;&amp;quot; and both &amp;quot;Left&amp;quot; and &#039;&#039;&#039;Dark&#039;&#039;&#039; have four letters.&lt;br /&gt;
&lt;br /&gt;
The rest of the phase will be handling the combination of &#039;&#039;&#039;Lunacy + Tsuki-no-Kakera&#039;&#039;&#039; or &#039;&#039;&#039;Hagetsu + Zashiki-asobi&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For the former, players should group up on the last AoE to appear, then run as a stack in the center once it clears.&lt;br /&gt;
* For the latter, the marked players will want to spread out in the small safe area before running to the other side once the first set of AoEs resolve.&lt;br /&gt;
&lt;br /&gt;
After too much time passes, Tsukuyomi will gain &#039;&#039;&#039;{{status effect|debuff|File:Blood Moon icon1.png|link=File:Blood Moon icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Blood Moon&#039;&#039;&#039; and cast a &#039;&#039;&#039;Lunacy&#039;&#039;&#039; that strikes players endlessly until all are defeated.&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;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Opening&lt;br /&gt;
|&#039;&#039;&#039;Full Moon / New Moon&#039;&#039;&#039;&lt;br /&gt;
|Will start with either &#039;&#039;&#039;{{status effect|debuff|File:Full Moon icon1.png|link=File:Full Moon icon1.png}} Full Moon&#039;&#039;&#039; or &#039;&#039;&#039;{{status effect|debuff|File:New Moon icon1.png|link=File:New Moon icon1.png}} New Moon&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright / Dark Blade&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side and move in or out depending on Tsukuyomi&#039;s buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full Moon / New Moon&#039;&#039;&#039;&lt;br /&gt;
|Tsukuyomi will swap their buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright / Dark Blade&#039;&#039;&#039;&lt;br /&gt;
|Will be the opposite side and the opposite buff as before.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;10&amp;quot; class=&amp;quot;line-right|Loop&lt;br /&gt;
|&#039;&#039;&#039;Reprimand&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full Moon / New Moon&#039;&#039;&#039;&lt;br /&gt;
|Tsukuyomi swaps her buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunacy + Tsuki-no-Kakera&#039;&#039;&#039;&lt;br /&gt;
|Run to the last AoE to appear as a stack, then move towards the center together once the center AoE resolves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright / Dark Blade&#039;&#039;&#039;&lt;br /&gt;
|Dodge to the correct side and distance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Torment Unto Death&#039;&#039;&#039;&lt;br /&gt;
|Face Tsukuyomi away from the party and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Full Moon / New Moon&#039;&#039;&#039;&lt;br /&gt;
|Tsukuyomi swaps her buff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hagetsu + Zashiki-asobi&#039;&#039;&#039;&lt;br /&gt;
|Have the three marked players spread out in the safe zone to minimize outgoing damage. Run to the opposite side once the first set of AoEs resolve.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bright / Dark Blade&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reprimand&#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;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Tsukuyomi&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Lunar Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Lunar Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] {{coords|13.8, 11.8}}.&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Drops item|Tsukuyomi Card|fixed=y}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Paladin Arms (IL 365)}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Greataxe}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Odachi}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Lance}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Crescents}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Chokuto}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Kunai}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Greatbow}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Tsukuyomi&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Celestial Kimono Remnant}}&lt;br /&gt;
{{Drops table row|Moonlit Tank Trimmings}}&lt;br /&gt;
{{Drops table row|Blue Moon Phasmascape}}&lt;br /&gt;
{{Drops table row|Tsukuyomi Weapon Coffer (IL 365)}}&lt;br /&gt;
{{Drops table row|Lunar Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of Under the Moonlight}}&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|Happy Death Day To Who}}&lt;br /&gt;
{{achievement table row|Mightier than the Moon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Nightbloom}}&lt;br /&gt;
{{music table row|Phase 2 (Adds)|Lunacy|roll=n}}&lt;br /&gt;
{{music table row|Phase 3|Wayward Daughter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:FFXIV PUB Patch4 3 39 png jpgcopy.jpg&lt;br /&gt;
File:FFXIV PUB Patch4 3 40 png jpgcopy.jpg&lt;br /&gt;
File:FFXIV Tsukuyomi.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Shinryu%27s_Domain&amp;diff=1507520</id>
		<title>The Minstrel&#039;s Ballad: Shinryu&#039;s Domain</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Shinryu%27s_Domain&amp;diff=1507520"/>
		<updated>2026-07-20T23:42:14Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Grammar fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EX notice}}&lt;br /&gt;
{{otheruses|the level 70 challenge-mode [[trial]]|the story-mode [[Main Scenario]] [[trial]]|The Royal Menagerie}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Minstrel&#039;s Ballad: Shinryu&#039;s Domain&lt;br /&gt;
| image = The Minstrel&#039;s Ballad Shinryu&#039;s Domain Image.png&lt;br /&gt;
| description = A god born of sorrow and despair. A man who lives only for death. As one they fought the Warrior of Light, and as one they fell. No words could do this titanic encounter justice... unless they come from the wandering minstrel, to whom no event is beyond improvement. As his nimble fingers pluck out the chords, his rich voice carries you to a place above the world, one that is at once familiar and foreign: [[Shinryu]]&#039;s domain.&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 320&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| location = Transparency&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-quest = Songs in the Key of Kugane&lt;br /&gt;
| patch = 4.1&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Minstrel&#039;s Ballad: Shinryu&#039;s Domain&lt;br /&gt;
| id-gt = 20050&lt;br /&gt;
| id-edb = 8c829b8dd8c&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Primal]]: [[Shinryu]]===&lt;br /&gt;
Much like [[The Royal Menagerie|normal mode]], your battle against Shinryu will involve the presence of a &#039;&#039;&#039;Corrupted Aether Gauge&#039;&#039;&#039;. Once the gauge reaches 100, Shinryu will execute a special attack.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, your battle against Shinryu will immediately begin on the chequered platform previously seen in Phase 2. Furthermore, the middle tile can now be destroyed, and should that happen, the raid will suffer an unavoidable wipe.&lt;br /&gt;
&lt;br /&gt;
Lastly, both the main enmity target and the off-tank will suffer continuous auto-attacks from Shinryu, keeping healers on their toes throughout the battle.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
Players will want to know and memorize their {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; partner, and potentially come to agreement on which player runs in which direction.&lt;br /&gt;
&lt;br /&gt;
Each tank and healer may want to be assigned a DPS partner for &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;, but will need to take into account {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; pairs.{{evt|service=youtube|id=Pnqopy0Q4dI|dimensions=350|align=center|description=The Minstrel&#039;s Ballad: Shinryu&#039;s Domain - Primal Guide}}{{Clear}}&lt;br /&gt;
=== Phase 1: 100% - 44% ===&lt;br /&gt;
----&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;
!class=&amp;quot;line-right&amp;quot;|Attack Type&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Body Part&lt;br /&gt;
|&#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039;&lt;br /&gt;
|An attackable piece of Shinryu that regenerates every 70 seconds. When &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; is destroyed, Shinryu takes a significant burst of damage.&lt;br /&gt;
&lt;br /&gt;
* If Shinryu completes a &#039;&#039;&#039;Corrupted Aether&#039;&#039;&#039; attack while &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; is still active, the damage of the attack will wipe the party.&lt;br /&gt;
* Each time &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; regenerates, it will gain a stack of {{Status effect|buff|File:hp boost icon1.png|link=File:hp boost icon1.png}} &#039;&#039;&#039;HP Boost&#039;&#039;&#039; and {{Status effect|buff|File:RegenBuff.png|link=File:RegenBuff.png}} &#039;&#039;&#039;[[Rehabilitation]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail Slap&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with a spiky green tail marker. After about 9 seconds, the marker disappears and Shinryu will slam its tail on the side closest to where the marker was.&lt;br /&gt;
&lt;br /&gt;
* The tail will always appear from the east or west side (whichever is closest), hitting the closest two tiles in front of it and [[Knockback|knocking]] nearby players away.&lt;br /&gt;
** If the marker was dropped in the center-north or center-south platforms, the tail will attack from the east or west at random.&lt;br /&gt;
* Uncracked tiles hit by the tail become cracked while cracked tiles are destroyed.&lt;br /&gt;
* If at least one platform remains unbroken under the tail, it will remain for a short period of time and can be attacked by players, dealing high damage to Shinryu if successfully destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; class=&amp;quot;line-right&amp;quot;|Corrupted Aether&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|Only used at the start of the fight. Deals high unavoidable party-wide damage and destroys the east and west platforms. Three other platforms become cracked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Wave&#039;&#039;&#039;&lt;br /&gt;
|A spout appears on a random edge of the platform that inflicts high damage and major [[Knockback#Directional Knockback|directional knockback]] away from the spout to all players. Knockback strength is just short of two tile lengths.&lt;br /&gt;
Creates five [[Area of Effect#Puddle|water puddles]] on random platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hellfire&#039;&#039;&#039;&lt;br /&gt;
|Deals extreme &#039;&#039;&#039;Fire Damage&#039;&#039;&#039; to all players, and inflicts {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; for 20 seconds. Clears all &#039;&#039;&#039;Water Puddles&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039;&lt;br /&gt;
|Deals high &#039;&#039;&#039;Lightning Damage&#039;&#039;&#039; to all players and inflicts 1-4 players with {{Status effect|debuff|Paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039; that can be cleansed with {{Action icon|Esuna}}. Clears all &#039;&#039;&#039;Water Puddles&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Dust&#039;&#039;&#039;&lt;br /&gt;
|Deals high damage to all players, converts the arena into an [[Other Mechanics#Ice Floor|ice floor]], and attaches {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; to both healers.&lt;br /&gt;
Creates five [[Area of Effect#Puddle|water puddles]] on random platforms.&lt;br /&gt;
&lt;br /&gt;
* Movement slides players slightly farther than the full length of a tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aerial Blast&#039;&#039;&#039;&lt;br /&gt;
|Deals three minor [[Knockback#Radial Knockback|radial knockbacks]] from the center of the arena, then a fourth one that deals higher damage, stronger knockback.&lt;br /&gt;
DPS players are tethered with {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; prior to the final knockback.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Left Wing&lt;br /&gt;
|&#039;&#039;&#039;Summon Icicle&#039;&#039;&#039;&lt;br /&gt;
|Creates three icicles in random spots along the south edge of the arena, which then shoot straight across in a [[Area of Effect#Static Line AoE|line AoE]], dealing high damage, [[knockback]], and {{Status effect|debuff|slow}} &#039;&#039;&#039;[[Slow]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ice Storm&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Right Wing&lt;br /&gt;
|&#039;&#039;&#039;Levinbolt&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with unmarked &#039;&#039;&#039;Lightning Damage&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]] and inflicts {{Status effect|debuff|electrocution}} &#039;&#039;&#039;[[Electrocution]]&#039;&#039;&#039; for 9 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypernova&#039;&#039;&#039;&lt;br /&gt;
|An unmarked {{I|Stack marker}} that deals high &#039;&#039;&#039;Fire Damage&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;8&amp;quot; class=&amp;quot;line-right&amp;quot;|Standard&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
|All players are marked with chains, then attached to another player of a matching role via a [[Tether (mechanic)#Spread / Far Tether|breakable spread tether]]. Tethers inflict fire damage and stacks {{Status effect|debuff|File:Suppuration icon2.png|link=File:Suppuration icon2.png}} &#039;&#039;&#039;Suppuration&#039;&#039;&#039; repeatedly until broken.&lt;br /&gt;
&lt;br /&gt;
* Tethers to DPS players will prioritize matching DPS types. Melee DPS be tethered to another Melee DPS if there are two in the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Water Puddle&#039;&#039;&#039;&lt;br /&gt;
|A non-damaging puddle that grants players {{Status effect|buff|Fire resistance up}} &#039;&#039;&#039;[[Fire Resistance Up]]&#039;&#039;&#039; and {{Status effect|debuff|Lightning resistance down}} &#039;&#039;&#039;[[Lightning Resistance Down]]&#039;&#039;&#039; when stood inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dragonfist&#039;&#039;&#039;&lt;br /&gt;
|A black [[Area of Effect#Static Circle AoE|Static circle AoE]] appears in the center of the arena. Those inside the AoE are inflicted with {{Status effect|debuff|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; and a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
|A multi-hit [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Is always combined with &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-bottom&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;&lt;br /&gt;
|Random DPS players have unmoving pillars of flame AoEs placed underneath them that deal repeated bursts of damage while inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Breath&#039;&#039;&#039;&lt;br /&gt;
|One healer and one DPS are marked with brown [[Area of Effect#Spread Line or Cone|spread cone]] arrows. Shinryu hits both targets with large cones of damage that inflict {{Status effect|debuff|sludge}} &#039;&#039;&#039;[[Sludge]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reiryu&#039;&#039;&#039;&lt;br /&gt;
|Four purple dragon heads that tether to all DPS and inflicts {{Status effect|debuff|File:The worms curse icon1.png|link=File:The worms curse icon1.png}} &#039;&#039;&#039;The Worm&#039;s Curse&#039;&#039;&#039;—dealing damage over time and preventing healing, but granting the player a small amount of lifesteal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reiryu&#039;&#039;&#039; start at 0% health and will disappear once directly healed to 100%. AoE healing has no effect on &#039;&#039;&#039;Reiryu&#039;&#039;&#039; or their targets.&lt;br /&gt;
* If a tethered player dies or too much time passes, &#039;&#039;&#039;Reiryu&#039;&#039;&#039; fly away and attack the party, inflicting damage and a stack of {{Status effect|debuff|Damage Down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to all players for 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gyre Charge&#039;&#039;&#039;&lt;br /&gt;
|Shinryu leaves the arena and re-appears at a random corner in the distance, then dives across dealing high [[knockback]] in a massive [[Area of Effect#Static Line AoE|line AoE]]. Shinryu then re-appears on the east or west side of the arena.&lt;br /&gt;
|}&lt;br /&gt;
[[File:Shinryu Enmity List.png|alt=Shinryu&#039;s Left Wing casting Summon Icicle in the enmity list.|thumb|Upcoming attacks from Shinryu&#039;s Wings can be easily seen in the enmity list.]]&lt;br /&gt;
[[File:Shinryu Extreme Crack Patterns.png|alt=Cracked floor patterns.|thumb|The two potential cracked platform patterns that occur after Earthen Fury.]]&lt;br /&gt;
Much of Phase 1 is about dodging AoEs, responding quickly to casts and markers, and attacking Shinryu&#039;s body parts whenever possible. &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; must be destroyed immediately whenever it appears to prevent the party from wiping.&lt;br /&gt;
&lt;br /&gt;
Throughout the fight, Shinryu&#039;s Left and Right wing will cast random spells. Players can anticipate which attack is upcoming by the color of the ring the wing has when charging, or by keeping an eye on the enmity list.&lt;br /&gt;
&lt;br /&gt;
There are two potential platform crack patterns: One with a cracked center and one with an intact center.&lt;br /&gt;
&lt;br /&gt;
Of note, players should aim to place the first &#039;&#039;&#039;Tail Slap&#039;&#039;&#039; on the southeast platform first to leave the northern platforms unbroken for other attacks such as {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; and &#039;&#039;&#039;Earth Breath&#039;&#039;&#039;. If the center is not cracked, the second &#039;&#039;&#039;Tail Slap&#039;&#039;&#039; can be aimed on the center platform, otherwise it should be aimed to the northwest. The third and final &#039;&#039;&#039;Tail Slap&#039;&#039;&#039; can be aimed southwest.&lt;br /&gt;
&lt;br /&gt;
Be wary that players &#039;&#039;can not&#039;&#039; walk across diagonals if a northern or southern platform is destroyed. Jumping is required to prevent falling into the void.&lt;br /&gt;
&lt;br /&gt;
Lastly, each &#039;&#039;&#039;Corrupted Aether&#039;&#039;&#039; attack must be handled in a specific way to survive:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tidal Wave&#039;&#039;&#039; requires players to run to the side closest to the spout, or simply use {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}} before the end of the cast.&lt;br /&gt;
* &#039;&#039;&#039;Hellfire&#039;&#039;&#039; and &#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039; are both paired with &#039;&#039;&#039;Summon Icicle&#039;&#039;&#039;. While in both scenarios players will need to dodge the Spikesicles, &#039;&#039;&#039;Hellfire&#039;&#039;&#039; requires players to stand inside a &#039;&#039;&#039;Water Puddle&#039;&#039;&#039; while &#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039; instead requires avoidance of them.&lt;br /&gt;
* &#039;&#039;&#039;Diamond Dust&#039;&#039;&#039; will always attach a {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chain&#039;&#039;&#039; to both healers. Healers should stand next to each other at the northern half of the center platform and immediately slide to opposite corners of the northeast and northwest platforms.&lt;br /&gt;
* &#039;&#039;&#039;Aerial Blast&#039;&#039;&#039; requires all players to run near the center and aim themselves to be knocked towards a corner. DPS will need to ensure they are knocked to a corner opposite to their {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chain&#039;&#039;&#039; partner. {{Action icon|Arm&#039;s Length}} and {{Action icon|Surecast}} can resist the knockback entirely.&lt;br /&gt;
&lt;br /&gt;
As &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; is on a separate 70 second timer untied to rotation, it is not listed in the Rotation table.&lt;br /&gt;
&lt;br /&gt;
Once Shinryu completes their attack rotation or reaches 44% health, they will start an &#039;&#039;Active Time Maneuver&#039;&#039; and begin Phase 2.&lt;br /&gt;
{{Clear}}&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;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|Players have 10 seconds to destroy &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; before the &#039;&#039;&#039;Corrupted Aether&#039;&#039;&#039; gauge reaches maximum. Do not stand on the east or west platforms.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
|Targets all players. Separate to opposite corners of the platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Wave&#039;&#039;&#039;&lt;br /&gt;
|Either run towards the spout or use a knockback resist skill.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail Slap&#039;&#039;&#039;&lt;br /&gt;
|Marks a random healer, who should run and place it on the southeast platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Wing Attack&#039;&#039;&#039;&lt;br /&gt;
|Will either be &#039;&#039;&#039;Summon Icicle&#039;&#039;&#039; or &#039;&#039;&#039;Ice Storm&#039;&#039;&#039; at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Wing Attack&#039;&#039;&#039;&lt;br /&gt;
|Will either be &#039;&#039;&#039;Levinbolt&#039;&#039;&#039; or &#039;&#039;&#039;Hypernova&#039;&#039;&#039; at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dragonfist&#039;&#039;&#039;&lt;br /&gt;
|Move out of the AoE in the center. &#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; will regenerate around this point.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Wing Attack&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-bottom&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn + Akh Rhai&#039;&#039;&#039;&lt;br /&gt;
|Tanks should stack together and mitigate. DPS must spread out away from the party and be prepared to move if the &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; appears underneath them.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Summon Icicle +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Hellfire / Judgement Bolt&#039;&#039;&#039;&lt;br /&gt;
|Position to dodge the Spikesicles while either inside a puddle for &#039;&#039;&#039;Hellfire&#039;&#039;&#039;, or outside a puddle for &#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail Slap&#039;&#039;&#039;&lt;br /&gt;
|Marks a random DPS, who should either place it in the center (if not cracked) or the northwest platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinbolt&#039;&#039;&#039;&lt;br /&gt;
|All players should spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Wing Attack&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; will regenerate around this time.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
|Targets only tanks and healers, who should run to opposite corners of the platform.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Breath&#039;&#039;&#039;&lt;br /&gt;
|After breaking {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;, run back to the center for safety while the marked move to northwest and northeast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn + Akh Rhai&#039;&#039;&#039;&lt;br /&gt;
|Handle as before. Two DPS players will be targeted by &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; this time.&lt;br /&gt;
|- class=&amp;quot;line-bottom&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Left Wing Attack&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond Dust&#039;&#039;&#039;&lt;br /&gt;
|Both healers should stand on the north half of the center platform. The instant the ground freezes, both slide to opposite corners of the north platforms to break the {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reiryu&#039;&#039;&#039;&lt;br /&gt;
|Tethers to all four DPS. Quickly heal the dragon heads while DPS continue attacking to stay alive through lifesteal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail Slap&#039;&#039;&#039;&lt;br /&gt;
|Marks the off-tank, who should place this on the southwest platform. &#039;&#039;&#039;The Worms Heart&#039;&#039;&#039; will likely regenerate sometime after this attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Wing Attack&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-bottom&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn + Akh Rhai&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aerial Blast&#039;&#039;&#039;&lt;br /&gt;
|Run towards the center in preparation for the knockbacks. DPS players should attempt to be knocked to the opposite corner of their tether partner. Knockback Resistance can be used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Breath&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|- class=&amp;quot;line-bottom&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Left Wing Attack&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gyre Charge&#039;&#039;&#039;&lt;br /&gt;
|Look for which corner Shinryu moves to and run far into the corner of a platform to the left or right of Shinryu&#039;s charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Wing Attack&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;The Worm&#039;s Heart&#039;&#039;&#039; will likely regenerate around this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akh Morn + Akh Rhai&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Wing Attack&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidal Wave&#039;&#039;&#039;&lt;br /&gt;
|Be aware that most platforms are broken at this point. A knockback resistance ability is strongly recommended.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Transition===&lt;br /&gt;
----Just like normal mode, all players will be bound before an &#039;&#039;&#039;Active Time Maneuver&#039;&#039;&#039; takes place. All successful players will be launched to a new platform while players that failed are killed and sent to the second platform.&lt;br /&gt;
&lt;br /&gt;
A [[Other Mechanics#Proximity AoE|proximity AoE]] is placed in the center of the platform that will then [[Knockback#Uppercut|uppercut]] players away from its epicenter. Players must position themselves to be flung onto the blue platform to the north (where any dead allies will be waiting).&lt;br /&gt;
&lt;br /&gt;
Three waves of two types of enemies will spawn:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ginryu&#039;&#039;&#039;, a small dragon that casts a large [[Area of Effect#Static Line AoE|Static line AoE]] called &#039;&#039;&#039;Blazing Trail&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Hakkinryu&#039;&#039;&#039;, a larger dragon that casts a [[tankbuster]] called &#039;&#039;&#039;Death Sentence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Meanwhile Shinryu will begin charging &#039;&#039;&#039;Protostar&#039;&#039;&#039;, giving players 100 seconds to deal with the waves of enemies before the cast completes and wipes the party.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Wave 1&#039;&#039;&#039; creates five [[Other Mechanics#Proximity AoE|proximity AoEs]] which become four &#039;&#039;&#039;Ginryu&#039;&#039;&#039; and one &#039;&#039;&#039;Hakkinryu&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Wave 2&#039;&#039;&#039; begins 10 seconds later, dropping another five [[Other Mechanics#Proximity AoE|proximity AoEs]] that become three &#039;&#039;&#039;Ginryu&#039;&#039;&#039; and two &#039;&#039;&#039;Hakkinryu&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Wave 3&#039;&#039;&#039; begins 15 seconds later, marking five random players with large [[Area of Effect#Spread Circle|spread circles]] that become [[Other Mechanics#Proximity AoE|proximity AoEs]], then hatch into five &#039;&#039;&#039;Ginryu&#039;&#039;&#039;.&lt;br /&gt;
#* If two [[Other Mechanics#Proximity AoE|proximity AoEs]] are placed too close to each other (indicated by the size of the [[Area of Effect#Spread Circle|spread circles]]), they will explode and wipe the party.&lt;br /&gt;
&lt;br /&gt;
Once all enemies are killed, Shinryu will stop charging and fire their incomplete &#039;&#039;&#039;Protostar&#039;&#039;&#039; at the party, dealing high damage to all players.&lt;br /&gt;
&lt;br /&gt;
Finally, Shinryu uses &#039;&#039;&#039;Tail Spit&#039;&#039;&#039;, creating an [[Knockback#Epicentral Knockback|epicentral knockback]] marker in the center of the platform.&lt;br /&gt;
&lt;br /&gt;
After the tail lands on the platform, players have roughly 20 seconds to run across Shinryu&#039;s tail while dodging &#039;&#039;&#039;Aetherial Ray&#039;&#039;&#039; [[Area of Effect#Static Line AoE|line AoEs]], which will {{Status effect|debuff|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; players for 2 seconds if hit.&lt;br /&gt;
&lt;br /&gt;
Once players are above the southern platform, it is safe to jump off Shinryu&#039;s tail and begin Phase 2.&lt;br /&gt;
===Phase 2: 44% - 24%===&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doom Puddle&#039;&#039;&#039;&lt;br /&gt;
|A permanent [[Area of Effect#Puddle|puddle]] underneath Shinryu that inflicts a 10 second {{Status effect|debuff|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; while inside. The debuff is cleansed upon exiting the puddle.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tera Slash&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] that inflicts {{Status effect|debuff|Physical Vulnerability Up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 25 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|Targets every single DPS with a {{I|Stack marker}} that inflicts {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Always combined with {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Players that survive a stack solo are inflicted with {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ice Storm&#039;&#039;&#039;&lt;br /&gt;
|Now a [[Other Mechanics#Green Light|green light]] attack that inflicts unmoving players with {{Status effect|debuff|deep freeze}} &#039;&#039;&#039;[[Deep Freeze]]&#039;&#039;&#039; for 12 seconds. Always paired with either &#039;&#039;&#039;Hypernova&#039;&#039;&#039; or &#039;&#039;&#039;Levinbolt&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinbolt&#039;&#039;&#039;&lt;br /&gt;
|Now deals higher damage and inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]],&#039;&#039;&#039; but targets where all players were standing at the end of the cast rather than their current position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypernova&#039;&#039;&#039;&lt;br /&gt;
|Deals extreme damage to players not afflicted with {{Status effect|debuff|deep freeze}} &#039;&#039;&#039;[[Deep Freeze]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Benighting Breath&#039;&#039;&#039;&lt;br /&gt;
|A massive [[Area of Effect#Static Cone AoE|Static cone AoE]] that deals high damage and inflicts {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wormwail&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|donut AoE]] with its safe-zone being underneath Shinryu, and is slightly smaller than the &#039;&#039;&#039;Doom Puddle&#039;&#039;&#039;. Deals high damage and inflicts {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039; for 60 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Shinryu&#039;s list of attacks shorten considerably, but become more dangerous.&lt;br /&gt;
&lt;br /&gt;
The first attack to look out for is &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;. Each tank is tethered with a {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; to a random healer, then all DPS are targeted by {{I|Stack marker|stack markers}}. Two stack markers can &#039;&#039;not&#039;&#039; be brought together due to the {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; they inflict. Players should agree on which direction to separate to prior to engagement. Players should group together prior to shorten the {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039;, then split and divide into stack marker pairs afterwards.&lt;br /&gt;
&lt;br /&gt;
Lastly, &#039;&#039;&#039;Ice Storm&#039;&#039;&#039; will always be paired with &#039;&#039;&#039;Hypernova&#039;&#039;&#039; or &#039;&#039;&#039;Levinbolt&#039;&#039;&#039; and requires different handling depending on which is being cast.&lt;br /&gt;
&lt;br /&gt;
* With &#039;&#039;&#039;Hypernova&#039;&#039;&#039;, all players should stack and hold still to &#039;&#039;intentionally&#039;&#039; be frozen. The ice will counter the damage of &#039;&#039;&#039;Hypernova&#039;&#039;&#039; and at the same time be cleansed by the fire.&lt;br /&gt;
* With &#039;&#039;&#039;Levinbolt&#039;&#039;&#039;, players will need to not only keep moving to avoid {{Status effect|debuff|deep freeze}} &#039;&#039;&#039;[[Deep Freeze]]&#039;&#039;&#039;, but to ensure that the &#039;&#039;&#039;Levinbolt&#039;&#039;&#039; strike does not hit them. Players should also stay away from each other to avoid potentially striking others with their delayed bolts of lightning.&lt;br /&gt;
&lt;br /&gt;
At 24% or after two full rotations, Shinryu will begin their final attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tera Slash&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray + {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} Burning Chains&#039;&#039;&#039;&lt;br /&gt;
|Pair up tether partners, then break the tethers and pair up for each stack marker.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ice Storm + Hypernova / Levinbolt&#039;&#039;&#039;&lt;br /&gt;
|Keep moving if &#039;&#039;&#039;Levinbolt&#039;&#039;&#039; is being cast, or stack together and stay still if &#039;&#039;&#039;Hypernova&#039;&#039;&#039; is being cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Benighting Breath / Wormwail&#039;&#039;&#039;&lt;br /&gt;
|Dodge the related AoE. If &#039;&#039;&#039;Wormwail&#039;&#039;&#039;, wait a few seconds before entering the &#039;&#039;&#039;Doom Puddle&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tera Slash&#039;&#039;&#039;&lt;br /&gt;
|Tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reiryu&#039;&#039;&#039;&lt;br /&gt;
|Heal the dragon heads before players are killed or they fly away.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Enrage Phase: ===&lt;br /&gt;
----Shinryu will start a 70 second cast of &#039;&#039;&#039;Tidal Wave&#039;&#039;&#039; that will knock all players off the platform if Shinryu is not defeated in time. At the same time, Shinryu&#039;s Left Wing and Right Wing will be casting &#039;&#039;&#039;Hellfire&#039;&#039;&#039; and &#039;&#039;&#039;Judgement Bolt&#039;&#039;&#039; with a 35 second cast time.&lt;br /&gt;
&lt;br /&gt;
On the left and right of Shinryu are two jump pads that will boost players onto Shinryu&#039;s back, enabling Shinryu&#039;s Left Wing and Right Wing to be attacked directly. Destroying the wings will not only stop their respective cast, but remove ~9% of Shinryu&#039;s health per wing.&lt;br /&gt;
&lt;br /&gt;
Once both wings are destroyed, players will have jump off Shinryu&#039;s back and take out whatever remains of their health bar manually.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Shinryu&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Shinryu Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Legendary Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] {{coords|13.8, 11.8}}.&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Drops item|Shinryu Card|fixed=y}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Paladin Arms (IL 335)}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s War Axe}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Greatsword}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Gunblade}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Lance}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Claws}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Katana}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Daggers}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Greatbow}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Chakrams}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Shinryu&#039;s Scale}}&lt;br /&gt;
{{Drops table row|Shinryu Weapon Coffer (IL 335)}}&lt;br /&gt;
{{Drops table row|Legendary Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of The Worm&#039;s Tail}}&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|How to Slay Your Dragon 2}}&lt;br /&gt;
{{achievement table row|Mightier than the Worm}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|The Worm&#039;s Head}}&lt;br /&gt;
{{music table row|Phase 2|The Worm&#039;s Tail}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
shinryus domain intro.jpg&lt;br /&gt;
shinryus domain1.jpg&lt;br /&gt;
shinryus domain2.jpg&lt;br /&gt;
shinryus domain3.jpg&lt;br /&gt;
File:Shinryu.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=1506841</id>
		<title>The Second Coil of Bahamut - Turn 3</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=1506841"/>
		<updated>2026-07-19T23:42:27Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added a range for Ballistic Missile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Coils notice}}&lt;br /&gt;
{{other uses|the level 50 challenge-mode [[raid]]|the level 50 (Savage) version|The Second Coil of Bahamut (Savage) - Turn 3|the second tier in general|The Second Coil of Bahamut}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Second Coil of Bahamut - Turn 3&lt;br /&gt;
| description = Your party activates the coil&#039;s lift-like mechanism, and, at a depth of 3256 yalms, arrives within the interior of the internment hulk proper. The great cavern where the elder primal Bahamut dreams is yet many thousands of yalms distant. Explore the labyrinthine passages of the Ragnarok-class starship, and secure a route into the lowest levels of the hulk.&lt;br /&gt;
| image = The Second Coil of Bahamut - Turn 3.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 100&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Extreme/Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Raids (A Realm Reborn)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| entrance = North Shroud&lt;br /&gt;
| entrance-coordinates = 20,27&lt;br /&gt;
| location = Central Decks&lt;br /&gt;
| region = The Black Shroud&lt;br /&gt;
| req-quest = Another Turn in the Coil &lt;br /&gt;
| patch = 2.2&lt;br /&gt;
| release =&lt;br /&gt;
| echo = 20&lt;br /&gt;
| id-gt = 30009&lt;br /&gt;
| id-edb = 87e821480bb&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;T8&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Open the frontal bulkhead. 0/1&lt;br /&gt;
* Defeat the Avatar. 0/1&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
*[[Surveillance Module]] (untargetable)&lt;br /&gt;
*[[Clockwork Bug (Enemy)|Clockwork Bug]]&lt;br /&gt;
*[[Clockwork Footman]]&lt;br /&gt;
*[[Clockwork Warrior]]&lt;br /&gt;
*[[Shaper-rook]]&lt;br /&gt;
Travel south from the entrance to Sector XII in the Lower Decks. Use the jump pad to go up to Sector VII in the Main Decks. Go south to the Frontal Bulkhead and open it to reach The Avatar boss.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[The Avatar]] ==&lt;br /&gt;
This fight has a 11m hard enrage timer after which The Avatar will wipe the party.&lt;br /&gt;
&lt;br /&gt;
While the Avatar will progress phases if enough damage is done, time is also a factor and The Avatar will change phases based on their &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
The Avatar can not change phases if towers are active and charging. This can be used to skip phases entirely.&lt;br /&gt;
 When attempting this duty solo, The Avatar will instantly kill the player with &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; if allowed to reach Phase 2.&lt;br /&gt;
 Players must force this phase to be skipped by bringing The Avatar to 45% health while towers are still charging in order to skip to phase 3. Players can bring The Avatar to 76% and wait for the second set of towers to spawn to create an easier DPS check.&lt;br /&gt;
&lt;br /&gt;
=== Biotowers ===&lt;br /&gt;
The Avatar has four &#039;&#039;&#039;Biotowers&#039;&#039;&#039;, one located at the North, East, South, and West edges of the room. Towers appear in pre-determined sets of two or three based on time and/or phase.&lt;br /&gt;
&lt;br /&gt;
Towers have a charge meter behind them, starting with one charge and instantly activating at five. Towers gain one charge every 15 seconds in Phase 1 and 2, and 20 seconds in Phase 3.&lt;br /&gt;
&lt;br /&gt;
When towers charge themselves, if two towers hold an equal amount of charges The Avatar will gain a stack of {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. If three towers are equal, The Avatar will gain two stacks of each buff.&lt;br /&gt;
&lt;br /&gt;
If two or more towers charge to maximum simultaneously, The Avatar will enrage and wipe the party with repeated casts of &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;. If the Avatar is forced to skip phases due to low health, this will also bypass the enrage.&lt;br /&gt;
&lt;br /&gt;
Players can forcefully charge towers by standing in the adjacent electrified fields. This will grant one charge per player in the field as well as inflict those players with a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039; for 90 seconds.&lt;br /&gt;
&lt;br /&gt;
Manually charging a tower costs health, the HP cost increased per stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039;. The first charge deals 10%&amp;lt;ref&amp;gt;The first charge a player gives to a Biotower (before gaining a Languishing debuff) can have its damage reduced by defensive stats and abilities. Once players are inflicted with Languishing, defense is completely ignored.&amp;lt;/ref&amp;gt; of max health, then 20%, 40%, 70%, and finally 120% of max health until the debuff expires.&lt;br /&gt;
&lt;br /&gt;
There is a 20 second period between the last tower&#039;s natural activation (nobody running in to charge it) and when the next set of towers spawn. It&#039;s always 20 seconds, whether there are two or three towers.&lt;br /&gt;
&lt;br /&gt;
During two tower phases, it is an 80 second cycle (4x15s between natural charges + 20s before next towers spawn). {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039; lasts 90 seconds, so you have to plan accordingly.&lt;br /&gt;
&lt;br /&gt;
During three tower phases, it is a 100 seconds cycle (4x20s between natural charges + 20s before next towers spawn). Because it&#039;s longer than the 90s debuff, you can have the same people activate the towers.{{evt|service=youtube|id=IeUiwRI6rqM|dimensions=350|align=right|description=Turn 8 Video Guide}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Tower Descriptions&lt;br /&gt;
!Visual&lt;br /&gt;
!Location&lt;br /&gt;
!Fully Charged Effect&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|[[File:T8DreadTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|North&lt;br /&gt;
|Summons one [[Clockwork Dreadnaught (Enemy)|&#039;&#039;&#039;Clockwork Dreadnaught&#039;&#039;&#039;]]. This enemy frequently uses hard-hitting [[Area of Effect#Cleave|cleaves]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8MineTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|East&lt;br /&gt;
|Creates 3 [[Area of Effect#Landmine|landmines]] in random areas. Mines become invisible a few seconds after creation. Touching a mine explodes it, inflicting [[knockback]] and ~2000 AoE damage.&lt;br /&gt;
&lt;br /&gt;
* After 15 seconds, The Avatar will force-detonate all existing mines, wiping the party.&lt;br /&gt;
* Knockback can be resisted using {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8DamageTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|South &amp;amp; West&lt;br /&gt;
|Deals ~2500 damage to the entire party.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 75% or 2m40s ===&lt;br /&gt;
The Avatar&#039;s first phase is comprised of two sets of towers, but will skip to phase 2 early if brought to 75% before the second set of Biotowers appears.&lt;br /&gt;
&lt;br /&gt;
This boss stays immobile in the center of the room. If the main enmity target moves too far away from The Avatar, it will attack with ranged lasers that hit much harder than its melee attack.&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;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Cleave|cleave]] that deals heavy damage and applies {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;. The debuff ticks for ~600 damage and can be cleansed with {{item icon|Esuna}}. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|A {{I|Stack marker}} indicated with a &amp;quot;satellite-like&amp;quot; laser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Transferable Tether|transferable tether]] from the boss to a non-tank player. The target explodes in a moderate AoE for ~1500 damage.&lt;br /&gt;
|}&lt;br /&gt;
Fighting in the northeast corner of the boss (the back-left corner as you enter the room) is recommended because this gives you access to two important &#039;&#039;&#039;Biotowers&#039;&#039;&#039;, and gives easy vision of the AoE biotowers to the healers.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 1 is:&lt;br /&gt;
&lt;br /&gt;
Set 1 (Dread + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 2 (Mines + West Tower)&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;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|Always face The Avatar away from the party. Healers should {{item icon|Esuna}} the {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; off the main tank whenever possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biotowers&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* If Set 1, players should charge the Dreadnaught Tower and have the off-tank hold aggro. Ensure the enemy is faced away from the group and have DPS take it down fast.&lt;br /&gt;
&lt;br /&gt;
* If Set 2, players should charge the Landmine tower. The off-tank should run into and detonate the mines, being careful not to get bounced into multiple mines at once. DPS can help detonate mines if careful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Have one player (preferably the off-tank) intercept the tether and run it away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|The group should stack behind The Avatar to spread out the damage equally.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Move the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss, staying away from whichever player is tethered.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#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;Repeat until Phase 2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: 75% - 45% or 2m40s - 7m ===&lt;br /&gt;
The Avatar adds two new deadly attacks to its arsenal. It is possible to skip this phase entirely by bringing The Avatar to 45% health while the second set of towers is up in Phase 1.&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;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|Debuffs the main tank with {{Status effect|debuff|confused}} &#039;&#039;&#039;[[Confused (Status Effect)|Brain Jack]]&#039;&#039;&#039;, causing them to run to the nearest player and attack them for 10 seconds. This does not effect enmity. Cast every 30 seconds and is always followed by &#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|A [[Stack marker#Multi-Player Marker|Multi-player Stack Marker]]. Binds two random players in place and marks them with a small circle (2.5y radius) or a large circle (5y radius). If an incorrect amount of players are in the circle, all inside are instantly killed.&lt;br /&gt;
&lt;br /&gt;
* The small circle requires two players inside, while the large one requires three. The bound players are included in the count.&lt;br /&gt;
|}&lt;br /&gt;
The most dangerous attack is &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; and will require the majority of the groups attention and effort.&amp;lt;blockquote&amp;gt;A common method to handle &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; is to have to entire group stack together prior to the attack, having one player assigned to be the third for the stack if needed. As it is random which two players are chosen, three players may need to be assigned and given a priority order.&lt;br /&gt;
&lt;br /&gt;
As the two bound players will meet the requirements for the small circle, only one player will need to be present if there is a large circle, standing on the very edge as to not be inside the small circle if present.&amp;lt;/blockquote&amp;gt;The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 2 is:&lt;br /&gt;
&lt;br /&gt;
Set 3 (Dread + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 4 (Mines + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 5 (Dread + Mines Tower)&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|Opening&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Ensure the correct amount of people are standing in the circle. Failure to handle this mechanic is likely to lead to a wipe.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot; rowspan=&amp;quot;13&amp;quot;|Loop&lt;br /&gt;
|&#039;&#039;&#039;Biotowers&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* If Set 3, rush the Dreadnaught tower, but be mindful of the &#039;&#039;&#039;Brain Jack&#039;&#039;&#039; that may occupy the off-tank.&lt;br /&gt;
* If Set 4, rush the Landmine tower. Likewise due to &#039;&#039;&#039;Brain Jack&#039;&#039;&#039;, DPS may want to aid in detonating mines.&lt;br /&gt;
* If Set 5, either tower is equally dangerous, but one must be chosen.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|An simple method to trivialize this debuff is to have one player stand under The Avatar but just barely out of &#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039; range. The main-tank will then attack that player without turning the boss.&lt;br /&gt;
&lt;br /&gt;
* While an off-tank is an obvious choice for standing under The Avatar, they may be occupied with handling &#039;&#039;&#039;Biotowers&#039;&#039;&#039;. A magical DPS may be the best fit for this role.&lt;br /&gt;
* Alternatively, a tank-swap can occur instead, but both tanks will still be occupied until the {{Status effect|debuff|confused}} &#039;&#039;&#039;Brain Jack&#039;&#039;&#039; expires.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Place the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Place the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat Twice from Biotowers&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: 45% to 0% or 7m - 11m ===&lt;br /&gt;
The Avatar loses the ability to use &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;, but gains an equally dangerous new attack. Towers in this phase will now gain charges every 20 seconds instead of the previous 15.&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;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|A random non-tank is debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039;. After the debuff expires, it deals party-wide damage &amp;lt;u&amp;gt;equal to twice the damage&amp;lt;/u&amp;gt; that the debuffed player took over its duration.&lt;br /&gt;
&lt;br /&gt;
* Shields from a {{Action icon|Scholar}} or {{Action icon|Sage}} will negate incoming damage, providing a safety net.&lt;br /&gt;
* After expiration, there is a 10 second safety window before &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; is cast on another player.&lt;br /&gt;
* &#039;&#039;&#039;Homing Missile&#039;&#039;&#039; will &amp;lt;u&amp;gt;always&amp;lt;/u&amp;gt; target the player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; first.&lt;br /&gt;
|}&lt;br /&gt;
This new attack will require the entire party&#039;s focus to deal with. The player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; must intentionally avoid all mechanics and damage, as it can easily lead to a party wipe once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
AoE towers especially will need to be timed carefully to explode between &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; casts.&lt;br /&gt;
&lt;br /&gt;
Due to the charge timers on towers lining up with Allagan Field, players can prepare two towers to auto-activate the instant Allagan Field expires by giving one +3 charges and a different tower +1 charge.&lt;br /&gt;
&lt;br /&gt;
Alternatively, players can wait until &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; expires and manually rush the remaining AoE tower charges in the safe 10 second window.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 3 is:&lt;br /&gt;
&lt;br /&gt;
Set 6 (Mines + West + South Tower): Send 3 players to West and 1 player to South. Ensure the &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; player is safely away from any landmines once they appear.&lt;br /&gt;
&lt;br /&gt;
Set 7 (Mines + Dread + South Tower): Send 2 players to the Dreadnaught tower and 1 player to South.&lt;br /&gt;
&lt;br /&gt;
Set 8 (Mines + West + South Tower): Handle the same as Set 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Biotower spawn timers do not line up equally with the rotation and thus have been omitted, but Biotower charge timers will always line up with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; timers. &amp;lt;u&amp;gt;Towers spawn or gain a charge when Allagan Field is at 20 seconds and 0 seconds.&amp;lt;/u&amp;gt;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Rotation (Biotowers Omitted)&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|The player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should be marked and run away from the group to a far corner. This player should avoid all mechanics until the debuff expires. Keep this player shielded at all times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Will attempt to tether to the player with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039;. Another player should immediately pick up this tether and move it away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|All players except for the debuffed should stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|A new player will be debuffed and must separate far from the group. Keep shields on them at all times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Grab this and move it away from the group and the &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|All other players stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray x2&#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;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[The Avatar]]===&lt;br /&gt;
*{{Item reward|20|Allagan Tomestone of Poetics}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 1====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Headgear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Hand Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Foot Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Leg Gear Coffer (IL 110)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 2====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Head Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|High Allagan Hand Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|High Allagan Foot Gear Coffer (IL 110)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Other Loot===&lt;br /&gt;
====[[File:Bronze Coffer (small).png|32px|link=]] Treasure Coffer {{coords|9.8, 8.3}}====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|X-Potion}}&lt;br /&gt;
{{Drops table row|X-Ether}}&lt;br /&gt;
{{Drops table row|Hi-Elixir}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==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|Mapping the Realm: The Second Coil of Bahamut III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Blades|roll=n}}&lt;br /&gt;
{{music table row|Boss|Calamity Unbound}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
[[File:the avatar1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I am reminded of the passages beneath Castrum Occidens. We must have traveled quite some distance below the surface. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; More of the same tunnels... Twelve be good! Surely they cannot continue all the way down from the upper floors?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Tis difficult to see inside, but I have a terrible feeling those corridors house more of the dreadful guardians you have already faced. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; It is said that the Allagans excelled in the creation of chimerical beasts, and that the red moon teemed with a thousand thousand fantastical monstrosities─all to prevent the enemies of the ancient empire from releasing the elder primal. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I wonder, the creatures that prowl these halls─could they be the “beloved children” of which Nael spoke? &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Well, this is yet another mystery to ponder upon our return. Shall we continue onwards?&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506837</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506837"/>
		<updated>2026-07-19T22:20:42Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello, World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks, the debuff expires, or a tethered player dies, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-top line-bottom line-left line-right&amp;quot;|Hello, World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; is an 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; is a debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello, World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; is a 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|Critical Error&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on each side of the Line AoE. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello, World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard-hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still need to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to break all four tethers intentionally before they expire naturally—which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and defeat the party. Tethers must be broken one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will kill the party if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch, not only to give a clear view of which type of tether is between each player, but to give everyone time to move closer or away from their partner depending on the tether type received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; followed by &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether during Oversampled Wave Cannon&#039;s cast, as the vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
* The tank with {{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}} &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; must break their tether sometime prior to Oversampled Wave Cannon, as the [[Tankbuster#AoE Tankbuster|AoE tankbuster]] would kill their partner.&lt;br /&gt;
|-|Hello, World=&lt;br /&gt;
====== Hello, World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello, World.|thumb|One of many potential methods to surviving Hello, World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello, World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello, World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating arms, looking at the left (northwestern) arm.&lt;br /&gt;
&lt;br /&gt;
* If this arm has an orange rotating arrow, the party should run to the north edge of the arena to start.&lt;br /&gt;
* If this arm has a blue rotating arrow, the party should run to the south edge of the arena.&lt;br /&gt;
* If all arrows are the same color, players can simply run to the east edge (all orange) or the west edge (all blue).&lt;br /&gt;
&lt;br /&gt;
Assuming all arrows are not the same color, everyone should now be standing in the middle Line AoE on either the north or south edge of the arena. The party then simply has to move left or right towards the line AoE that is rotating in a different direction to the other two, placing players into the correct safe zone.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the arm targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the cast and the random nature of the arm placement, players often have enough time to safely spread out without the need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* Players should not panic once the spread circles appear. Those not marked by spread circles should focus entirely on moving out of the static circle AoEs, then moving back into position the instant the static circle AoEs disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello, World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello, World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello, World #2 ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506836</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506836"/>
		<updated>2026-07-19T22:17:41Z</updated>

		<summary type="html">&lt;p&gt;Pckables: New strategy for Archive Peripheral.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello, World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks, the debuff expires, or a tethered player dies, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-top line-bottom line-left line-right&amp;quot;|Hello, World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; is an 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; is a debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello, World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; is a 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|Critical Error&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on each side of the Line AoE. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello, World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard-hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still need to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to break all four tethers intentionally before they expire naturally—which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and defeat the party. Tethers must be broken one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will kill the party if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch, not only to give a clear view of which type of tether is between each player, but to give everyone time to move closer or away from their partner depending on the tether type received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; followed by &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether during Oversampled Wave Cannon&#039;s cast, as the vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
* The tank with {{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}} &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; must break their tether sometime prior to Oversampled Wave Cannon, as the [[Tankbuster#AoE Tankbuster|AoE tankbuster]] would kill their partner.&lt;br /&gt;
|-|Hello, World=&lt;br /&gt;
====== Hello, World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello, World.|thumb|One of many potential methods to surviving Hello, World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello, World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello, World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating arms, looking at the left (northwestern) arm.&lt;br /&gt;
&lt;br /&gt;
* If this arm has an orange rotating arrow, the party should run to the north edge of the arena to start.&lt;br /&gt;
* If this arm has a blue rotating arrow, the party should run to the south edge of the arena.&lt;br /&gt;
* If all arrows are the same color, players can simply run to the east edge (all orange) or the west edge (all blue).&lt;br /&gt;
&lt;br /&gt;
Assuming all arrows are not the same color, everyone should now be standing in the middle Line AoE on either the north or south edge of the arena. The party then simply has to move left or right towards the line AoE that is the &amp;lt;u&amp;gt;odd-color-out&amp;lt;/u&amp;gt; of the three rotating arrows to reach the correct safe zone.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the arm targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the cast and the random nature of the arm placement, players often have enough time to safely spread out without the need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* Players should not panic once the spread circles appear. Those not marked by spread circles should focus entirely on moving out of the static circle AoEs, then moving back into position the instant the static circle AoEs disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello, World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello, World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello, World #2 ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506834</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506834"/>
		<updated>2026-07-19T21:45:03Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 1 - Hello, World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello, World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks, the debuff expires, or a tethered player dies, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-top line-bottom line-left line-right&amp;quot;|Hello, World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; is an 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; is a debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello, World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; is a 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|Critical Error&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on each side of the Line AoE. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello, World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard-hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still need to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to break all four tethers intentionally before they expire naturally—which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and defeat the party. Tethers must be broken one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will kill the party if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch, not only to give a clear view of which type of tether is between each player, but to give everyone time to move closer or away from their partner depending on the tether type received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; followed by &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether during Oversampled Wave Cannon&#039;s cast, as the vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
* The tank with {{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}} &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; must break their tether sometime prior to Oversampled Wave Cannon, as the [[Tankbuster#AoE Tankbuster|AoE tankbuster]] would kill their partner.&lt;br /&gt;
|-|Hello, World=&lt;br /&gt;
====== Hello, World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello, World.|thumb|One of many potential methods to surviving Hello, World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello, World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello, World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating arms, looking at the left (northwestern) arm.&lt;br /&gt;
&lt;br /&gt;
* If this arm has an orange rotating arrow, the party must run towards the north side of the arena.&lt;br /&gt;
* If this first has a blue rotating arrow, the party must run away—to the south.&lt;br /&gt;
* If all arrows are the same color, the safe zone will be directly east or west.&lt;br /&gt;
&lt;br /&gt;
The party will then need to place themselves in the correct safe zone so that all [[Area of Effect#Static Line AoE|static line AoEs]] attached to an orange arrow are to the player&#039;s west, while all AoEs tied to blue arrows are to the east.&lt;br /&gt;
&lt;br /&gt;
Assuming all arrows are not the same color, this can be accomplished by finding the single rotating arrow that is a different color from the others and standing adjacent to its AoE, putting it to the player&#039;s left (if orange) or on the right (if blue).&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the arm targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the cast and the random nature of the arm placement, players often have enough time to safely spread out without the need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* Players should not panic once the spread circles appear. Those not marked by spread circles should focus entirely on moving out of the static circle AoEs, then moving back into position the instant the static circle AoEs disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello, World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello, World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello, World #2 ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506833</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506833"/>
		<updated>2026-07-19T21:42:04Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Various minor fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello, World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks, the debuff expires, or a tethered player dies, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-top line-bottom line-left line-right&amp;quot;|Hello, World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; is an 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; is a debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello, World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; is a 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|Critical Error&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on the north and three on the south. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello, World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard-hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still need to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to break all four tethers intentionally before they expire naturally—which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and defeat the party. Tethers must be broken one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will kill the party if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch, not only to give a clear view of which type of tether is between each player, but to give everyone time to move closer or away from their partner depending on the tether type received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; followed by &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether during Oversampled Wave Cannon&#039;s cast, as the vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
* The tank with {{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}} &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; must break their tether sometime prior to Oversampled Wave Cannon, as the [[Tankbuster#AoE Tankbuster|AoE tankbuster]] would kill their partner.&lt;br /&gt;
|-|Hello, World=&lt;br /&gt;
====== Hello, World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello, World.|thumb|One of many potential methods to surviving Hello, World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello, World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello, World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello, World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating arms, looking at the left (northwestern) arm.&lt;br /&gt;
&lt;br /&gt;
* If this arm has an orange rotating arrow, the party must run towards the north side of the arena.&lt;br /&gt;
* If this first has a blue rotating arrow, the party must run away—to the south.&lt;br /&gt;
* If all arrows are the same color, the safe zone will be directly east or west.&lt;br /&gt;
&lt;br /&gt;
The party will then need to place themselves in the correct safe zone so that all [[Area of Effect#Static Line AoE|static line AoEs]] attached to an orange arrow are to the player&#039;s west, while all AoEs tied to blue arrows are to the east.&lt;br /&gt;
&lt;br /&gt;
Assuming all arrows are not the same color, this can be accomplished by finding the single rotating arrow that is a different color from the others and standing adjacent to its AoE, putting it to the player&#039;s left (if orange) or on the right (if blue).&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the arm targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the cast and the random nature of the arm placement, players often have enough time to safely spread out without the need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* Players should not panic once the spread circles appear. Those not marked by spread circles should focus entirely on moving out of the static circle AoEs, then moving back into position the instant the static circle AoEs disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello, World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello, World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; position accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the arm targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello, World #2 ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506799</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506799"/>
		<updated>2026-07-19T06:57:31Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks &#039;&#039;or the debuff expires&#039;&#039;, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-top line-bottom line-left line-right&amp;quot;|Hello World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; is an 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; is a debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; is a 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on the north and three on the south. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still need to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to break all four tethers intentionally before they expire naturally—which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and defeat the party. Tethers must be broken one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will cause the party to wipe if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch to not only see which player has which type of tether, but to give time to move closer or away from their partner depending on the tether type is received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;, then &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether too close to the cast of Oversampled Wave Cannon, as the Vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
|-|Hello World=&lt;br /&gt;
====== Hello World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello World.|thumb|One of many potential methods to surviving Hello World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating fists, looking at the left (northwestern) fist.&lt;br /&gt;
&lt;br /&gt;
* If this fist has an orange rotating arrow, the party must run towards the north side of the arena.&lt;br /&gt;
* If this first has a blue rotating arrow, the party must run away—to the south.&lt;br /&gt;
* If all arrows are the same color, the safe zone will be directly east or west.&lt;br /&gt;
&lt;br /&gt;
The party will then need to place themselves in the correct safe zone so that all [[Area of Effect#Static Line AoE|static line AoEs]] attached to an orange arrow are to the player&#039;s west, while all AoEs tied to blue arrows are to the east.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the fist targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the attack and the random nature of the fist placement, players often have enough time to safely spread out without much need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* The unmarked players and the player with the stack marker should avoid panicking once the spread circles appear. Focus entirely on dodging the static circle AoEs, then moving back into position the instant they disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before positioning the &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bugs&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the fist targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello World #2 ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506724</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506724"/>
		<updated>2026-07-19T04:47:03Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 1 - Hello World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks &#039;&#039;or the debuff expires&#039;&#039;, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-top line-bottom line-left line-right&amp;quot;|Hello World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; is an 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; is a debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; is a 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on the north and three on the south. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still need to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to break all four tethers intentionally before they expire naturally, which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and defeat the party. Tethers must be broken one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will cause the party to wipe if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch to not only see which player has which type of tether, but to give time to move closer or away from their partner depending on the tether type is received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;, then &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether too close to the cast of Oversampled Wave Cannon, as the Vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
|-|Hello World=&lt;br /&gt;
====== Hello World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello World.|thumb|One of many potential methods to surviving Hello World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating fists, looking at the left (northwestern) fist.&lt;br /&gt;
&lt;br /&gt;
* If this fist has an orange rotating arrow, the party must run towards the north side of the arena.&lt;br /&gt;
* If this first has a blue rotating arrow, the party must run away—to the south.&lt;br /&gt;
* If all arrows are the same color, the safe zone will be directly east or west.&lt;br /&gt;
&lt;br /&gt;
The party will then need to place themselves in the correct safe zone so that all [[Area of Effect#Static Line AoE|static line AoEs]] attached to an orange arrow are to the player&#039;s west, while all AoEs tied to blue arrows are to the east.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the fist targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the attack and the random nature of the fist placement, players often have enough time to safely spread out without much need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* The unmarked players and the player with the stack marker should avoid panicking once the spread circles appear. Focus entirely on dodging the static circle AoEs, then moving back into position the instant they disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before positioning the &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bugs&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the fist targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello World #2 ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506722</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506722"/>
		<updated>2026-07-19T04:39:07Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Omega */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks &#039;&#039;or the debuff expires&#039;&#039;, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-top line-bottom line-left line-right&amp;quot;|Hello World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; is an 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; is a debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; is a 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on the north and three on the south. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still need to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to intentionally break all four tethers intentionally before they expire naturally, which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and wipe the party. Tethers must be broke one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will cause the party to wipe if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch to not only see which player has which type of tether, but to give time to move closer or away from their partner depending on the tether type is received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;, then &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether too close to the cast of Oversampled Wave Cannon, as the Vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
|-|Hello World=&lt;br /&gt;
====== Hello World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello World.|thumb|One of many potential methods to surviving Hello World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating fists, looking at the left (northwestern) fist.&lt;br /&gt;
&lt;br /&gt;
* If this fist has an orange rotating arrow, the party must run towards the north side of the arena.&lt;br /&gt;
* If this first has a blue rotating arrow, the party must run away—to the south.&lt;br /&gt;
* If all arrows are the same color, the safe zone will be directly east or west.&lt;br /&gt;
&lt;br /&gt;
The party will then need to place themselves in the correct safe zone so that all [[Area of Effect#Static Line AoE|static line AoEs]] attached to an orange arrow are to the player&#039;s west, while all AoEs tied to blue arrows are to the east.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the fist targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the attack and the random nature of the fist placement, players often have enough time to safely spread out without much need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* The unmarked players and the player with the stack marker should avoid panicking once the spread circles appear. Focus entirely on dodging the static circle AoEs, then moving back into position the instant they disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before positioning the &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bugs&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the fist targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello World #2 ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506720</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506720"/>
		<updated>2026-07-19T04:37:57Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Hello World #2 */ Removing old Phase 1 text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks &#039;&#039;or the debuff expires&#039;&#039;, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-top line-bottom line-left line-right&amp;quot;|Hello World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; is an 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; is a debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; is a 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on the north and three on the south. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to intentionally break all four tethers intentionally before they expire naturally, which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and wipe the party. Tethers must be broke one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will cause the party to wipe if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch to not only see which player has which type of tether, but to give time to move closer or away from their partner depending on the tether type is received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;, then &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether too close to the cast of Oversampled Wave Cannon, as the Vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
|-|Hello World=&lt;br /&gt;
====== Hello World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello World.|thumb|One of many potential methods to surviving Hello World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating fists, looking at the left (northwestern) fist.&lt;br /&gt;
&lt;br /&gt;
* If this fist has an orange rotating arrow, the party must run towards the north side of the arena.&lt;br /&gt;
* If this first has a blue rotating arrow, the party must run away—to the south.&lt;br /&gt;
* If all arrows are the same color, the safe zone will be directly east or west.&lt;br /&gt;
&lt;br /&gt;
The party will then need to place themselves in the correct safe zone so that all [[Area of Effect#Static Line AoE|static line AoEs]] attached to an orange arrow are to the player&#039;s west, while all AoEs tied to blue arrows are to the east.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the fist targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the attack and the random nature of the fist placement, players often have enough time to safely spread out without much need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* The unmarked players and the player with the stack marker should avoid panicking once the spread circles appear. Focus entirely on dodging the static circle AoEs, then moving back into position the instant they disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before positioning the &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bugs&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the fist targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello World #2 ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506668</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506668"/>
		<updated>2026-07-19T04:12:35Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Omega */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks &#039;&#039;or the debuff expires&#039;&#039;, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-top line-bottom line-left line-right&amp;quot;|Hello World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; is an 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; is a debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; is a 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on the north and three on the south. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to intentionally break all four tethers intentionally before they expire naturally, which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and wipe the party. Tethers must be broke one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will cause the party to wipe if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch to not only see which player has which type of tether, but to give time to move closer or away from their partner depending on the tether type is received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;, then &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether too close to the cast of Oversampled Wave Cannon, as the Vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
|-|Hello World=&lt;br /&gt;
====== Hello World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello World.|thumb|One of many potential methods to surviving Hello World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating fists, looking at the left (northwestern) fist.&lt;br /&gt;
&lt;br /&gt;
* If this fist has an orange rotating arrow, the party must run towards the north side of the arena.&lt;br /&gt;
* If this first has a blue rotating arrow, the party must run away—to the south.&lt;br /&gt;
* If all arrows are the same color, the safe zone will be directly east or west.&lt;br /&gt;
&lt;br /&gt;
The party will then need to place themselves in the correct safe zone so that all [[Area of Effect#Static Line AoE|static line AoEs]] attached to an orange arrow are to the player&#039;s west, while all AoEs tied to blue arrows are to the east.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the fist targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the attack and the random nature of the fist placement, players often have enough time to safely spread out without much need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* The unmarked players and the player with the stack marker should avoid panicking once the spread circles appear. Focus entirely on dodging the static circle AoEs, then moving back into position the instant they disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before positioning the &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bugs&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the fist targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello World #2 ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506649</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506649"/>
		<updated>2026-07-19T03:41:33Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 1 - Hello World */ Reformatting table to break Hello World into smaller parts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks &#039;&#039;or the debuff expires&#039;&#039;, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-top line-bottom line-left line-right&amp;quot;|Hello World&lt;br /&gt;
|Deals party-wide damage, inflicts one tank with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, two DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, and the other tank, one healer, and one other DPS with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; is an 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; is a debuff that acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed. This buff &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; provide protection from damage.&lt;br /&gt;
* When &#039;&#039;&#039;Hello World&#039;&#039;&#039; is cast, one DPS player will get an 8 second debuff timer while another will get a 13 second timer. Both give 8 second timers to others that are hit.&lt;br /&gt;
* Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
* If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; is a 10 second debuff that will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on the north and three on the south. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to intentionally break all four tethers intentionally before they expire naturally, which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and wipe the party. Tethers must be broke one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will cause the party to wipe if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch to not only see which player has which type of tether, but to give time to move closer or away from their partner depending on the tether type is received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;, then &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether too close to the cast of Oversampled Wave Cannon, as the Vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
|-|Hello World=&lt;br /&gt;
====== Hello World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello World.|thumb|One of many potential methods to surviving Hello World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating fists, looking at the left (northwestern) fist.&lt;br /&gt;
&lt;br /&gt;
* If this fist has an orange rotating arrow, the party must run towards the north side of the arena.&lt;br /&gt;
* If this first has a blue rotating arrow, the party must run away—to the south.&lt;br /&gt;
* If all arrows are the same color, the safe zone will be directly east or west.&lt;br /&gt;
&lt;br /&gt;
The party will then need to place themselves in the correct safe zone so that all [[Area of Effect#Static Line AoE|static line AoEs]] attached to an orange arrows are to the player&#039;s west, while all AoEs tied to blue arrows are to the east.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the fist targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the attack and the random nature of the fist placement, players often have enough time to safely spread out without much need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* The unmarked players and the player with the stack marker should avoid panicking once the spread circles appear. Focus entirely on dodging the static circle AoEs, then moving back into position the instant they disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before positioning the &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bugs&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the fist targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello World #2 ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_Hello_World_1.gif&amp;diff=1506648</id>
		<title>File:O12S Hello World 1.gif</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_Hello_World_1.gif&amp;diff=1506648"/>
		<updated>2026-07-19T03:20:53Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added external link to strategy board.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example of solving Hello World 1 in Alphascape V4.0 Savage.&lt;br /&gt;
&lt;br /&gt;
External strategy board can be found [https://raidplan.io/plan/yuhxJwTJFQWzpFhZ here].&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506647</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506647"/>
		<updated>2026-07-19T03:19:16Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote Final Omega Phase 1 with STDT tables, tabbers, and images.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
Omega recombines, discarding their attempt at mimicking mortal forms and re-configuring into something much more deadly.&lt;br /&gt;
&lt;br /&gt;
Players will receive a &#039;&#039;checkpoint&#039;&#039; and the Limit Gauge will be reset.&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Hello World===&lt;br /&gt;
----&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|One of the two highest enmity players, chosen at random, will be targeted by a blue indicator. This player is hit by a low-damage 5y radius [[Area of Effect#Spread Circle|spread circle]] that inflicts &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
This attack is immediately followed by &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039;, a [[Tankbuster#Shared Tankbuster|shared tankbuster]] [[Stack marker#Wild Charge|wild charge]] laser aimed at the previously targeted player.&lt;br /&gt;
&lt;br /&gt;
* The damage increase from &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up}} [[Magic Vulnerability Up]]&#039;&#039;&#039; is countered by the damage reduction provided by not being the player closest to Omega&#039;s Savage Wave Cannon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Omega will create several screens and monitors on either its left or right side. At the end of the cast, two players on the indicated side will be hit with 10y [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]].&lt;br /&gt;
&lt;br /&gt;
* If there are more than two players on the indicated side, two will be chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Cone AoE|120-degree static cone AoEs]] fired either from Omega&#039;s front and back, or left and right sides. The direction Omega is firing is indicated by its floating ring, with the lights covering it pointing to the safe areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|All support roles are [[Tether (mechanic)|tethered]] to DPS roles. One healer tether and one tank tether will be &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039;, with the other healer and tank tether being &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039;.&lt;br /&gt;
All tethers have a 26 second timer. When a tether breaks &#039;&#039;or the debuff expires&#039;&#039;, moderate magic damage is dealt to the entire party and all are inflicted with &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* When a tether breaks, the Regression debuff is cleansed from the two respective players.&lt;br /&gt;
* Matching the names of &#039;&#039;&#039;Resonance&#039;&#039;&#039; from the Omega-F and Omega-M, &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; is a red+green [[Tether (mechanic)#Spread / Far Tether|far tether]] that breaks when too close, while &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is a blue [[Tether (mechanic)#Paired / Close Tether|close tether]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hello World&#039;&#039;&#039;&lt;br /&gt;
|Deals party-wide damage and inflicts several unique debuffs on all players:&lt;br /&gt;
&lt;br /&gt;
* One random tank is inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, an 8 second debuff that explodes into a high damage 20y radius [[Area of Effect#Spread Circle|circle AoE]] on expiration or death. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;.&lt;br /&gt;
** On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Overflow Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed.&lt;br /&gt;
** If a player has two active Critical Overflow Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
* Two DPS are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;, one for 8 seconds and one for 13 seconds. Acts as a 2-player {{I|Stack marker}} with a 5y radius on expiration. Other players hit by the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; for 8 seconds.&lt;br /&gt;
** On expiration, the afflicted is buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;, protecting that player from being afflicted by Critical Synchronization Bug again for a &#039;&#039;single hit&#039;&#039;, after-which the buff is removed.&lt;br /&gt;
** Critical Synchronization Bug will only hit the afflicted and one other player. If there are multiple players in AoE range, one will be chosen at random.&lt;br /&gt;
** If a player has two active Critical Synchronization Bug debuffs simultaneously, they will instantly die.&lt;br /&gt;
* One tank, one healer, and one DPS are inflicted with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; for 10 seconds, which will instantly kill the afflicted on expiration if not replaced by either &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Always cast roughly 30 seconds after &#039;&#039;&#039;Hello World&#039;&#039;&#039;. The entire party is hit by a half-damage &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, afflicting all players not protected by &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|An arm appears on the northeast, north, and northwest edge of the arena. Each fires a [[Area of Effect#Static Line AoE|static line AoE]] with a random type of [[Other Mechanics#Rotating arrows|rotating arrow]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Three arms appear on a random edge of the arena and attach a [[Tether (mechanic)#Proximity Tether|proximity tether]] to a random tank, healer, and DPS. After 8 seconds, these arms fire a [[Area of Effect#Spread Line or Cone|spread line]] laser at the their target.&lt;br /&gt;
Always paired with &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, hitting the four closest players with unmarked [[Area of Effect#Spread Line or Cone|spread line]] lasers.&lt;br /&gt;
&lt;br /&gt;
* These proximity tethers will &#039;&#039;not&#039;&#039; change appearance when a safe distance has been reached.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Line AoE|static line AoE]] is aimed in a random direction across the center of the arena and given a random type of [[Other Mechanics#Rotating arrows|rotating arrow]]. Omega then turns to a random end of the AoE and casts &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039;, an unmarked [[Other Mechanics#Proximity AoE|proximity AoE]] at the edge it&#039;s facing.&lt;br /&gt;
Six destructible &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena, three on the north and three on the south. Each begin casting &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039;, a lethal 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Always used during &#039;&#039;&#039;Archive All&#039;&#039;&#039;. A [[Area of Effect#Static Circle AoE|static circle AoE]] is placed under four random players, four random players are marked by [[Area of Effect#Spread Circle|spread circles]], and one random player is targeted by a {{I|Stack marker}}.&lt;br /&gt;
|}&lt;br /&gt;
Giving up on understanding weakness, Omega unleashes all it has on the party. Many abilities are deadly in their own rights, but the two largest hurdles parties will struggle against are &#039;&#039;&#039;Patch&#039;&#039;&#039; and &#039;&#039;&#039;Hello World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should still take note of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, which is cast regularly throughout the fight. While not as hard hitting as &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, the party will still to utilize multiple party mitigations to prevent Ion Efflux from outright killing the party. Players should avoid spending all their party mitigations at once to save them for later casts.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Patch=&lt;br /&gt;
====== Patch: ======&lt;br /&gt;
The goal of Patch is to intentionally break all four tethers intentionally before they expire naturally, which would line up with the cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; and wipe the party. Tethers must be broke one-at-a-time, however, as the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; will cause the party to wipe if two tethers are broken near simultaneously.&lt;br /&gt;
&lt;br /&gt;
Which order the tethers are broken are completely up to the party&#039;s personal preference—and often vary across Data Centers.&lt;br /&gt;
&lt;br /&gt;
The party should also agree on positions to stand prior to the cast of Patch to not only see which player has which type of tether, but to give time to move closer or away from their partner depending on the tether type is received.&lt;br /&gt;
&lt;br /&gt;
While tethers are active, Omega will cast &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;, then &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;. Players will want to agree on a consistent rotation direction to dodge both attacks without accidentally breaking tethers early.&lt;br /&gt;
&lt;br /&gt;
The timing on when to break tethers is fairly consistent:&lt;br /&gt;
&lt;br /&gt;
# The first tether can be broken the instant &#039;&#039;&#039;Patch&#039;&#039;&#039; finishes casting.&lt;br /&gt;
# The second tether can be broken during or shortly after &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
# The third tether can be broken after &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; completes.&lt;br /&gt;
# The final tether can be broken immediately after the &#039;&#039;&#039;{{Status effect|debuff|magic vulnerability up 2}} [[Magic Vulnerability Up]]&#039;&#039;&#039; expires from the third tether.&lt;br /&gt;
&lt;br /&gt;
The party will need to be careful not to break a tether too close to the cast of Oversampled Wave Cannon, as the Vulnerability debuff would result in the death of both tanks.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are a few useful notes to keep in mind in regards to the tethers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Remote regression icon1.png|link=File:Remote regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Remote Regression&#039;&#039;&#039; is significantly easier to break compared to its opposite. Many groups choose to have this type of tether broken first as it can be accomplished simply by not moving after &#039;&#039;&#039;Patch&#039;&#039;&#039; is cast.&lt;br /&gt;
* Two players tethered with &#039;&#039;&#039;{{Status effect|debuff|File:Local regression icon1.png|link=File:Local regression icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Local Regression&#039;&#039;&#039; can stay on opposite sides of Omega in melee range and still not break their tether.&lt;br /&gt;
|-|Hello World=&lt;br /&gt;
====== Hello World: ======&lt;br /&gt;
[[File:O12S Hello World 1.gif|alt=One of many potential methods to surviving Hello World.|thumb|One of many potential methods to surviving Hello World.]]&lt;br /&gt;
The most infamous attack of this fight, players will need to come up with a plan ahead of time on where each player moves to, and when, depending on which debuff is received.&lt;br /&gt;
&lt;br /&gt;
There are infinite different viable strategies to handing this attack series, but the core goal remains the same:&lt;br /&gt;
&lt;br /&gt;
* The three players with &#039;&#039;&#039;{{Status effect|debuff|File:Latent defect icon1.png|link=File:Latent defect icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; must be hit by either the first &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; or the 8-second &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039;.&lt;br /&gt;
** As Critical Synchronization only hits one other player, only &#039;&#039;one&#039;&#039; of the three Latent Defect players could receive this debuff, forcing at least two to receive Critical Overflow.&lt;br /&gt;
* There can only be a maximum of three players with &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; at one time. If four players are afflicted simultaneously, there will be no safe areas left for the party to stand, likely resulting in a wipe.&lt;br /&gt;
* At least five players must be buffed with &#039;&#039;&#039;{{Status effect|buff|File:Overflow debugger icon1.png|link=File:Overflow debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Overflow Debugger&#039;&#039;&#039; prior to the cast of &#039;&#039;&#039;Critical Error&#039;&#039;&#039; to prevent the party from receiving four simultaneous Critical Overflow Bug debuffs.&lt;br /&gt;
* A total of three &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; expirations can happen prior to Critical Error (the first being given to the tank from Hello World).&lt;br /&gt;
** If a player receives a Critical Overflow Bug from the third expiration, they will be killed by &#039;&#039;&#039;Critical Error&#039;&#039;&#039; due to receiving a second copy of the debuff.&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:Critical synchronization bug icon1.png|link=File:Critical synchronization bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; will only stop spreading once shared with a player buffed with &#039;&#039;&#039;{{Status effect|buff|File:Synchronization debugger icon1.png|link=File:Synchronization debugger icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Synchronization Debugger&#039;&#039;&#039;—or when taken solo.&lt;br /&gt;
** This debuff does ~25k damage, or 12.5k if split with another player. While DPS and healers can only survive by splitting the damage, tanks can survive the debuff alone with enough health and/or mitigation.&lt;br /&gt;
&lt;br /&gt;
Hello World is &#039;&#039;extremely&#039;&#039; healing intensive, and due to Critical Overflow Bug&#039;s 20y radius, the party will often be spread out across the entire arena. Players should take care to not only try to minimize damage, but allow healers to stay in range of the rest of the party as much as possible.&lt;br /&gt;
&lt;br /&gt;
Should the party survive Hello World, the attacks that come after should feel significantly easier to handle by comparison.&lt;br /&gt;
|-|Archive Peripheral=&lt;br /&gt;
====== Archive Peripheral: ======&lt;br /&gt;
[[File:O12S Archive Peripheral.jpg|alt=Two examples of positioning for Archive Peripheral.|thumb|Two examples of positioning for Archive Peripheral.]]&lt;br /&gt;
A consistent rule to remember for multiple [[Other Mechanics#Rotating arrows|rotating arrows]] is &amp;quot;&#039;&#039;Orange on the left, blue on the right&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena and face towards the rotating fists, looking at the left (northwestern) fist.&lt;br /&gt;
&lt;br /&gt;
* If this fist has an orange rotating arrow, the party must run towards the north side of the arena.&lt;br /&gt;
* If this first has a blue rotating arrow, the party must run away—to the south.&lt;br /&gt;
* If all arrows are the same color, the safe zone will be directly east or west.&lt;br /&gt;
&lt;br /&gt;
The party will then need to place themselves in the correct safe zone so that all [[Area of Effect#Static Line AoE|static line AoEs]] attached to an orange arrows are to the player&#039;s west, while all AoEs tied to blue arrows are to the east.&lt;br /&gt;
&lt;br /&gt;
This will always be combined with &#039;&#039;&#039;Target Analysis&#039;&#039;&#039;. The targeted tank should move towards the arena&#039;s edge while the untargeted tank tries to stay a safe distance away and underneath Omega. The rest of the party should attempt to move towards the arena&#039;s center as the Line AoEs rotate away.&lt;br /&gt;
|-|Index &amp;amp; Archive Peripherals=&lt;br /&gt;
====== Index &amp;amp; Archive Peripherals: ======&lt;br /&gt;
The three players with [[Tether (mechanic)#Proximity Tether|proximity tethers]] must run to the exact opposite side of the arena from the fist targeting them. Luckily, this creates an easy visual indicator of which areas are not safe for other players to stand.&lt;br /&gt;
&lt;br /&gt;
The rest of the party should spread out between these tethers, but closer to Omega, to ensure the tethered players are not accidentally targeted or hit by &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* As Wave Cannon only targets 4 players and three others are tethered, one player will not be hit by any attacks at all.&lt;br /&gt;
&lt;br /&gt;
While specific assignments can be given, due to the long length of the attack and the random nature of the fist placement, players often have enough time to safely spread out without much need for prior planning.&lt;br /&gt;
|-|Archive All=&lt;br /&gt;
====== Archive All: ======&lt;br /&gt;
A DPS check and reaction-time check, players must quickly identify which &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; to kill before it can cast &#039;&#039;&#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;&#039;&#039; in order to create a safe-zone for all players to stand inside.&lt;br /&gt;
&lt;br /&gt;
Players should start in the center of the arena. After Omega completes its Archive All cast, Omega will then start casting &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; at one end of the Line AoE. Players must watch for which side Omega turns to and immediately run to the exact &#039;&#039;opposite&#039;&#039; edge.&lt;br /&gt;
&lt;br /&gt;
The party will need to focus their attention to one of the two &#039;&#039;&#039;&#039;&#039;Arm Units&#039;&#039;&#039;&#039;&#039; adjacent to each side of the [[Area of Effect#Static Line AoE|static line AoE]]. Whichever Arm Unit the AoE is rotating &amp;lt;u&amp;gt;away&amp;lt;/u&amp;gt; from is the one that the party must destroy as fast as possible.&lt;br /&gt;
&lt;br /&gt;
All players should stack closely together behind the Arm Unit (next to the edge), dealing as much damage to it as possible while bracing for Omega&#039;s &#039;&#039;&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&#039;&#039; [[Other Mechanics#Proximity AoE|proximity AoE]].&lt;br /&gt;
&lt;br /&gt;
This will then be followed by &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;. All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoEs]] that appear initially, then any players &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; [[Area of Effect#Spread Circle|spread circles]] must run back to where the Arm Unit was to group with the {{I|Stack marker}}.&lt;br /&gt;
&lt;br /&gt;
* The four players with spread circles can run as far as necessary to avoid overlapping AoEs, taking care not to accidentally touch the rotating AoE in the center of the arena.&lt;br /&gt;
* The unmarked players and the player with the stack marker should avoid panicking once the spread circles appear. Focus entirely on dodging the static circle AoEs, then moving back into position the instant they disappear.&lt;br /&gt;
&lt;br /&gt;
Once the stack marker and spread circles resolve, all players should stack together where the Arm Unit was (assuming it is destroyed at this point) to dodge the &#039;&#039;&#039;&#039;&#039;Colossal Blows&#039;&#039;&#039;&#039;&#039; from the other five Arm Units.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Should players survive Omega&#039;s first onslaught of attacks, Phase 2 will begin with an even more dangerous version of &#039;&#039;&#039;Hello World&#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 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;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hello World&#039;&#039;&#039;&lt;br /&gt;
|Handle based on the party&#039;s preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Critical Error&#039;&#039;&#039;&lt;br /&gt;
|Heal the party before positioning the &#039;&#039;&#039;{{Status effect|debuff|File:Critical overflow bug icon1.png|link=File:Critical overflow bug icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Critical Overflow Bugs&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;&lt;br /&gt;
|Identify the correct safe zone and stack inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should move to the edge while the untargeted tank stays underneath Omega. The rest of the party should begin to rotate towards the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Ensure only tanks are on the side with the screens. Tanks must mitigate and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039;&lt;br /&gt;
|Players with tethers must run to the edge opposite of the fist targeting them. All other players should spread out between the tethers, standing closer to Omega.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Savage Wave Cannon)&#039;&#039;&#039;&lt;br /&gt;
|The targeted tank should stay away from others until the AoE hits, then run behind the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|Break the first tether immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge by rotating the same direction clockwise or counter-clockwise, then break the second tether.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Non-tanks must avoid the side the screens are on while tanks run towards it, mitigating and spreading out. Break the third tether after the cast ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;&lt;br /&gt;
|Break the last tether, then use party mitigations and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Archive All&#039;&#039;&#039;&lt;br /&gt;
|Wait for Omega to turn to one side of the arena, then run to the opposite side—stacking behind the &#039;&#039;&#039;&#039;&#039;Arm Unit&#039;&#039;&#039;&#039;&#039; the Static Line AoE is rotating away from.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
|Move out of the static circle AoEs. Players with spread circles must run away while the rest of the party stacks back together once the static circle AoEs disappear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Hello World #2 ===&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_Archive_Peripheral.jpg&amp;diff=1506643</id>
		<title>File:O12S Archive Peripheral.jpg</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_Archive_Peripheral.jpg&amp;diff=1506643"/>
		<updated>2026-07-19T02:23:41Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Two examples of Archive Peripheral positioning in Alphascape V4.0 Savage.&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_Hello_World_1.gif&amp;diff=1506639</id>
		<title>File:O12S Hello World 1.gif</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:O12S_Hello_World_1.gif&amp;diff=1506639"/>
		<updated>2026-07-19T02:05:28Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example of solving Hello World 1 in Alphascape V4.0 Savage.&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506584</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506584"/>
		<updated>2026-07-18T21:51:54Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Fundamental Synergy */ Corrections to Fundamental Synergy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth a distance near-equivalent to the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color/shape (either blue squares or purple triangles) will be assigned to stand on the cardinal [[waymarks]] while the other color/shape will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
** Against Local Resonance, the party can opt to have even numbers assigned to cardinals, with odds to the side. Color/shape assignments will still need to be made for Remote Resonance, however.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Acronyms,_abbreviations,_and_common_terms&amp;diff=1506530</id>
		<title>Acronyms, abbreviations, and common terms</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Acronyms,_abbreviations,_and_common_terms&amp;diff=1506530"/>
		<updated>2026-07-18T19:18:28Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* B */ Added Close Bait and Far Bait variations to &amp;quot;Bait&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;: This page does not explain the meanings of specific encounter strategies commonly referenced in [[Party Finder]], with the exception of general acronyms (e.g, TN = true north; BR = boss relative) that are used in many fights.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For older terms that are no longer in common use, see [[Acronyms, abbreviations, and common terms/deprecated]].&lt;br /&gt;
&lt;br /&gt;
== 0-9 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;# Chest&#039;&#039;&#039; = A [[File:Party finder icon2.png|20px|link=Party Finder]] [[Party Finder]] description for current savage {{i|raid}}s that indicates how many treasure coffers the party leader would like to appear upon completing the duty:&lt;br /&gt;
*2 chest = No one has cleared the duty for the week (Note this setting can be enforced with [Duty Complete](Weekly Reward Unclaimed))&lt;br /&gt;
*1 chest = 1-4 players have cleared for the week; 0 chest = 5 or more players have cleared for the week.&lt;br /&gt;
*Any chest = no preference for loot (see &#039;&#039;&#039;page run&#039;&#039;&#039;).&lt;br /&gt;
Note that with savage rewards changes in [[patch 6.4]], savage raids starting from {{i|Anabaseios (Savage)}} only drop 1 treasure coffer containing rewards that would previously have been split into 2 coffers. However, the number of rewards will be decreased if one or more players have cleared for the week. &#039;&#039;&#039;Full chest&#039;&#039;&#039; may be used in place of 2 chest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-2-3&#039;&#039;&#039; = A job&#039;s basic combo, e.g. {{action icon|Heavy Swing}} &amp;gt; {{action icon|Maim}} &amp;gt; {{action icon|Storm&#039;s Path}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 min&#039;&#039;&#039; = Usually refers to strong attacks and party buffs with a recast time of 2 minutes. Aligning usage of these actions will maximize party damage. The &#039;&#039;&#039;2 minute meta&#039;&#039;&#039; refers to combat design from [[patch 6.0]] (Endwalker) until the release of [[patch 8.0]] (Evercold), wherein all non-limited jobs were changed to have burst damage every 2 minutes. The 2 minute meta will be removed as part of major combat changes in Evercold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3-1 dodge&#039;&#039;&#039; = A common dodging strategy when three sets of AoE telegraphs appear. Players would start on where the third set of telegraphs spawned and dodge into the first once they begin resolving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9th man&#039;&#039;&#039; = A supporting analyst for a raid group that aims to be the first in the world to complete a new [[savage raid]] tier or [[ultimate raid]]. The analyst&#039;s role is to develop strategies, review footage, and make callouts to the 8 participating players.&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A#&#039;&#039;&#039; = [[Alexander]] raids, with the number indicating the &amp;quot;floor&amp;quot;. {{i|Alexander: Gordias}} represents A1-A4, {{i|Alexander: Midas}} represents A5-A8, and {{i|Alexander: The Creator}} represents A9-A12. Also commonly used with N or S to indicate normal or Savage mode (e.g. A9S refers to {{i|Alexander - The Eyes of the Creator (Savage)}}).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A2C&#039;&#039;&#039; = Aim to Clear, a Party Finder group created with the intention of clearing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AAI&#039;&#039;&#039; = {{i|Another Aloalo Island}}, a level 90 [[criterion dungeon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AAIS&#039;&#039;&#039; = {{i|Another Aloalo Island (Savage)}}, a level 90 [[criterion dungeon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABC&#039;&#039;&#039; = Always Be Casting, a general principle of combat that states that the most important factor to optimizing damage is to always have the [[global cooldown]] active (&amp;quot;rolling&amp;quot;) when the enemy is targetable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACN&#039;&#039;&#039; = {{Arcanist}} [[Arcanist]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adds&#039;&#039;&#039; = Additional enemies that spawn during boss fight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adlo&#039;&#039;&#039; = {{action icon|Adloquium}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AF&#039;&#039;&#039; = [[Artifact Armor]]; The iconic armor of your [[jobs|job]] that is obtained by completing the level 45 and 50 job quests. (IL 50),  and by extension the additional sets added every expansion at each new level cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AFK&#039;&#039;&#039; = Away From Keyboard&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggro&#039;&#039;&#039; = Drawing the attention of enemies; may also refer to having attention from the game drawn by something else (e.g., IRL aggro = in real life aggro)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-KB&#039;&#039;&#039; = {{action icon|Arm&#039;s Length}} and {{action icon|Surecast}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akh Morn&#039;&#039;&#039; = A multi-hit split damage AoE that requires the party to stack and heal through the damage. The attack with this name is frequently used by dragon bosses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALC&#039;&#039;&#039; = {{Alchemist}} [[Alchemist]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alt&#039;&#039;&#039; = Alternate, usually a player&#039;s character or job that is different from their primary character/job&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AMR&#039;&#039;&#039; = {{i|Another Mount Rokkon}}, a level 90 [[criterion dungeon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AMRS&#039;&#039;&#039; = {{i|Another Mount Rokkon (Savage)}}, a level 90 [[criterion dungeon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anima&#039;&#039;&#039; = The [[Anima Weapons]] series of weapons, introduced in [[Heavensward]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animus&#039;&#039;&#039; = The second upgrade step in the [[Zodiac Weapons|Zodiac]] series of weapons. Animus weapons are IL 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animation Lock&#039;&#039;&#039; = A time period in which a character is unable to move due to performing the animation of an action, e.g. {{action icon|Stardiver}}. {{game icon|Limit Break|x}} [[Limit Break]]s have the longest animation locks. The [[healer]] role skill {{action icon|rescue}} can be used on anyone in an animation lock to free them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AoE&#039;&#039;&#039; = Area of Effect: Abilities that do damage or inflict debuffs to multiple enemies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AP&#039;&#039;&#039; = {{action icon|Army&#039;s Paeon}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARC&#039;&#039;&#039; = {{Archer}} [[Archer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARM&#039;&#039;&#039; = {{Armorer}} [[Armorer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARR&#039;&#039;&#039; = [[A Realm Reborn]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASS&#039;&#039;&#039; = {{i|Another Sil&#039;dihn Subterrane}}, a level 90 [[criterion dungeon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASSS&#039;&#039;&#039; = {{i|Another Sil&#039;dihn Subterrane (Savage)}}, a level 90 [[criterion dungeon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AST&#039;&#039;&#039; = {{Astrologian}} [[Astrologian]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Atma&#039;&#039;&#039; = The first upgrade step in the [[Zodiac Weapons|Zodiac]] series of weapons. Atma Zodiac weapons are nominally IL 100, but with stats between 90 and 100. Also refers to a set of items that are required to perform the upgrade. Atma returns as &#039;&#039;demiatma&#039;&#039; in the first step of the [[Phantom Weapons]] series.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto&#039;&#039;&#039; = Auto-attack. A physical hit that the player character and other enemies perform automatically on their target every few seconds, if they are not currently casting a spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AV&#039;&#039;&#039; = {{i|The Aurum Vale}}, the Lv. 47 dungeon.&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BA&#039;&#039;&#039; = {{i|The Baldesion Arsenal}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bait&#039;&#039;&#039; = To manipulate the location of an enemy AoE attack or target of a mechanic based on where the player is standing. Two common variations are &#039;&#039;&#039;Close Bait&#039;&#039;&#039; and &#039;&#039;&#039;Far Bait&#039;&#039;&#039;, utilized when an enemy abilty only targets the closest or farthest players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BCoB&#039;&#039;&#039; = {{i|The Binding Coil of Bahamut}}; the game&#039;s first 8-man raid instance. The raid is split into 13 parts called &amp;quot;Turns&amp;quot;, with turns 10 to 13 being the hardest instances in ARR and also known as {{i|The Final Coil of Bahamut}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bene&#039;&#039;&#039; = {{action icon|Benediction}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio&#039;&#039;&#039; = Bio break. In organized group content such as raids, when the leader calls a break to allow group members a few minutes to take care of real life biological needs, such as getting snacks, going to the bathroom, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BiS&#039;&#039;&#039; = Best in Slot; The single best item for a specific [[jobs|job]] to use in a specific gear slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blind&#039;&#039;&#039; = Entering a duty without having consulted a guide first. Not to be confused with &#039;&#039;fresh&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blist&#039;&#039;&#039; = [[blacklist]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM&#039;&#039;&#039; = {{Black Mage}} [[Black Mage]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLU&#039;&#039;&#039; = {{Blue Mage}} [[Blue Mage]], the first [[limited job]] added to the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body check&#039;&#039;&#039; = A mechanic type in high-end duties in which all players must be alive at the start of the mechanic and must perform their individual role in the mechanic correctly. Failing either will lead to a wipe. Example: Run: ****mi* (Sigma Version) from {{i|The Omega Protocol (Ultimate)}} is a body check because the towers that spawn always require all 8 players to soak (stand in them), and any missed tower will instantly wipe the raid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolide&#039;&#039;&#039; = {{action icon|Superbolide}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus&#039;&#039;&#039; = Shorthand for &amp;quot;first-time clear&amp;quot; since adventurers new to a duty grant the party a bonus for first-time completion. Often used to indicate &amp;quot;No bonus&amp;quot; - i.e. only players who have already cleared the duty are allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Book run&#039;&#039;&#039; = To clear a current [[savage raid]] and obtain a [[Raid Tokens|book / page &amp;quot;token&amp;quot;]] without any treasure coffers appearing due to more than 4 people having cleared the duty for the week. Also referred to as a &amp;quot;0 chest&amp;quot; or &amp;quot;any chest&amp;quot; run (no preference for loot). Often used in the following contexts: trying to obtain a weekly reclear close to the weekly reset, a first-time clear, or gaining additional practice in the fight after one&#039;s weekly reclear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bot&#039;&#039;&#039; = A character that is controlled by a programmed script instead of a human player. This is against the game&#039;s terms of service, and is also generally frowned upon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BR&#039;&#039;&#039; = Boss Relative. Refers to positioning for mechanics based on where the boss is facing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braindead&#039;&#039;&#039; = Usually refers to a strategy for certain mechanics that reduces or eliminates decision-making needed by players to increase ease of execution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BRB&#039;&#039;&#039; = Be Right Back&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BRD&#039;&#039;&#039; = {{Bard}} [[Bard]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint&#039;&#039;&#039; = The numerical threshold at which certain stats result in meaningful stats or beneficial effects. (e.g., high-end gathering nodes have [[perception]] breakpoints, such as +1 yield if the player has 3000+ perception)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brink&#039;&#039;&#039; = {{status effect|debuff|Brink of Death}} [[Brink of Death]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BSF&#039;&#039;&#039; = {{i|The Bozjan Southern Front}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BSM&#039;&#039;&#039; = {{Blacksmith}} [[Blacksmith]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BST&#039;&#039;&#039; = {{BST}} [[Beastmaster]], the second [[limited job]] added to the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BTN&#039;&#039;&#039; = {{Botanist}} [[Botanist]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buddy mit(igation)&#039;&#039;&#039; = A tank using their (targeted) mitigation cooldown (i.e. {{aicon|Intervention}}, {{aicon|Nascent Flash}}, {{aicon|The Blackest Night}}, {{aicon|Oblation}}, {{aicon|Heart of Stone}}, {{aicon|Heart of Corundum}}) on another party member; often the other tank in preparation for a heavy-hitting mechanics such as tankbusters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunny FATE&#039;&#039;&#039; = A special [[FATE]] in {{i|The Forbidden Land, Eureka}} that, when completed, spawns a [[Happy Bunny (Mob)|Happy Bunny]] follower for every participant. These bunnies can lead players to hidden treasure chests that contain large amounts of gil and unique rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burn&#039;&#039;&#039; = To focus attacks on a particular target while ignoring other tasks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst&#039;&#039;&#039; - Dealing a large amount of damage in a short amount of time. Often refers to &amp;quot;the 2 minute burst&amp;quot;, which is a period starting every 2 minutes, lasting about 20 seconds, where most jobs have their damage buffs and strong attacks become available all at once, to be used together with their party.&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C4#&#039;&#039;&#039; = Clear for (number of people). Often advertised in party finder. Basically experienced players helping one or more individuals with beating encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp&#039;&#039;&#039; = To idle in a specific area until a certain event occurs, e.g. a [[Notorious Monster]] spawn in {{i|The Forbidden Land, Eureka}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capstone mount&#039;&#039;&#039; = A special [[mount]] obtained from a quest, which is unlocked after obtaining all of the [[Extreme Trial]] mounts for an expansion. For example, the {{i|Kamuy of the Nine Tails}} becomes available after obtaining all &amp;quot;Kamuy&amp;quot; mounts from [[Stormblood]] Extreme Trials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CAR&#039;&#039;&#039; = {{i|Chaotic Alliance Raids}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caster&#039;&#039;&#039; = {{Magic Ranged DPS}} [[Magical Ranged DPS]], may also include {{Healer}} [[healer]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Castrum]]&#039;&#039;&#039; = Most often {{i|Castrum Meridianum}}, or if inside Bozja, {{i|Castrum Lacus Litore}}, but there are [[Castrum|several others]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CBU3&#039;&#039;&#039; = &#039;&#039;&#039;C&#039;&#039;&#039;reative &#039;&#039;&#039;B&#039;&#039;&#039;usiness &#039;&#039;&#039;U&#039;&#039;&#039;nit &#039;&#039;&#039;III&#039;&#039;&#039;, the former name of the specific development team under Square Enix that makes and maintains content for &#039;&#039;Final Fantasy XIV: A Realm Reborn&#039;&#039;. Currently named &#039;&#039;&#039;Creative Studio III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CC&#039;&#039;&#039; = Crowd Control - abilities that disable or immobilize enemies, such as {{action icon|Sleep}}. &#039;&#039;&#039;OR&#039;&#039;&#039; {{i|Cassie and the Copycats}} &#039;&#039;aka &amp;quot;Copycat Cassie&amp;quot;&#039;&#039; if inside {{i|The Forbidden Land, Eureka Pagos}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CD&#039;&#039;&#039; = Cooldown of abilities; countdown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CE&#039;&#039;&#039; = (1) Critical Engagement, a type of combat encounter found in [[Save the Queen]] areas; (2) Critical Encounter, a type of combat encounter found in [[Occult Crescent]] areas; (3) [[Cosmic Exploration]], a [[Lifestyle Content]] for crafters and gatherers released in [[patch 7.21]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain&#039;&#039;&#039; = A mechanic where players are chained to each other and must break the chain by stretching it. &#039;&#039;&#039;OR&#039;&#039;&#039; {{action icon|Chain Stratagem}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Channel&#039;&#039;&#039; = To use an effect that requires the player to not move or make any other actions, or else the effect will stop. For example: {{action icon|Collective Unconscious}}, {{action icon|Passage of Arms}}, {{action icon|Phantom Flurry}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chariot/Circle AoE&#039;&#039;&#039; = An enemy attack type consisting of a point-blank circular AoE, requiring players to be outside of the hitbox or further away from the enemy. Name originates from &#039;&#039;Iron Chariot&#039;&#039; in {{i|The Second Coil of Bahamut - Turn 4}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check&#039;&#039;&#039; = A combat situation that tests a party&#039;s capabilities in a certain area. For example, a &#039;&#039;&#039;DPS check&#039;&#039;&#039; is a limited time period where the boss or adds must be defeated, or they will enrage and kill the party. A &#039;&#039;&#039;heal check&#039;&#039;&#039; is a period of heavy sustained damage that requires significant healing. A &#039;&#039;&#039;mit check&#039;&#039;&#039; (mitigation check), which often overlaps with heal checks, require the party to use sufficient defensive actions to reduce incoming damage and prevent deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cheese&#039;&#039;&#039; = To greatly simplify or outright ignore an encounter mechanic using a specific strategy or action usage, often one unintended by the encounter&#039;s designers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Christmas tether&#039;&#039;&#039; = A red and green tether that is resolved by the tethered players moving towards each other. Originated from {{i|Alexander - The Soul of the Creator (Savage)}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clip&#039;&#039;&#039; = (1) A loss of effectiveness of a continuous process due to delays or other issues. Example: to delay the [[global cooldown]] (GCD), usually from &amp;quot;weaving&amp;quot; too many abilities or from not pressing the next GCD action in time. Example 2: To refresh a damage-over-time action (DoT) early, which will usually lead to a potency loss due to not obtaining the full effect of the DoT. (2) To be barely hit by an AoE attack that the player thought they were safe from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleave&#039;&#039;&#039; = (1) A conal attack that goes through a player. A &#039;cleave auto&#039; means a boss&#039;s attack does not specifically hit the tank, but rather the tank and everything behind them, enforcing proper party positioning. (2) A job&#039;s ability to deal damage to multiple targets while executing its usual single-target rotation, e.g., via actions like Red Mage&#039;s {{Action icon|Grand Impact}} or Black Mage&#039;s {{Action icon|Flare Star}}. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Clock spots]]&#039;&#039;&#039; = A common position assignment in high-end duties in which each player is assigned a cardinal or inter-cardinal compass position (North, Northeast, East, Southeast, South, Southwest, West, Northwest) to handle certain mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CLL&#039;&#039;&#039; = {{i|Castrum Lacus Litore}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CLog&#039;&#039;&#039; = [[Challenge Log]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CNJ&#039;&#039;&#039; = {{Conjurer}} [[Conjurer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coils&#039;&#039;&#039; = {{i|The Binding Coil of Bahamut}}; The game&#039;s first 8-man raid instance. The raid is split into 13 parts called &amp;quot;Turns&amp;quot;, with turns 6 to 9 known as {{i|the Second Coil of Bahamut}} and 10 to 13 as {{i|the Final Coil of Bahamut}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Color pairs / partners&#039;&#039;&#039; = A position assignment in which a tank/healer will partner with a DPS based on the color of the waymark at each player&#039;s clock spot, e.g., the players assigned to the red waymarks 1 and A will be partners for some mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Com / comm&#039;&#039;&#039; = [[File:Player commendation icon1.png|20px|link=Player Commendation]]  [[Player Commendation]], voice communication channel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comp&#039;&#039;&#039; = Composition, the job makeup of a party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conga Line&#039;&#039;&#039; = A general strategy for some mechanics in which the group forms a line and uses that for mechanic positioning based on assigned debuffs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crab&#039;&#039;&#039; = {{i|Morte Arthro}} &#039;&#039;aka &amp;quot;King Arthro&amp;quot;&#039;&#039; if inside {{i|The Forbidden Land, Eureka Pagos}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crit&#039;&#039;&#039; = [[Critical Hit]] (formerly Critical Hit &#039;&#039;Rate&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critlo&#039;&#039;&#039; = A [[Critical Hit]] of {{action icon|Adloquium}}. Useful for spreading with {{action icon|Deployment Tactics}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRP&#039;&#039;&#039; = {{Carpenter}} [[Carpenter]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CS&#039;&#039;&#039; = cutscene. Often used when running with first-timers in a duty, to tell everyone to wait on attacking the boss until the new players finish watching their cutscenes. Adding a number, i.e. &amp;quot;1 cs&amp;quot; or &amp;quot;2 cs&amp;quot;, can indicate the amount of players that are watching cutscenes - but usually all in-cutscene players will finish around the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CT&#039;&#039;&#039; = {{i|Crystal Tower}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CU&#039;&#039;&#039; = {{action icon|Collective Unconscious}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CUL&#039;&#039;&#039; = {{Culinarian}} [[Culinarian]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CCW&#039;&#039;&#039; = Counter Clockwise&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CW&#039;&#039;&#039; = (1) Clockwise; (2) {{i|AAC Cruiserweight Tier}}, the second 8-player raid tier released in [[Dawntrail]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CWLS&#039;&#039;&#039; = [[File:Cross-world linkshells icon2.png|20px|link=Cross-world Linkshell]] [[Cross-world Linkshell]]&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D1 / D2 / D3 / D4&#039;&#039;&#039; = Designates the DPS roles in a full party and used for mechanic positioning assignments. Typically, D1 and D2 are melee, D3 is phys ranged, and D4 is a caster. D1-4 is more commonly used on the Japanese and Oceanic datacenters. See also: M1 / M2 and R1 / R2 for acting melee and acting ranged DPS roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DAL&#039;&#039;&#039; (also lower case) = {{i|The Dalriada}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dave&#039;&#039;&#039; - [[Daivadipa]], from the rare boss FATE {{i|Devout Pilgrims vs. Daivadipa}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DB&#039;&#039;&#039; = {{action icon|Diamondback}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DD&#039;&#039;&#039; = Damage Dealer, a [[Jobs|job]] that focuses on dealing damage (see also &#039;&#039;&#039;DPS&#039;&#039;&#039;), or {{status effect|debuff|damage down}} [[Damage Down]], a debuff that is given in many savage and ultimate raids for failing mechanics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039; = {{action icon|Double Edge L}}, a [[Logos Action]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead / Locked Instance&#039;&#039;&#039; = In the context of [[field operations]] (i.e. exploration zones or adventuring forays), when an instance stops accepting new players from joining and slowly dies out, usually meaning that there is a new (&amp;quot;fresh&amp;quot;) instance up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEF&#039;&#039;&#039; = [[Defense]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defamation&#039;&#039;&#039; = A debuff or mechanic type that will target the afflicted player with a massive circular AoE, requiring them to be far isolated from others. Name originates from {{i|Alexander - The Soul of the Creator (Savage)}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desynth&#039;&#039;&#039; = {{action icon|Desynthesis}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DET&#039;&#039;&#039; = [[Determination]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; = [[Dexterity]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DF&#039;&#039;&#039; = [[File:Duty finder icon2.png|20px|link=Duty Finder]] [[Duty Finder]]; A system implemented to automatically create parties of players that are wishing to enter a specific [[duties|duty]] or [[dungeons|instance]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DH&#039;&#039;&#039;, &#039;&#039;&#039;DIR&#039;&#039;&#039; = [[Direct Hit Rate]]; Replaced [[Accuracy]] as a stat. All gear that had Accuracy now has Direct Hit Rate in the same amount. Affects the rate of slightly higher damage hits. In the context of fishing, {{action icon|Double Hook}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Div&#039;&#039;&#039; = {{action icon|Divination}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divebomb&#039;&#039;&#039; = A mechanic type in which an enemy on the outside of the arena will use a wide line AoE through the arena. The AoE location may be fixed or may be baited by players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNC&#039;&#039;&#039; = {{Dancer}} [[Dancer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DoH&#039;&#039;&#039; = [[Crafting|Disciples of Hand]]; Classes that utilize crafting materials to create various items and gear ({{CRP}} [[CRP]], {{ARM}} [[ARM]], {{BSM}} [[BSM]], {{GSM}} [[GSM]], {{LTW}} [[LTW]], {{WVR}} [[WVR]], {{ALC}} [[ALC]], {{CUL}} [[CUL]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DoL&#039;&#039;&#039; = [[Gathering|Disciples of Land]]; Classes that gather raw materials from the [[Eorzea]] ({{MIN}} [[MIN]], {{BTN}} [[BTN]], {{FSH}} [[FSH]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DoM&#039;&#039;&#039; = [[Disciples of Magic]]; Combat Classes and Jobs that output primarily magic damage ({{THM}} [[THM]] / {{BLM}} [[BLM]], {{RDM}} [[RDM]], {{ACN}} [[ACN]] / {{SMN}} [[SMN]] and {{SCH}} [[SCH]], {{CNJ}} [[CNJ]] / {{WHM}} [[WHM]], {{AST}} [[AST]], {{SGE}} [[SGE]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Door boss]]&#039;&#039;&#039; = A boss in a {{i|trial}} or {{i|raid}} that is the first of two boss encounters. Defeating the first boss will not reward loot but will give the party a checkpoint that they will restart from if they wipe to the second boss. Exiting the instance and re-entering will require defeating the door boss again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DoT&#039;&#039;&#039; = Damage over Time; An ability that deals consistent damage over a given amount of time to a target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DoW&#039;&#039;&#039; = [[Disciples of War]]; Combat Classes and Jobs that output primarily physical damage ({{GLA}} [[GLA]] / {{PLD}} [[PLD]], {{MRD}} [[MRD]] / {{WAR}} [[WAR]], {{DRK}} [[DRK]], {{GNB}} [[GNB]], {{PGL}} [[PGL]] / {{MNK}} [[MNK]], {{LNC}} [[LNC]] / {{DRG}} [[DRG]], {{RPR}} [[RPR]], {{SAM}} [[SAM]], {{ROG}} [[ROG]] / {{NIN}} [[NIN]], {{ARC}} [[ARC]] / {{BRD}} [[BRD]], {{MCH}} [[MCH]], {{DNC}} [[DNC]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime&#039;&#039;&#039; = Time during a fight in which the party or certain jobs cannot damage the boss due to mechanics. See also: Uptime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM&#039;&#039;&#039; = {{action icon|Dark Missionary}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMU&#039;&#039;&#039; = One of two acronyms for {{i|Dancing Mad (Ultimate)}}. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DP&#039;&#039;&#039; = {{action icon|Closed Position|Dance Partner}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DPS&#039;&#039;&#039; = Damage Per Second, or the {{dps}} &#039;&#039;&#039;[[DPS]]&#039;&#039;&#039; [[role]] which are [[Job|jobs]] that focus on dealing damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[DPS Stance]]&#039;&#039;&#039; = Obsolete. An ability activated to maximize outgoing damage while incurring some other penalty. These stances were toggled off-and-on as the situation required, a practice known as &amp;quot;stance dancing.&amp;quot; All {{tank}} [[tank]]s are now expected to use their [[enmity]]-increasing stance at all times, and {{action icon|Cleric Stance}} has been removed from all {{healer}} [[healer]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DR&#039;&#039;&#039; = Either {{i|Duty Roulette}} or {{i|Delubrum Reginae}} depending on context.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRS&#039;&#039;&#039; = {{i|Delubrum Reginae (Savage)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRG&#039;&#039;&#039; = {{Dragoon}} [[Dragoon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRK&#039;&#039;&#039; = {{Dark Knight}} [[Dark Knight]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DSR, DRU&#039;&#039;&#039; = {{i|Dragonsong&#039;s Reprise (Ultimate)}}, an ultimate-difficulty 8-player raid. DSR is much more commonly used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DT&#039;&#039;&#039; = [[Dawntrail]], the fifth expansion, considered [[patch 7.0|version 7.0]] of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamo, Donut&#039;&#039;&#039; = An enemy attack type consisting of a large circular AoE with a circular safe spot inside the hitbox of the enemy. Name originates from &#039;&#039;Lunar Dynamo&#039;&#039; in {{i|The Second Coil of Bahamut - Turn 4}}. May also be referred to as Donut, which describes the shape.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;E#&#039;&#039;&#039; = [[Eden]] raids, with the number indicating the &amp;quot;floor&amp;quot;. {{i|Eden&#039;s Gate}} represents E1-E4, {{i|Eden&#039;s Verse}} represents E5-E8, and {{i|Eden&#039;s Promise}} represents E9-E12. Also commonly used with N or S to indicate normal or Savage mode (e.g. E9S refers to {{i|Eden&#039;s Promise: Umbra (Savage)}}).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EC&#039;&#039;&#039; = [[Evercold]], the sixth expansion, considered [[patch 8.0|version 8.0]] of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ED&#039;&#039;&#039; = {{action icon|Essential Dignity}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Egg/Cinder&#039;&#039;&#039; = {{item icon|Cinder Surprise}}, a [[Legendary Fish]] from Shadowbringers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EN&#039;&#039;&#039; = English: English speaking players&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enrage&#039;&#039;&#039; = An ability used by bosses in high-end duties (e.g. extreme trials, savage/ultimate raids) that will wipe the party, requiring the boss to be defeated within a certain time limit (not to be confused with the duty timer). A &#039;&#039;soft enrage&#039;&#039; is a period of gradually increasing damage that will eventually overwhelm the party. A &#039;&#039;hard enrage&#039;&#039; is an unavoidable attack at the end of the fight timeline that will instantly wipe the party. The vast majority of enrages in the game are hard enrages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enum&#039;&#039;&#039; = Enumeration, a mechanic type in which a specific number of players must stack with another player having a numerical marker. Failing to do so will inflict heavy to lethal damage to all players in the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EM/EX&#039;&#039;&#039; = Extreme Mode. A third difficulty tier for {{i|trials}}, above NM (Normal Mode) and HM (Hard Mode).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EO&#039;&#039;&#039; = {{i|Eureka Orthos}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ESO&#039;&#039;&#039; = Elder Scrolls Online, a competing MMORPG&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ET&#039;&#039;&#039; = [[Eorzea Time]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Euk Prog&#039;&#039;&#039; = {{action icon|Eukrasian Prognosis}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EW&#039;&#039;&#039; = [[Endwalker]], the fourth expansion, considered [[patch 6.0|version 6.0]] of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EX#&#039;&#039;&#039; = To designate particular extreme-difficulty trials in the current expansion to avoid spoilers. They are numbered by their occurrence in the {{i|Main Scenario}}, followed by release order. i.e SB EX1 would refer to {{i|The Pool of Tribute (Extreme)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exaflare&#039;&#039;&#039; = An enemy attack consisting of circular AoEs that will travel across the arena in the direction of the arrow telegraph. Name originates from {{i|The Unending Coil of Bahamut (Ultimate)}}. More generally, an &#039;&#039;&#039;exa&#039;&#039;&#039; can refer to any type of discretely moving AoE (exalines, exawaves, exasquares, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Excog&#039;&#039;&#039; = {{action icon|Excogitation}}; may also refer to any status effect that behaves similarly to {{aicon|Excogitation}} (i.e. Catharsis of Corundum from {{aicon|Heart of Corundum}}; Vigilant from {{aicon|Shadowed Vigil}}).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extractable&#039;&#039;&#039; = A gear attribute indicating that [[materia]] can be extracted from the item.&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Face pull&#039;&#039;&#039; = Pulling a target by simply walking up to it. Generally considered poor practice, as no enmity has been established - therefore, the enemy&#039;s aggro has a high risk of switching target the next time anyone does anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fairy tether&#039;&#039;&#039; = {{action icon|Aetherpact}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fake melee&#039;&#039;&#039; = A scenario in which a ranged DPS must assume positions/responsibilities for mechanics intended for melee DPS in a high-end duty, due to there being three ranged DPS in the party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farm&#039;&#039;&#039; = To repeatedly kill an enemy or complete a duty for a specific purpose, usually to obtain loot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FATE&#039;&#039;&#039; = [[File:Slay enemy FATE icon.png|20px|link=FATEs]] [[FATEs|Full Active Time Event]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FC&#039;&#039;&#039; = [[File:Free_Company_frame_icon.png|20px|link=Free Company]] [[Free Company]]; The FFXIV iteration of a guild. A large collection of players that can communicate together. A Free Company can use [[Free Company Actions|company-wide bonuses]] such as [[The Heat of Battle III|EXP gain]] and [[Reduced Rates III|reduced teleportation rates]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FE&#039;&#039;&#039; = {{action icon|Fish Eyes}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FFA&#039;&#039;&#039; = Free-for-all. Usually refers to player-created loot rules in which each member of the party may roll Need on each piece of loot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FFXIV&#039;&#039;&#039; = [[Final Fantasy XIV]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fish&#039;&#039;&#039; = To repeat an action until it randomly activates a desired effect, e.g. a proc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flare&#039;&#039;&#039; = A player will be targeted by an enemy attack that will inflict proximity damage to those nearby, requiring others to move away from the target player. A &#039;&#039;flare marker&#039;&#039; consists of three outwards blue arrows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash&#039;&#039;&#039; = To momentarily use a channelled ability such as {{action icon|Collective Unconscious}} or {{action icon|Passage of Arms}}, which will provide 3-5 seconds of the channelled effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FoF&#039;&#039;&#039; = {{action icon|Fight or Flight}}, {{action icon|Fountain of Fire}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fork&#039;&#039;&#039; = {{item icon|Furcacauda}}, a [[Legendary Fish]] from Endwalker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FPS&#039;&#039;&#039; = Frames per second&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FR&#039;&#039;&#039; = French: French speaking players&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fresh&#039;&#039;&#039; = New. Examples: (1) &amp;quot;fresh prog&amp;quot; = progressing a high-end encounter with no prior experience in the fight. Not to be confused with &#039;&#039;blind (prog)&#039;&#039;. (2) &amp;quot;fresh instance&amp;quot; = a newly-created [[field operation]] instance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FRU&#039;&#039;&#039; = {{i|Futures Rewritten (Ultimate)}}, an ultimate-difficulty 8-player raid&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FSH&#039;&#039;&#039; = {{Fisher}} [[Fisher]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FT&#039;&#039;&#039; = (1) [[Free Trial]]; (2) {{i|The Forked Tower: Blood}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FTB&#039;&#039;&#039; = {{i|The Forked Tower: Blood}}&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;G1 / G2&#039;&#039;&#039; = Light party groups within a full party, used for mechanic positioning assignments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaol&#039;&#039;&#039; = A mechanic type in which one player is imprisoned and must be freed, usually by destroying the prison object. May also refer to the [[Mordion Gaol]] (&amp;quot;GM Gaol&amp;quot;), where a Game Master may transport a player to in order to talk in private. It is an older, alternate spelling of &amp;quot;jail.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gapcloser / Gap closer&#039;&#039;&#039; = A [[:Category:Movement actions|movement action]] that reduces the distance between a user and a target (usually an enemy) to bring the user within melee range to the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garlic&#039;&#039;&#039; = {{i|Gharlichthys}}, a [[Legendary Fish]] from Endwalker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaze&#039;&#039;&#039; = An enemy attack that requires players to turn their player characters away to avoid. Often telegraphed by a red/purple eye icon, but may be untelegraphed in high-end duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GC&#039;&#039;&#039; = [[Grand Company]];  The 3 main military forces of Eorzea ([[The Immortal Flames]], [[The Maelstrom]], and [[The Order of the Twin Adder]]). You may join one of these forces and climb the ranks of the company after defeating [[Ifrit]] in the main story arc (lvl 20).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GCD&#039;&#039;&#039; = [[Global cooldown|Global Cooldown]] - cooldown shared by multiple actions, spells, or weaponskills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GG&#039;&#039;&#039; = Good Game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GH&#039;&#039;&#039; = {{i|Guildhest}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost&#039;&#039;&#039; = When a player action is used on a target but does not register and therefore provides no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GL&#039;&#039;&#039; = (1) {{i|Guildleve}} (2) good luck&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039; = Game Master, a moderator who enforces penalties against rules-breaking players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNB&#039;&#039;&#039; = {{Gunbreaker}} [[Gunbreaker]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GLA&#039;&#039;&#039; = {{Gladiator}} [[Gladiator]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glam&#039;&#039;&#039; = [[Glamour]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Golde&#039;&#039;&#039; = [[King Goldemar]], a notorious monster spawned in {{i|The Forbidden Land, Eureka Hydatos}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greed&#039;&#039;&#039; = To attempt to optimize damage dealt by performing a risky maneuver. Example: Moving out of an enemy AoE attack at the last possible moment as to finish a cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green River&#039;&#039;&#039; = A term originally coined by the Japanese playerbase to describe the scarcity of healers in certain high-end content. Originated from observing Party Finder listings for {{i|Abyssos: The Eighth Circle (Savage)}} in [[patch 6.2]], where scrolling down the listings would consistently reveal unfilled healer slots to the point where they formed a continuous entity resembling a river. &#039;&#039;&#039;Blue River&#039;&#039;&#039; would instead refer to a scarcity of tanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grind&#039;&#039;&#039; = A long and tedious process with an end goal in mind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSM&#039;&#039;&#039; = {{Goldsmith}} [[Goldsmith]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GW2&#039;&#039;&#039; = Guild Wars 2, a competing MMORPG&lt;br /&gt;
&lt;br /&gt;
== H ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H1 / H2&#039;&#039;&#039; = Designates the healer roles in a full party and used for mechanic positioning assignments. In party finder for some data centers, it is convention for the regen healer ({{WHM}} [[white mage]] or {{AST}} [[astrologian]]) to take H1 and the shield healer ({{SCH}} [[scholar]] or {{SGE}} [[sage]]) to take H2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand of Pain&#039;&#039;&#039; = A mechanic type, commonly found in {{i|Ultimate Raids}} during phases with 2 targetable bosses, in which both boss&#039;s health must be within a certain percentage before a certain cast finishes, or the party will wipe. Name originates from {{i|Alexander - The Arm of the Father (Savage)}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardcast&#039;&#039;&#039; = To cast a spell with a cast bar normally, i.e. without {{action icon|Swiftcast}} or another ability that eliminates cast times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HC / Hardcore&#039;&#039;&#039; = A group of players (&amp;quot;static&amp;quot;) that participates in raid content expecting to clear as quickly as possible, usually requiring a significant time commitment. Has high expectations for player skill. Particularly ambitious hardcore groups may aim for &amp;quot;WP / World Progression&amp;quot; and be the first group in the world to clear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard queue&#039;&#039;&#039; = To queue for a specific chosen duty in the [[Duty Finder]], as opposed to queueing for a random duty via the [[Duty Roulette]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HG&#039;&#039;&#039; = {{action icon|Hallowed Ground}} or {{action icon|Holmgang}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HM&#039;&#039;&#039; = Hard Mode {{i|Trials}} or {{i|Dungeons}}; A variation of a duty that is attainable at a [[Endgame Gear Guide|former level cap]]. Hard mode variations are, despite the name, simply remixes of lower level content and considered story-difficulty. See (Extreme) for entry-level challenge mode content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoC&#039;&#039;&#039; = {{action icon|Heart of Corundum}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoH&#039;&#039;&#039; = {{i|Heaven-on-High}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoL&#039;&#039;&#039; = {{action icon|Heart of Light}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holm&#039;&#039;&#039; = {{action icon|Holmgang}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoT&#039;&#039;&#039; = Heal over Time; An ability that consistently heals a target over a given amount of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Tail / Hot Wing&#039;&#039;&#039; = One of two related attack types from a boss where it either performs a line AoE through its hitbox (&amp;quot;Hot Tail&amp;quot;), leaving the left and right sides safe, or two line AoEs to the left and right sides of its hitbox (&amp;quot;Hot Wing&amp;quot;), leaving the middle safe. The attack may be telegraphed by the name of the cast or the boss&#039;s animation. Name originates from {{i|The Final Steps of Faith}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; = [[HP]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039; = [[High Quality]] {{HQ}};  A higher quality version of a craftable item or gear that will give higher stats than it&#039;s Normal Quality (NQ) counterpart. It is required that a crafter attain enough quality points in the crafting process to produce a High Quality item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HW&#039;&#039;&#039; = (1) &#039;&#039;&#039;[[Heavensward]]&#039;&#039;&#039;, the first expansion, considered [[patch 3.0|version 3.0]] of the game. (2) &#039;&#039;&#039;Hello World&#039;&#039;&#039;, a mechanic from {{i|Alphascape V4.0 (Savage)}}. In newer duties, &#039;&#039;Hello World&#039;&#039; may generally refer to mechanic types in which each party member is assigned one or more cryptic debuffs and must move and position based on those debuffs. (3) &#039;&#039;&#039;{{i|AAC Heavyweight Tier}}&#039;&#039;&#039;, the third 8-player raid tier released in [[Dawntrail]].&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IC&#039;&#039;&#039; = {{action icon|Identical Cast}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IGN&#039;&#039;&#039; = In-game name (i.e., the name of a character)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IL, ilvl&#039;&#039;&#039; = [[Item Level]];  A property of a piece of gear that denotes the approximate effectiveness of the item. This is not the level required to equip the item. Higher item level gear is released in nearly every patch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improv&#039;&#039;&#039; = {{action icon|Improvisation}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INC&#039;&#039;&#039; = Incoming: warning for incoming enemies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Indom&#039;&#039;&#039; = {{action icon|Indomitability}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insta&#039;&#039;&#039; = Instantly/immediately. For example, instakill means an attack that kills a player or enemy in one hit. Instapull means to engage an enemy immediately upon it being within range of the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instance Prog&#039;&#039;&#039; = The tedious act of attempting to get all 48 players in a premade group for {{i|The Forked Tower: Blood}} within the same instance of {{i|The Occult Crescent: South Horn}} due to the location of the raid within the instance and the inability of 48 players to queue as one group. As of [[patch 7.3]], pre-made alliances of at least 24 players are guaranteed to queue together into the same, new, instance, so instance prog has been removed. Referred to as &amp;quot;island gacha&amp;quot; in the Japanese community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Int&#039;&#039;&#039; = {{status effect|buff|fishers intuition}} [[Fisher&#039;s Intuition]], a special buff obtained by catching certain amounts of certain fish in a fishing hole. Once Intuition is active, an exclusive fish is available to catch until the buff runs out. Successfully catching the fish will cause the buff to instantly end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; = [[Intelligence]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invuln&#039;&#039;&#039; = A {{tank}} [[tank]] action that provides some form of invulnerability or death prevention. These are {{action icon|Hallowed Ground}} for {{Paladin}} [[Paladin]], {{action icon|Holmgang}} for {{Warrior}} [[Warrior]], {{action icon|Living Dead}} for {{Dark Knight}} [[Dark Knight]], and {{action icon|Superbolide}} for {{Gunbreaker}} [[Gunbreaker]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IRL&#039;&#039;&#039; = In Real Life&lt;br /&gt;
&lt;br /&gt;
== J ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jailing/Whale Jail/Lancet Jail&#039;&#039;&#039; = A fishing technique where a player catches one of the fish required to gain {{status effect|buff|fishers intuition}} [[Fisher&#039;s Intuition]] far in advance. This is often done for {{i|Phallaina}} or {{i|Mora Tecta}}, rare fish required for the intuition to catch {{i|Sidereal Whale}} or {{i|Lancetfish}} respectively. This is more reliable than the regular method of catching the former fish a few moments before the latter fish&#039;s availability window. However, the intuition progress is lost if the player leaves the zone (whether going to another zone, or going into a duty), so they are &amp;quot;jailed&amp;quot; and cannot leave if they wish to preserve their progress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jobstone / Job Stone / Job Crystal&#039;&#039;&#039; = [[Soul Crystal]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JP&#039;&#039;&#039; = Japanese: Japanese speaking players.&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KB&#039;&#039;&#039; = Knockback&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KBI / KI&#039;&#039;&#039; = Knockback Immunity, for optional strategies that use knockback immunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kera&#039;&#039;&#039; = {{action icon|Kerachole}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KFF&#039;&#039;&#039; = Kill For Friend. Often advertised in party finder. Basically experienced players helping single individual with beating encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KF1&#039;&#039;&#039; = Kill For One. Similar to KFF&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039; = To be removed from a party or other social group by another person.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kitchen sink&#039;&#039;&#039; = When a {{tank}} [[tank]] uses most, or all personal mitigation abilities, except for their invulnerability cooldown, in anticipation of a heavy-hitting tankbuster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kite&#039;&#039;&#039; = To attack a monster while running away, often done by ranged attackers to deal damage while avoiding taking damage. However, this makes it difficult for the tank to pull the monster off. Tanks may also decide to kite if they are out of mitigation abilities to use, to buy time until an ability becomes ready.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KT&#039;&#039;&#039; = Kill time, the time that it takes to defeat a boss in a given pull.&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
&#039;&#039;&#039;Lame&#039;&#039;&#039; = [[Lamebrix Strikebocks (Eureka Pyros)|Lamebrix Strikebocks]], a notorious monster spawned in {{i|The Forbidden Land, Eureka Pyros}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LB&#039;&#039;&#039; = {{game icon|Limit Break}}; A powerful party ability that must be charged up prior to use and has varying effects depending on the job it is used by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LC&#039;&#039;&#039; = Limit Cut, a mechanic in which each player is marked with a number of colored dots over their head (e.g. 1-8), indicating the order they will take an attack. First appeared in {{i|Alexander - The Heart of the Creator (Savage)}} but related number mechanics in newer duties are generally referred to as &amp;quot;Limit Cut&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LD&#039;&#039;&#039; = {{action icon|Living Dead}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leash&#039;&#039;&#039; = An automatic [[aggro]] loss from an enemy when it moves a certain distance away from its spawn point. When this occurs, the enemy will stop attacking the player, become invulnerable, and move back to its starting location. Enemies in the overworld and [[field operation]]s will leash, so they cannot chase a player across the entire map. Dungeon enemies do not leash, with very few exceptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Left to Right / L2R / L&amp;gt;R&#039;&#039;&#039; = A player-enforced loot etiquette for current Savage raids in Japanese data centers and sometimes in the Oceanian data center, in which players roll on loot starting from the left-most item. The player who wins the item will then leave the instance and forfeit rolls for the remaining loot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level skip&#039;&#039;&#039; = Any of the [https://na.finalfantasyxiv.com/tales_of_adventure/#job Tales of Adventure: One Hero&#039;s Journey] items, which raise a selected job to 10 levels below the current level cap and grant appropriate gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LF&#039;&#039;&#039; = Looking for; A common term used when searching for things or people. Variations include LFG, LFM and LFP being Looking For Group, Looking For More, and Looking For Party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LHW&#039;&#039;&#039; = {{i|AAC Light-heavyweight Tier}}, the first 8-player raid tier released in [[Dawntrail]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Life&#039;&#039;&#039; = {{action icon|Life of the Dragon}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lick a DPS / healer / tank&#039;&#039;&#039; = A [[Blue Mage]] using {{action icon|Aetheric Mimicry}} on another player (who is a DPS, healer, or tank) to obtain a role-specific buff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lilybell&#039;&#039;&#039; = {{action icon|Liturgy of the Bell}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINE&#039;&#039;&#039; = &#039;&#039;&#039;L&#039;&#039;&#039;ow &#039;&#039;&#039;I&#039;&#039;&#039;tem Level &#039;&#039;&#039;N&#039;&#039;&#039;o &#039;&#039;&#039;E&#039;&#039;&#039;cho, a player-created challenge that allows parties to participate in older instanced encounters with roughly on-release tuning but have access to their full maximum level job kits. Contrast with &#039;&#039;&#039;MINE&#039;&#039;&#039; (minimum item level no echo). Because most player stats come from gear, players can simulate older fights at the level cap (a similar philosophy to unreal trials) with stats that approximate when the fights were current content, taking into account the patch 6.0 stat squish, by equipping weak gear/food and not equipping accessories. Gear guidelines for older savage raids downscaled at lv 100 can be found [https://docs.google.com/spreadsheets/d/1HjZB9wSokd5yZGgNwRlV4bbfCr3cXQLD5SMdArF0iS4/edit?gid=1997354076#gid=1997354076 here]. The unrestricted party (level sync disabled) and silence echo settings would be used, but minimum item level would &#039;&#039;not&#039;&#039; be enabled. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LL&#039;&#039;&#039; = {{action icon|Ley Lines}}. Sometimes refers to the ground-effect portion of {{action icon|Starry Muse}}, which works similarly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LM&#039;&#039;&#039; = Lootmaster, a duty setting available to premade parties where the party leader can determine how loot from treasure coffers is distributed to each player. In Party Finder, lootmaster parties often involve players not receiving any or certain drops from the coffer (which would go to the party leader) in exchange for a [[gil]] payment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LNC&#039;&#039;&#039; = {{Lancer}} [[Lancer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lockout&#039;&#039;&#039; = The timer of a duty. If it expires, the party will be removed from the instance. May also refer to loot that is limited weekly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loot and scoot&#039;&#039;&#039; = Leaving a pre-made farm party immediately after receiving a desired drop, causing the party to need to re-fill. Most commonly used in the context of extreme trial mount farm parties, particularly older extremes where the mount drop rate is higher, runs are faster, and parties fill slower. Typically frowned upon by players, especially if there is a certain number of agreed-upon runs specified in the party description.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LoS&#039;&#039;&#039; = Line of Sight. Generally used in the context of avoiding an enemy attack by hiding behind an object or wall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LotA&#039;&#039;&#039; = {{i|Labyrinth of the Ancients}}; the first raid in the [[Crystal Tower]] series.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LoV / LoVM&#039;&#039;&#039; = [[Lord of Verminion]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LP&#039;&#039;&#039; = Light [[Party]]. Many high-end raid mechanics require splitting the party into two light parties of 1 tank, 1 healer, and 2 DPS each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LS&#039;&#039;&#039; = [[File:Linkshells icon2.png|20px|link=Link Shell]] [[Linkshell]]; A permanent chat channel in which a collection of players can communicate together. Often formed to find players of similar interests with which you can play with together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LTW&#039;&#039;&#039; = {{Leatherworker}} [[Leatherworker]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucid&#039;&#039;&#039; = {{action icon|Lucid Dreaming}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luigi&#039;&#039;&#039; = [[Louhi]], a notorious monster in [[The Forbidden Land, Eureka Pagos]] that drops relic weapon upgrade materials ({{item icon|Louhi&#039;s Ice}})&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
&#039;&#039;&#039;M#, R#, AR#, Arc#&#039;&#039;&#039; = [[The Arcadion]] raids, with the number indicating the &amp;quot;floor&amp;quot; of the raid. M# is the most common abbreviation. {{i|AAC Light-heavyweight Tier}} represents M1-M4, {{i|AAC Cruiserweight Tier}} represents M5-M8, and {{i|AAC Heavyweight Tier}} represents M9-M12. Also commonly used with N or S to indicate normal or Savage mode, e.g. M6S = {{i|AAC Cruiserweight M2 (Savage)}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M1 / M2&#039;&#039;&#039; = Designates the acting melee DPS roles in a full party and used for mechanic positioning assignments. M1-2 is more commonly used on the North American and European datacenters. See also: D1 / D2 / D3 / D4 and R1 / R2 for overall DPS and acting ranged DPS roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mango/Angry Mango&#039;&#039;&#039; = [[Narrow-rift]], a [[Rank S]] [[Elite Mark]]. This enemy requires 10 players to spawn it, so it&#039;s common for players to ask for help to do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mario Kart&#039;&#039;&#039; = A general strategy for some mechanics in which the group collectively runs around the arena in a clockwise or counterclockwise fashion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mats&#039;&#039;&#039; = [[Materials]] required for crafting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&#039;&#039;&#039;MB&#039;&#039;&#039; = {{map icon|market board}} [[Market Board]], or {{action icon|Mage&#039;s Ballad}}; &amp;quot;My bad&amp;quot; (usually said when a player makes a mistake)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC / Midcore&#039;&#039;&#039; = &lt;br /&gt;
* (1) A group of players (&amp;quot;static&amp;quot;) that participates in raid content expecting to clear in a reasonable timeframe. Has higher expectations for time commitment and player skill than a casual group, but less than a hardcore group.&lt;br /&gt;
* (2) Midcore content, which is more difficult than main story content, but easier than higher-end content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MCH&#039;&#039;&#039; = {{Machinist}} [[Machinist]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meme&#039;&#039;&#039; = Excessive deaths or wipes to a mechanic that is usually before the advertised progression point of a party for the encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merc&#039;&#039;&#039; = Mercenary, a player who provides another with an in-game combat-related service (e.g., helping clear a high-end raid) in exchange for [[gil]] or other compensation. Also referred to as &#039;&#039;&#039;bounty hunters&#039;&#039;&#039;. Note that advertising one&#039;s mercenary services in Party Finder is prohibited (e.g. &amp;quot;Selling P8S healing services, 1M/hour&amp;quot;), but soliciting for mercenary services (e.g., &amp;quot;Offering 2M per player if we clear P8S&amp;quot;) is allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MG&#039;&#039;&#039; = {{action icon|Mighty Guard}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MGP&#039;&#039;&#039; = {{MGP}} [[Manderville Gold Saucer Point]]s&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midare&#039;&#039;&#039; = {{action icon|Midare Setsugekka}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MIN&#039;&#039;&#039; = {{Miner}} [[Miner]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINE&#039;&#039;&#039; = &#039;&#039;&#039;M&#039;&#039;&#039;inimum &#039;&#039;&#039;I&#039;&#039;&#039;tem Level &#039;&#039;&#039;N&#039;&#039;&#039;o &#039;&#039;&#039;E&#039;&#039;&#039;cho, also &#039;&#039;&#039;MILNE&#039;&#039;&#039; = &#039;&#039;&#039;M&#039;&#039;&#039;inimum &#039;&#039;&#039;I&#039;&#039;&#039;tem &#039;&#039;&#039;L&#039;&#039;&#039;evel &#039;&#039;&#039;N&#039;&#039;&#039;o &#039;&#039;&#039;E&#039;&#039;&#039;cho. These are [[Duty Finder]] settings for enabling the maximum challenge out of an older duty; by silencing [[File:The echo icon1.png|link=The Echo]] [[The Echo]] buff and reducing gear [[Item Level]] to the minimum allowed. Note that this isn&#039;t an &amp;quot;original&amp;quot; or &amp;quot;intended&amp;quot; difficulty setting due to years of [[Job]] changes and the availability of better-than-minimum gear even at content release. To better simulate on-release tuning while having access to maximum level job kits, players may opt to do &#039;&#039;[[#L|Low Item Level / No Echo (LINE)]]&#039;&#039; runs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mit&#039;&#039;&#039; = mitigation action, i.e. actions that reduce damage taken&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mit sheet&#039;&#039;&#039; = A community-made spreadsheet and timeline of high-end duties (typically savage and ultimate raids) that maps out defensive and healing cooldown usage for all party members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MMORPG&#039;&#039;&#039; = Massively Multiplayer Online Role Playing Game, the genre that Final Fantasy XIV falls under.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MND&#039;&#039;&#039; = [[Mind]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MNK&#039;&#039;&#039; = {{Monk}} [[Monk]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mob&#039;&#039;&#039; = Monster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money NM&#039;&#039;&#039; = A [[Notorious Monster]] (NM) in {{i|The Forbidden Land, Eureka}} that has a rare chance to drop items that can be sold for a premium on the [[Market Board]]. Players tend to prioritize spawning these over other NMs in the instance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moogle tomes, Mogtomes&#039;&#039;&#039; = [[Irregular Tomestones]], which are associated with [[Moogle Treasure Trove Events]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion&#039;&#039;&#039; = A mechanic or debuff in which players must keep moving, or they will be punished. Name originates from &#039;&#039;&#039;Ordained Motion&#039;&#039;&#039; in {{i|The Epic of Alexander (Ultimate)}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[MP]]&#039;&#039;&#039; = Magic Points, or Mana Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRD&#039;&#039;&#039; = {{Marauder}} [[Marauder]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSQ&#039;&#039;&#039; = {{i|Main Scenario Quests}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MT&#039;&#039;&#039; = &lt;br /&gt;
* 1) Miss Tell, sending a whisper/tell to the wrong person. A previously sent message was sent to the wrong recipient or chat room. &lt;br /&gt;
* 2) Main Tank, the tank responsible for handling the main/hardest hitting enemy in a fight.&lt;br /&gt;
* 3) {{i|The Merchant&#039;s Tale}}, a level 90-100 [[variant dungeon]].&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narnia&#039;&#039;&#039; = If a player is &amp;quot;standing in Narnia&amp;quot;, then they are too far away from the boss. This can cause problems, such as the player being too far away to receive party-wide buffs and party-wide healing, as those effects usually have a distance limit. Additionally, it can make certain boss attacks, such as donut- and cone-shaped AoEs, harder to dodge than if the player was standing closer to the boss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nexus&#039;&#039;&#039; = The fourth upgrade step in the [[Zodiac Weapons|Zodiac]] series of weapons. Nexus weapons are IL 115.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NIN&#039;&#039;&#039; = {{Ninja}} [[Ninja]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NM&#039;&#039;&#039; = Normal mode trial/raid; {{i|Notorious Monsters}} (a [[FATEs|FATE]]-like type of combat encounter found in {{i|Eureka}} zones); {{action icon|No Mercy}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NN&#039;&#039;&#039; = [[Novice Network]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novus&#039;&#039;&#039; = the third upgrade step in the [[Zodiac Weapons|Zodiac]] series of weapons. Novus weapons are IL 110.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NR&#039;&#039;&#039; = Normal mode raid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039; = Non-Player Character&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NQ&#039;&#039;&#039; = Normal Quality&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;O#&#039;&#039;&#039; = [[Omega]] raids, with the number indicating the &amp;quot;floor&amp;quot;. {{i|Omega: Deltascape}} represents O1-O4. Also commonly used with N or S to indicate normal or Savage mode (e.g. O4S refers to {{i|Deltascape V4.0 (Savage)}}). Also denoted as V#.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;o/&#039;&#039;&#039; = Used as a greeting or farewell. Supposed to represent a person with their arm raised. Can be reversed: \o and sometimes a &amp;quot;salute&amp;quot; variant using the number seven is seen: o7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OC&#039;&#039;&#039; = {{i|Occult Crescent}}, a [[Field Operations]] series released in the [[Dawntrail]] expansion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OCE&#039;&#039;&#039; = Oceanian. Usually refers to the Oceanian [[data center]], Materia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;oGCD&#039;&#039;&#039; = &amp;quot;Off Global Cooldown&amp;quot; - An ability which has its own cooldown timer and can generally be used in-between [[global cooldown]] (GCD) abilities, spells or weapon skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OHKO&#039;&#039;&#039; = One Hit Knock Out&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMW&#039;&#039;&#039; = On My Way&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOM&#039;&#039;&#039; = Out of Mana/[[MP]]; Used to announce to allies that you are very low or completely out of MP. This is generally because of excessive deaths and the subsequent need to [[Resurrect]] too often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Opener&#039;&#039;&#039; = A sequence of actions used at the start of an encounter, designed to maximize damage and set up the job&#039;s rotation for the rest of the encounter. See also: rotation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate&#039;&#039;&#039; = Indicates an alternate version of a piece of equipment (usually chest gear for combat jobs, with some older exceptions) with five natural materia slots, rather than its standard amount. Acquired through [[File:Wondrous tails icon1.png|20px|link=Wondrous Tails]] [[Wondrous Tails]] or through the [[Market Board]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OT&#039;&#039;&#039; = Off-tank, referring to the second tank in 8-player content whose main responsibility does not include being the enemy&#039;s primary aggro target from the start. See also: MT, ST.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTW&#039;&#039;&#039; = On the way&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overcap&#039;&#039;&#039; = To waste a numerical resource due to using an action that generates it when it is already at maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overmeld&#039;&#039;&#039; = To [[Melding Materia|affix]] a piece of equipment with [[materia]] past the amount of displayed slots (for example, affixing a third materia to a piece of equipment that displays only two slots). The displayed slots guarantee successful melding, but overmelding is not guaranteed, and the materia is lost upon failure - which can quickly become costly. Equipment designated with &amp;quot;Advanced Melding Forbidden&amp;quot; cannot be overmelded. See also: pentameld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner needs&#039;&#039;&#039; = A player-enforced loot etiquette for {{i|Treasure Hunt}} activities in which only the owner of the active Treasure Map may roll Need on each item. Contrast to free-for-all (FFA) loot.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&#039;&#039;&#039;pXXX&#039;&#039;&#039; = Indicates a certain [[Phantom Job]], with XXX being three letters from the job&#039;s name, such as pORC for {{Phantom job|oracle|name=y}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pad&#039;&#039;&#039; = To inflate one&#039;s DPS using certain fight-dependent methods, such as maximizing AoE damage on targetable adds. These methods may also be counter-intuitive, such as prolonging a multi-target adds phase as to maximize AoE damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page run&#039;&#039;&#039; = To clear a current [[savage raid]] and obtain a [[Raid Tokens|book / page &amp;quot;token&amp;quot;]] without any treasure coffers appearing due to more than 4 people having cleared the duty for the week. Also referred to as a &amp;quot;0 chest&amp;quot; or &amp;quot;any chest&amp;quot; run (no preference for loot). Often used in the following contexts: trying to obtain a weekly reclear close to the weekly reset, a first-time clear, or gaining additional practice in the fight after one&#039;s weekly reclear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parse&#039;&#039;&#039; = A measurement of a player&#039;s combat performance for their job, usually in terms of damage. This is captured by third-party tools (by anyone in the party/alliance, not necessarily the player being measured), and is summarized as a percentile from 0 to 100%, with 100% being the best. May also be paired with a color: grey for 0-24, green for 25-49, blue for 50-74, purple for 75-94, orange for 95-98, pink for 99, and gold for 100. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passport&#039;&#039;&#039; = Proof that a player has reached a certain progression point in a high-end duty. Most commonly involves third-party sites such as  [https://tomestone.gg/ tomestone.gg] which displays the furthest progression point on the player character&#039;s page based on combat logs uploaded to [https://www.fflogs.com/ FFLogs]. &amp;quot;Passport checking&amp;quot; means that a party leader in Party Finder will check the progression point of each player who joins and remove anyone who has not sufficiently progressed. This is not an officially condoned practice because it often relies on data provided by third-party sites and tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pat&#039;&#039;&#039; = Patrol, an enemy that moves between rooms in a [[deep dungeon]] floor instead of remaining inside one room like most enemies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pazu/Zuzu/Paz&#039;&#039;&#039; = [[Pazuzu]], a notorious monster in [[The Forbidden Land, Eureka Anemos]] that drops relic weapon upgrade materials ({{item icon|Pazuzu&#039;s Feather}}).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;P#, Panda&#039;&#039;&#039; = [[Pandaemonium]] raids, with the number indicating the &amp;quot;floor&amp;quot; of the raid. {{i|Asphodelos}} represents P1-P4. {{i|Abyssos}} represents P5-P8. {{i|Anabaseios}} represents P9-P12. Also commonly used with N or S to indicate normal or Savage mode (e.g. P8S refers to {{i|Abyssos: The Eighth Circle (Savage)}}). May also indicate the phase of an encounter, e.g., P2 = phase 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PC&#039;&#039;&#039; = Player Character&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCT&#039;&#039;&#039; = {{PCT}} [[Pictomancer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penny&#039;&#039;&#039; = [[Penthesilea]], a notorious monster in [[The Forbidden Land, Eureka Pyros]] that drops relic weapon upgrade materials ({{item icon|Penthesilea&#039;s Flame}})&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pentameld&#039;&#039;&#039; = To fully [[Melding Materia|affix]] a piece of equipment with five [[materia]]. Can be a costly process. Equipment designated with &amp;quot;Advanced Melding Forbidden&amp;quot; cannot be pentamelded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PF&#039;&#039;&#039; = [[File:Party finder icon2.png|20px|link=Party Finder]]  [[Party Finder]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PGL&#039;&#039;&#039; = {{Pugilist}} [[Pugilist]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PIE&#039;&#039;&#039; = [[Piety (Stat)|Piety]]; A healer-only stat that increases MP regeneration rate. Only &#039;enough&#039; is desirable, too much hurts damage output.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinch&#039;&#039;&#039; = A maneuver in [[Frontline]] where two of the teams surround and attack the third team. This tends to catch the third team unaware, as they were previously focused on one opponent, but the second opponent approaches them from behind. Saying &amp;quot;pinch yellow/red/blue&amp;quot; is an order to attack, but saying &amp;quot;pinch&amp;quot; by itself is a warning to retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playstation&#039;&#039;&#039; = Colored overhead markers introduced in some high-end duties since {{i|Dragonsong&#039;s Reprise (Ultimate)}} consisting of red circles, blue crosses, green triangle, and purple squares, identifying pairs of players for certain mechanics. Named after buttons in a Playstation controller.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLD&#039;&#039;&#039; = {{Paladin}} [[Paladin]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PJ&#039;&#039;&#039; = [[Phantom Job]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poetics&#039;&#039;&#039; = {{tomestone|Poetics}} [[Allagan Tomestones of Poetics]]; A currency used to purchase [[Endgame Gear Guide|former end-game gear]] and crafting materials. Poetics are the catch-all for obsolete [[Allagan Tomestones]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokeballing&#039;&#039;&#039; = When a player&#039;s internet connection is unstable, which is indicated by a red circle with a jagged line through it (resembling a Poké Ball) next to their name. A player in this state is very likely to disconnect soon afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pom&#039;&#039;&#039; = Pomander, special items acquired and used within [[Deep Dungeon]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positional&#039;&#039;&#039; = An attack [[:Category:Positional actions|action]] from [[Melee DPS]] that will receive a damage increase if used from the rear (behind) or flank (sides) of an enemy target, depending on the action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pot&#039;&#039;&#039; = [[Potion]] &#039;&#039;&#039;OR&#039;&#039;&#039; any [[Medicines|attribute-enhancing consumable]] used for quick burst damage (during high-end raids) &#039;&#039;&#039;OR&#039;&#039;&#039; Potency: the abstracted power of an attack, ability, or spell. Where the distinction is necessary, potency may be denoted with a lower-case P next to the number.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pots&#039;&#039;&#039; = Within the {{i|Occult Crescent}}, refers to the FATEs {{i|Persistent Pots}} and {{i|Pleading Pots}}. These respawn every 30 minutes, and participating in one has a chance to attract a pot NPC that can lead the player to a treasure chest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prae&#039;&#039;&#039; = {{i|The Praetorium}}; The final dungeon of the 2.0 storyline quests featuring several boss battles and unskippable cutscenes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prange / Phys range&#039;&#039;&#039; = {{Physical Ranged DPS}} [[Physical Ranged DPS]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prep&#039;&#039;&#039; = In the context of [[FATE]]s such as [[Eureka FATEs|Notorious Monsters]] in [[The Forbidden Land, Eureka]], to kill the required enemies needed to spawn the encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proc&#039;&#039;&#039; = [https://en.wiktionary.org/wiki/programmed_random_occurrence Originally short for &#039;&#039;procedure&#039;&#039;]. Usually an effect that has a random, non-guaranteed chance of activating upon using a certain action. Ex: Using {{action icon|Burst Shot}} has a 35% chance of obtaining Hawk’s Eye, allowing for use of {{action icon|Refulgent Arrow}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prog&#039;&#039;&#039; = progression, most commonly in higher-end duties (e.g., prog from X mechanic onwards)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prog lying / skipping&#039;&#039;&#039; = The act of joining a party in high-end content at a progression point that is beyond what the player has currently seen. Typically frowned upon and may lead to removal from the party or blacklisting if it becomes evident that the player is struggling with earlier mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protean/Earth Shaker&#039;&#039;&#039; = A mechanic type that involves handling multiple conal or line AoEs originating from a boss or other actor. Name originates from {{i|Alexander - The Arm of the Father}}. May also be called &#039;&#039;Earth Shakers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PotD&#039;&#039;&#039; = {{i|Palace of the Dead}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PST&#039;&#039;&#039; = Please Send Tell; Used when asking replying parties to send a message via tell. Also onomatopoeia for a whisper; whispering is another terminology for sending a private in-game message used commonly in games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PT&#039;&#039;&#039; = Party; Pull Time (most commonly used in S-rank [[hunt]]s); {{i|Pilgrim&#039;s Traverse}}, a [[deep dungeon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Puddle, Pool&#039;&#039;&#039; = Telegraphed circular ground AoEs that persist for a period of time. Typically baited by players into spots that are out of the way of the rest of the party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PUG&#039;&#039;&#039; = Pick Up Group; Used to refer to a group of players that are found via /shout chat, Duty Finder, or Party Finder. Generally any group that wasn&#039;t already previously associated with each other. Often confused as {{Pugilist}} [[Pugilist]] ([[PGL]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pull&#039;&#039;&#039; = To acquire the aggro of a specified monster to attract it to the party or on to the tank, and off of a party member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PvE&#039;&#039;&#039; = Player vs. Environment - PvE activities are {{i|dungeons}}, {{i|trials}}, {{i|FATEs}} etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PvP&#039;&#039;&#039; = Player vs. Player - {{i|PvP}} activities are [[Crystalline Conflict]], [[Frontline]], and [[Rival Wings]]. The PvP hub zone is the [[Wolves&#039; Den Pier]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PW&#039;&#039;&#039; = [[Provenance Watcher]], a notorious monster in [[The Forbidden Land, Eureka Hydatos]] that drops relic weapon upgrade materials ({{item icon|Crystalline Scale}})&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
&#039;&#039;&#039;Q##&#039;&#039;&#039; = {{i|The Final Verse (Quantum)}}, with the ## being a number that describes how many offerings were used, e.g. Q15 is the minimum, while Q40 is the maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queen&#039;&#039;&#039; = {{action icon|Automaton Queen}}&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;R&#039;&#039;&#039; = Ready.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;R1 / R2&#039;&#039;&#039; = Designates the acting ranged DPS roles in a full party and used for mechanic positioning assignments. R1-2 is more commonly used on the North American and European data centers. In some data centers, it is convention for R1 to be the physical ranged DPS and for R2 to be the magical ranged DPS. See also: D1 / D2 / D3 / D4 and M1 / M2 for overall DPS and acting melee DPS roles. R# is also an uncommon abbreviation for {{i|The Arcadion}} raids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raidwide&#039;&#039;&#039; = An enemy attack that damages the entire party and cannot be avoided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raid buffs&#039;&#039;&#039; = All abilities on a two-minute cooldown that increases all damage dealt by, or grants other offensively beneficial effects to the user and their nearby party members (e.x. {{aicon|Brotherhood}}, {{aicon|Battle Voice}}). Also referred to as &amp;quot;buffs&amp;quot; within appropriate contexts. See also [[Acronyms,_abbreviations,_and_common_terms#0-9|2 mins]]. Raid buffs will be removed with [[Evercold]] (for both Reborn and Evolved modes) as part of major combat changes to the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raubahn EX&#039;&#039;&#039; = A running joke in the community that referred to [[Best Served with Cold Steel|a bottleneck quest battle]] at the release of [[Stormblood]] that was started by talking to [[Raubahn]]. Due to high population and limited server capabilities, queue times for the solo instance were extremely long. Attaching &amp;quot;EX / extreme&amp;quot;, &amp;quot;savage&amp;quot;, or &amp;quot;ultimate&amp;quot; to another non-combat related term is generally used to emphasize the difficulty or unpleasantness of an aspect of the game. For example, &amp;quot;Login Server EX&amp;quot; could refer to very long login queue times during an expansion release. &amp;quot;Housing (Savage)&amp;quot; refers to the difficulty of obtaining a [[Player Housing|player house]] due to high demand and limited supply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RC&#039;&#039;&#039; = A /readycheck, used before queuing for a duty in a pre-made party or before pulling bosses in high-end content. Less commonly used in casual content in Duty Finder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RDM&#039;&#039;&#039; = {{Red Mage}} [[Red Mage]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic&#039;&#039;&#039; = [[Relic Weapon]]; A powerful, iconic weapon that is attained through a considerably long quest chain that takes you through end-game dungeons and boss fights. A Zodiac weapon can be upgraded, first to a [[Zenith Zodiac Weapons|Zodiac Zenith]] and then to a Zodiac Atma, Animus, Novus and Nexus (see [[Zodiac Weapons]]). Each [[expansion]] has its own, separate relic quest line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rep&#039;&#039;&#039; = {{action icon|Reprisal}}, replace, or [[Reputation]] &#039;&#039;See also:&#039;&#039; [[Allied Society Quests]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Res/Rez&#039;&#039;&#039; = [[Resurrect]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Res/Rez Sickness&#039;&#039;&#039; = {{status effect|debuff|weakness}} [[Weakness]] or {{status effect|debuff|brink of death}} [[Brink of Death]], negative statuses that temporarily reduce the player&#039;s stats immediately after being revived.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource&#039;&#039;&#039; = Job-specific assets (e.g. [[Job Gauge]]s) that are usually associated with damage. For example, to build resources during a section of an encounter means to avoid using actions that expend Job Gauge so that they can be stockpiled for the next section when it is more beneficial to use them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RF&#039;&#039;&#039; = [[Raid Finder]]; Merged with [[Duty Finder]], a system implemented to automatically create parties of players that are wishing to enter a specific [[duties|duty]] or [[dungeons|instance]], but used exclusively for the most recent (and most difficult) content, such as Ex Trials and Savage raids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RNG&#039;&#039;&#039; = Random Number Generator; a process that is determined by random event&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROG&#039;&#039;&#039; = {{Rogue}} [[Rogue]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rot / Nisi&#039;&#039;&#039; = Refers to some debuffs that can be passed between players with contact. Originates from &#039;&#039;Allagan Rot&#039;&#039; in {{i|The Binding Coil of Bahamut - Turn 2}} or &#039;&#039;Judgment Nisi&#039;&#039; in {{i|Alexander - The Burden of the Father}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rotation&#039;&#039;&#039; = A sequence of actions that optimizes a job&#039;s damage output. Can also refer to defensive and healing action usage orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RP walk&#039;&#039;&#039; = The toggle-able &amp;quot;walk&amp;quot; movement speed, as opposed to the default speed of &amp;quot;run&amp;quot;. The name comes from walking&#039;s lack of usage in most combat or exploration scenarios (aside from sneaking around enemies in [[Field Operations]] and [[Deep Dungeon]]s), and its more-common usage in roleplay (RP).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RPR&#039;&#039;&#039; = {{Reaper}} [[Reaper]]&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sac&#039;&#039;&#039; = Sacrificing party member/s in order to resolve a specific mechanic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salad&#039;&#039;&#039; = {{item icon|Ealad Skaan}}, a [[Legendary Fish]] from Shadowbringers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAM&#039;&#039;&#039; = {{Samurai}} [[Samurai]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Samba&#039;&#039;&#039; = {{action icon|Shield Samba}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sandbag&#039;&#039;&#039; = To deliberately limit one&#039;s performance in a given setting, sometimes for the benefit of another person. &#039;&#039;Example: I sandbagged my knowledge of the mechanics of the fight because I was helping some friends who wanted to run it without guides or assistance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCH&#039;&#039;&#039; = {{Scholar}} [[Scholar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SB&#039;&#039;&#039; = [[Stormblood]], the second expansion, considered [[patch 4.0|version 4.0]] of the game. &#039;&#039;&#039;OR&#039;&#039;&#039; [[Spirit Bond]], depending on context.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SC / Softcore / Casual&#039;&#039;&#039; = A group of players (&amp;quot;static&amp;quot;) that participates in raid content with no expectation of clearing quickly or committing much time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCoB&#039;&#039;&#039; = {{i|The Second Coil of Bahamut}}; also known as [[Binding Coil of Bahamut]] turns 6 to 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SE&#039;&#039;&#039; = Square Enix; The company that makes and supports Final Fantasy XIV: A Realm Reborn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selfish&#039;&#039;&#039; = A job that deals higher personal damage than others in the same role due to lack of party utility (e.g., raid buffs). Examples: {{White Mage}} [[White Mage]], {{Sage}} [[Sage]], {{Samurai}} [[Samurai]], {{Viper}} [[Viper]], {{Black Mage}} [[Black Mage]], and {{Machinist}} [[Machinist]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGE&#039;&#039;&#039; = {{Sage}} [[Sage]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shake&#039;&#039;&#039; = {{action icon|Shake It Off}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shakies&#039;&#039;&#039; = Nervousness or anxiety towards the end of a lengthy encounter (usually in ultimate raids) that may contribute to mistakes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ShB&#039;&#039;&#039; = [[Shadowbringers]], the third expansion, considered [[patch 5.0|version 5.0]] of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sHC&#039;&#039;&#039; = Semi-hardcore. A group of players (&amp;quot;static&amp;quot;) that considers itself between a midcore and hardcore group in terms of expectations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiva circles/chandelier drop&#039;&#039;&#039; = Several circular AoE telegraphs will sequentially spawn, which also indicates the order they will go off. Players should go to the last one that spawns, and dodge into the first circle. Mechanic originates from {{i|The Akh Afah Amphitheatre (Hard)}}. Sometimes also called &#039;&#039;chandelier drop&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short mit(igation)&#039;&#039;&#039; = A tank&#039;s mitigation ability on a short cooldown: {{aicon|Sheltron}}, {{aicon|Holy Sheltron}}, {{aicon|Raw Intuition}}, {{aicon|Bloodwhetting}}, {{aicon|The Blackest Night}}, {{aicon|Heart of Stone}}, {{aicon|Heart of Corundum}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Single pull&#039;&#039;&#039; = Pulling one group of enemies at a time in a {{i|dungeon}} instead of multiple groups. Contrast to &amp;quot;wall-to-wall/W2W&amp;quot; pull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SkS&#039;&#039;&#039; = [[Skill Speed]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slidecast&#039;&#039;&#039; = Moving just before a cast bar fully fills. If timed properly, the cast will complete without interruption due to server latency. This is used to improve the movement of jobs with casting times during fights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sMC&#039;&#039;&#039; = Semi-midcore. A group of players (&amp;quot;static&amp;quot;) that considers itself between a casual and a midcore group in terms of expectations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMN&#039;&#039;&#039; = {{Summoner}} [[Summoner]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snake Prio&#039;&#039;&#039; = &amp;quot;Snake Priority&amp;quot;, a general solution for some mechanics in which the party of 8 players divides into two groups of four to identify locations where players need to stand. The groups may be light parties (1 tank, 1 healer, 2 DPS) or 4 of one role (supports or DPS) depending on the mechanic. Group 1 looks northwest and scans counterclockwise to find the locations to position, while group 2 looks north and scans clockwise. In some scenarios, players may need to &amp;quot;flex&amp;quot; and use the priority of the other group&#039;s. Name originates from a solution to the Gorgomanteia (snakes) mechanic in {{i|Abyssos: The Eighth Circle (Savage)}}, wherein players need to drop AoEs on adds that spawned in semi-random locations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snapshot&#039;&#039;&#039; = The time point when an action is determined to have affected its target. Snapshots for enemy attacks often register upon when the attack cast bar fills and not with the attack animation. May be affected by server latency. Snapshotting is also commonly used to describe the interaction of player actions with party damage buffs. For example, using a damage-over-time (DoT) action such as {{action icon|Dia}} under buffs will increase damage done for its entire duration, even when the buffs wear off. On the other hand, &amp;quot;pets&amp;quot; such as {{action icon|Automaton Queen}} are only affected by currently active buffs, e.g. if a buff is active for only half the time they are summoned, their damage will be boosted during that half only. Similar interactions exist with enemy attacks and damage mitigation actions. For example, if an enemy applies a DoT effect, any mitigation active during the &#039;&#039;initial&#039;&#039; application will last for the entire DoT duration. Conversely, any mitigation used when the DoT is still active will not reduce DoT damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snipe&#039;&#039;&#039; = To &amp;quot;steal&amp;quot; a premade group member&#039;s place in open dungeons such as {{i|The Baldesion Arsenal}} and {{i|The Forked Tower: Blood}}. In North American and European data centers, these dungeons are typically organized through premade groups in Discord servers but allow anyone to enter as long as they meet certain requirements. A random player who enters the dungeon and thus prevents a player in the premade group from entering has &amp;quot;sniped&amp;quot;. While not against the Terms of Service, this practice is frowned upon in NA and EU data centers, and snipers risk not being invited to parties inside, healed, or resurrected. Conversely, in Japanese data centers, entrance to these open dungeons is free-for-all, and premade groups are expected to accommodate any snipers.&lt;br /&gt;
:As of [[patch 7.3]], pre-made alliances of at least 24 players will be sent into an exclusive South Horn instance until the tower activates, thus eliminating Forked Tower sniping entirely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soak&#039;&#039;&#039; = To deliberately stand in an enemy AoE, often required for certain boss attacks where failure to do so will cause massive group-wide damage. The AoEs to be stood in are frequently called &amp;quot;towers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soil&#039;&#039;&#039; = {{action icon|Sacred Soil}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SoS&#039;&#039;&#039; = {{i|The Seat of Sacrifice}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soup&#039;&#039;&#039; = Refers to certain &amp;quot;support&amp;quot; mechanics in high-level field operation raids, in which players not participating in the raid provide assistance. In the context of {{i|The Baldesion Arsenal}}, it refers to {{i|The Baldesion Arsenal: Expedition Support}}, a FATE spawned in {{i|The Forbidden Land, Eureka Hydatos}} that must be defeated to allow the raid to progress, as well as allowing an additional 8 players to join. In the context of {{i|The Forked Tower: Blood}}, it refers to the [[Sanguine Recluse]], an optional enemy spawned in {{i|The Occult Crescent: South Horn}} that will provide additional rewards to the ongoing raid if defeated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spam&#039;&#039;&#039; = To repeat an action many times, back-to-back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Split&#039;&#039;&#039; = A method used by some high-end &amp;quot;static&amp;quot; raid groups to obtain gear from current savage raids faster, which have weekly loot restrictions. This involves clearing a raid more than once per week using alternate characters (alts) but receiving full loot from each clear. The most common method is that in the first clear, four main characters and four alts will be used, but only the mains will roll for loot. In the second run, each player will swap their main for an alt, or vice versa. This method works because loot from the treasure coffer is reduced if one or more characters (not accounts) have cleared the raid for the week. Because eight uncleared characters are in each run, full loot will be awarded for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spreadlo&#039;&#039;&#039; = The act of spreading {{action icon|Adloquium}} with {{action icon|Deployment Tactics}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sprout&#039;&#039;&#039; = A player with a [[file:new adventurer status icon1.png|20px|link=New Adventurer]]  [[New Adventurer]] icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SpS&#039;&#039;&#039; = [[Spell Speed]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SR&#039;&#039;&#039; = Speed Run; Appended to advertisements when arranging parties for instances, to indicate that you are looking to finish the dungeon as quickly as possible by taking shortcuts and skipping all possible enemies. Speed run groups often look for well-geared and experienced players to run through the dungeon even faster to maximize their gains by getting more dungeons completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SS&#039;&#039;&#039; = {{action icon|Shield Samba}}, or {{action icon|Surface Slap}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; = {{i|Syrcus Tower}}; the second raid in the [[Crystal Tower]] series. May also refer to off-tank (see OT) as &amp;quot;secondary tank&amp;quot;, or Server Time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stab&#039;&#039;&#039; = Using an {{item icon|Aetheric Stabilizer}} on an Unstable Aetheric Node (blue portal) in {{i|The Forbidden Land, Eureka Hydatos}}. One of two ways to enter the {{i|The Baldesion Arsenal}}, and usually the less common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stack(s)&#039;&#039;&#039; (Noun) = The number of simultaneous applications of a given buff or debuff, indicated by a number on the icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stack&#039;&#039;&#039; (Verb) = For multiple players to stand very close together, often required for boss fight mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stackbuster&#039;&#039;&#039; =  A stack tankbuster - A red stack marker with floating orbs denoting the number of tanks that should stack within its radius. Failure to stack will cause heavy damage to the tank. Non-tanks may take increased or fatal damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Static&#039;&#039;&#039; = A group of players that meets at pre-scheduled times, usually to do high-end duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;StB&#039;&#039;&#039; = [[Stormblood]], to be less ambiguous than SB&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stillness&#039;&#039;&#039; = A mechanic or debuff in which players must not move or attack, or they will be punished. Name originates from &#039;&#039;&#039;Ordained Stillness&#039;&#039;&#039; in {{i|The Epic of Alexander (Ultimate)}}. &amp;quot;Stillness&amp;quot; mechanics can have several variants, e.g. {{status effect|debuff|pyretic}} &#039;&#039;&#039;Pyretic&#039;&#039;&#039; players cannot move or attack when the debuff is active. {{status effect|debuff|Acceleration Bomb}} &#039;&#039;&#039;Acceleration Bomb&#039;&#039;&#039; players cannot move or attack the instant the debuff expires. Some debuffs allow players to attack but cannot move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sting&#039;&#039;&#039; = {{action icon|Final Sting}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Story skip&#039;&#039;&#039; = Any of the [https://na.finalfantasyxiv.com/tales_of_adventure/#mainquest Tales of Adventure: (Expansion)] items, which will skip a character through the story for the chosen expansion and any earlier ones, including patch content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; = [[Strength]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strat&#039;&#039;&#039; = &#039;&#039;&#039;strat&#039;&#039;&#039;egy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supp&#039;&#039;&#039;, &#039;&#039;&#039;Supports&#039;&#039;&#039; = {{tank}} [[Tank]]s and {{healer}} [[Healer]]s as a group, as opposed to {{dps}} [[DPS]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swift&#039;&#039;&#039; = {{action icon|Swiftcast}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SWTOR&#039;&#039;&#039; = Star Wars: The Old Republic, a competing MMORPG&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;T#&#039;&#039;&#039; = [[Bahamut]] raids, with the number indicating the &amp;quot;floor&amp;quot; of the raid. {{i|The Binding Coil of Bahamut}} represents T1-T5, {{i|The Second Coil of Bahamut}} represents T6-T9, and {{i|The Final Coil of Bahamut}} represents T10-T13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tact&#039;&#039;&#039; = {{action icon|Tactician}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tankbuster&#039;&#039;&#039; = A strong attack that is intended to be taken by a tank with mitigation actions. May be telegraphed with a red marker, but often has no indicator in high-end duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tank stance&#039;&#039;&#039; = {{tank}} [[Tank]] actions that can be toggled on/off and significantly increase [[enmity]] gained. These include {{action icon|Iron Will}} for {{Gladiator}} [[Gladiator]] / {{Paladin}} [[Paladin]], {{action icon|Defiance}} for {{Marauder}} [[Marauder]] / {{Warrior}} [[Warrior]], {{action icon|Grit}} for {{Dark Knight}} [[Dark Knight]], and {{action icon|Royal Guard}} for {{Gunbreaker}} [[Gunbreaker]]. These should generally be active at all items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tank swap&#039;&#039;&#039; = In duties with two tanks, &#039;&#039;&#039;tankbusters&#039;&#039;&#039; and other mechanics can require swapping which tank is currently holding [[enmity]] on the boss. To do this, the current &#039;&#039;&#039;off-tank&#039;&#039;&#039; will use {{action icon|Provoke}} followed by the former &#039;&#039;&#039;main tank&#039;&#039;&#039; using {{action icon|Shirk}} on the provoking player. This ensures the new tank has a strong [[enmity]] lead on the boss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taunt&#039;&#039;&#039; = {{action icon|Provoke}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tax&#039;&#039;&#039; = A reduction in the damage dealt from a job compared to others of the same role that is perceived to exist due to an advantage in other areas (e.g., ability to buff the party, attacking from range, no cast times, ability to resurrect allies in combat).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TBN&#039;&#039;&#039; = {{action icon|The Blackest Night}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TCJ&#039;&#039;&#039; = {{action icon|Ten Chi Jin}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TEA&#039;&#039;&#039; = {{i|The Epic of Alexander (Ultimate)}}, an ultimate-difficulty 8-player raid&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TEN&#039;&#039;&#039; = [[Tenacity]]; a tank-only stat that replaced [[Parry]]. Reduces damage taken and increases amount healed by a small amount. Generally considered a dump stat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tether&#039;&#039;&#039; = A common fight mechanic in which a character is connected to another entity with a visible line, representing a certain interaction (e.g. the target of an upcoming attack). Some tethers can be broken or passed to another player. Others will change appearance based on proximity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telegraph&#039;&#039;&#039; = A visual indicator to portray an upcoming attack and its&#039; effective damage AoE/radius. This can be done through, but not limited to, AoE markers, the casted attack name, general mob animation, and those duties&#039; relative mechanics. An &amp;quot;Untelegraphed&amp;quot; attack is one of which has little to no directed indication.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tetra&#039;&#039;&#039; = {{action icon|Tetragrammaton}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TH&#039;&#039;&#039; = {{action icon|Triple Hook}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THM&#039;&#039;&#039; = {{Thaumaturge}} [[Thaumaturge]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THMR&#039;&#039;&#039; (or any other combination of T, H, M, R) = Refers to the order in which tanks (T), healers (H), acting melee DPS (M), and acting ranged DPS (R) resolve a specific mechanic. Can also take the form of &#039;&#039;&#039;THD&#039;&#039;&#039; (or any other combination of T, H, D) if all DPS involved act as a single group (D), such as for a role-based attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TN&#039;&#039;&#039; = {{action icon|True North}}. Also may refer to true north positioning, which is positioning for mechanics based on absolute compass directions, regardless of where the boss is facing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Token&#039;&#039;&#039; = An item whose only purpose is to be traded for something else. For example: items dropped from a [[raid]] that can be exchanged for gear (raid tokens), items given by [[Allied Society Quests]] that can be traded with NPC vendors (society tokens), or items that are needed to upgrade [[Relic Weapons]] (relic tokens).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tomes&#039;&#039;&#039; = [[Allagan Tomestones]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOP&#039;&#039;&#039; = {{i|The Omega Protocol (Ultimate)}}, an ultimate-difficulty 8-player raid&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ToS&#039;&#039;&#039; = Terms of Service&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tower&#039;&#039;&#039; = An AoE a player must stand in, or will deal high partywide damage if not taken in time, referring to the tower-like appearance of the markers. Some towers will require multiple players to soak (based on indicators such as the number of pillars in them or the number of orbs circling them) while others are designed only for tanks to soak because they deal tankbuster-level damage. In newer duties, these towers may be combined with a stack marker or tankbuster indicator for clarity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TP&#039;&#039;&#039; = {{action icon|Teleport}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Train&#039;&#039;&#039; = A large group of players moving together with a specific goal. Most common is a &#039;&#039;hunt train&#039;&#039;, which will kill a series of Rank A [[Elite Mark]]s hunts across multiple overworld [[zone]]s from an expansion. Usually led by a player called a &#039;&#039;conductor&#039;&#039;, who will announce the coordinates of the next mark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trap&#039;&#039;&#039; = A premade party that is failing to reach the advertised progression point in an encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trash&#039;&#039;&#039; =  Enemies found in [[dungeon]]s and some older [[raid]]s that comprise the majority of the enemies in the instance and are weaker than bosses. They do not reward any notable loot and as of the release of Patch 6.0 no longer give XP, instead such rewards were shifted to the dungeon bosses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; = {{action icon|Trick Attack}} or its upgrade {{action icon|Kunai&#039;s Bane}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trio&#039;&#039;&#039; = A mechanic type, usually present in [[Raid|ultimate raids]], that involves the boss and multiple untargetable enemies performing a complicated sequence of mechanics. The boss is usually untargetable for the entirety or a part of the mechanic, although there are some exceptions. Name originates from mechanics from {{i|The Unending Coil of Bahamut (Ultimate)}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Troub&#039;&#039;&#039; = {{action icon|Troubadour}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TT&#039;&#039;&#039; = [[Triple Triad]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twister&#039;&#039;&#039; = A mechanic originating from {{i|The Binding Coil of Bahamut - Turn 5}} in which players must move at the end of a cast bar to dodge instant-kill AoEs that will spawn under their location. In newer duties, this more generally refers to mechanics in which players must bait invisible AoEs and then dodge them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TYFP&#039;&#039;&#039; = Thank you for (the) party. Usually said when a player is about to leave a party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TYFS&#039;&#039;&#039; = Thank you for (the) spawn. Usually said after defeating a rank A or S [[Elite Mark]] monster, which has a long cooldown timer before it respawns (in the case of A), or spawns only when specific conditions are met (in the case of S).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TYFT&#039;&#039;&#039; = Thank you for (the) train. Usually said after the conclusion of a rank A [[Elite Mark|Hunt]] train, as a gratitude to the train organizers.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UCoB&#039;&#039;&#039; = {{i|The Unending Coil of Bahamut (Ultimate)}}, an ultimate-difficulty 8-player raid&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UMAD&#039;&#039;&#039; = One of two acronyms for {{i|Dancing Mad (Ultimate)}}. Stands for Ultimate (Dancing) Mad, aside from being an old meme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unlock&#039;&#039;&#039; = An event where weekly loot restrictions are lifted in a [[raid]], which occurs several months after it is released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unsynced&#039;&#039;&#039; = [[Unrestricted Party]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uptime&#039;&#039;&#039; = Time during a fight that is spent damaging the boss. An &#039;&#039;uptime strat&#039;&#039; is a strategy for a mechanic that allows the party to handle mechanics while allowing more jobs to damage the boss during the mechanic (e.g., melees being within range or reduced movement for casters). See also: Downtime&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UWU&#039;&#039;&#039; = {{i|The Weapon&#039;s Refrain (Ultimate)}}, an ultimate-difficulty 8-player raid. Stands for alternative name of Weapon&#039;s Refrain - Ultima Weapon (Ultimate).&lt;br /&gt;
&lt;br /&gt;
== V ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V#&#039;&#039;&#039; = [[Omega]] raids, with the number indicating the &amp;quot;floor&amp;quot;. {{i|Omega: Deltascape}} represents V1-V4. Also commonly used with N or S to indicate normal or Savage mode (e.g. V4S refers to {{i|Deltascape V4.0 (Savage)}}). Much more commonly denoted as O#.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Veil&#039;&#039;&#039; = {{action icon|Divine Veil}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venn diagram&#039;&#039;&#039; = To be hit by two or more overlapping AoEs at once that are not fully spread out. [[wikipedia:Venn diagram]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vibe check&#039;&#039;&#039; = Instantly KO&#039;ing enemies as a [[blue mage]] with {{aicon|The Ram&#039;s Voice}} combo&#039;d with {{aicon|Ultravibration}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory lap&#039;&#039;&#039; = A phase or mechanic at the end of a high-end encounter that is easier than the earlier parts of the fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIT&#039;&#039;&#039; = [[Vitality]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voke&#039;&#039;&#039; = {{action icon|Provoke}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VPR&#039;&#039;&#039; = {{VPR}} [[Viper]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vuln&#039;&#039;&#039; = {{status effect|debuff|vulnerability up}} [[Vulnerability Up]], a debuff commonly given for failing mechanics&lt;br /&gt;
&lt;br /&gt;
== W ==&lt;br /&gt;
&#039;&#039;&#039;W#&#039;&#039;&#039; = Week #, usually referring to the time in weeks since a new savage tier was released. Example: &amp;quot;Forming a new group with the goal of clearing by W4 (week 4).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall&#039;&#039;&#039; = (&#039;&#039;noun&#039;&#039;) 1. A persistent AoE at the edge of an arena that will instantly kill or inflict high damage-over-time to anyone who steps in it. 2. A difficult mechanic or high-end encounter that makes progression challenging. (&#039;&#039;verb&#039;&#039;) To walk into the arena wall, usually as an intentional suicide method when a pull is deemed unrecoverable, or to cleanse a potent {{status effect|debuff|damage down}} [[Damage Down]] debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall boss&#039;&#039;&#039; = A large boss that is located outside of the arena. Cannot be moved around by the highest enmity player. Has a large hitbox and no [[:Category:Positional actions|positional]] requirements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;W2W / Wall-to-wall&#039;&#039;&#039; = A dungeon pull in which the party engages every enemy group in the path, until they reach a barrier that will prevent further progress until the enemies are defeated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAR&#039;&#039;&#039; = {{Warrior}} [[Warrior]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WB&#039;&#039;&#039; = Welcome Back&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WC&#039;&#039;&#039; = Wrong chat. Preceded by a message intended for a different chat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weave&#039;&#039;&#039; = To use an ability between uses of weaponskills or spells, during which the [[global cooldown]] is active. If done properly, this will execute the ability without delaying the global cooldown. Usually up to two abilities can be weaved (&amp;quot;double weaving&amp;quot;), although there are several exceptions, such as abilities with a long animation lock, or if the prior action has a short global cooldown or a cast time allowing room for only one weave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WF&#039;&#039;&#039; = World First, usually referring the first group of players who clear a given encounter (sometimes also referred to as &#039;&#039;&#039;W1st&#039;&#039;&#039;); {{action icon|Wildfire}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHM&#039;&#039;&#039; = {{White Mage}} [[White Mage]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild charge&#039;&#039;&#039; = A line AoE that will deal significantly higher damage to the first or first two players hit, requiring a tank(s) to stand in front of the targeted player(s) to mitigate damage. Originates from {{i|The Final Coil of Bahamut - Turn 1}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wings&#039;&#039;&#039; = {{action icon|Passage of Arms}} or {{action icon|Temperance (Ability)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wipe&#039;&#039;&#039; = A combat situation in which every member in a party is defeated. This causes the enemies/boss to regenerate all HP and the battle to restart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witch Hunt&#039;&#039;&#039; = A mechanic type wherein players must alternate between baiting attacks directed at the closest players from the boss and attacks directed at the furthest players based on diamond markers above the boss. Pink diamonds touching each other means that the X closest players will be hit at once, while purple diamonds not touching each other means that the X furthest players will be hit at once (X varies depending on the mechanic). Name originates from a mechanic in {{i|AAC Light-heavyweight M4 (Savage)}}, although the diamond markers themselves first appeared in the final boss of {{i|Another Mount Rokkon}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WM&#039;&#039;&#039; = {{action icon|The Wanderer&#039;s Minuet}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WoD&#039;&#039;&#039; = {{i|The World of Darkness}} &#039;&#039;&#039;OR&#039;&#039;&#039; [[Warrior of Darkness]] depending on context&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WoL&#039;&#039;&#039; = [[Warrior of Light]], the player character&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WoW&#039;&#039;&#039; = World of Warcraft, a competing MMORPG&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WP&#039;&#039;&#039; = (1) World Progression: A highly skilled group of players who aim to be the first group in the world to clear new high-end content. (2) &amp;quot;Well Played&amp;quot;, commonly paired with GG (&amp;quot;Good Game&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WR&#039;&#039;&#039; = {{i|The Weapon&#039;s Refrain (Ultimate)}}, an ultimate-difficulty 8-player raid. UwU (Ultima Weapon (Ultimate)) acronym is used more often&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrench&#039;&#039;&#039; = {{action icon|Dismantle}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WS&#039;&#039;&#039; = [[Weaponskill]]. See also &#039;&#039;&#039;GCD&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WT&#039;&#039;&#039; = [[File:Wondrous tails icon1.png|20px|link=Wondrous Tails]] [[Wondrous Tails]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WTB&#039;&#039;&#039; = Wants to buy; Used when advertising that you are buying specific items or services from other players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WTS&#039;&#039;&#039; = Wants to sell; Used when advertising that you are selling specific items or services to other players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WVR&#039;&#039;&#039; = {{Weaver}} [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WW&#039;&#039;&#039; = {{action icon|White Wind}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WXHB&#039;&#039;&#039; = [[W Cross Hotbar]], an optional expansion to the normal controller hotbar.&lt;br /&gt;
&lt;br /&gt;
== X ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xeno&#039;&#039;&#039; = {{action icon|Xenoglossy}}&lt;br /&gt;
&lt;br /&gt;
== Y ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Y&#039;&#039;&#039; = Yalm, an unit of distance in FFXIV&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YPYT&#039;&#039;&#039; = &amp;quot;You pull (it), you tank (it)&amp;quot;. The practice of intentionally refusing to obtain aggro on an enemy that a non-tank player pulled, or deliberately turning [[tank stance]] off (or refusing to turn it on) to try to kill other party members. Considered griefing and refusal to play your role under the &#039;&#039;Terms of Service&#039;&#039;, and can result in action being taken against your account.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YY&#039;&#039;&#039; = [[Ying-Yang]], a notorious monster spawned in {{i|The Forbidden Land, Eureka Pyros}}&lt;br /&gt;
&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zombie&#039;&#039;&#039; = To struggle to the end of a high-end duty with many deaths, often falling far short of the DPS check needed to clear. This is made possible when the duty does not have many &#039;&#039;body checks&#039;&#039;, which are mechanics that require each player to be alive and correctly perform their role to prevent a wipe.&lt;br /&gt;
&lt;br /&gt;
[[Category:Navigation]] [[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506512</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506512"/>
		<updated>2026-07-18T18:08:50Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue square markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple triangle markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
**Alternatively, the light party assigned with handling of Omega initially at west/east side of &amp;quot;&amp;quot;Optical Unit&amp;quot;&amp;quot; can stand on the cardinal [[waymarks]] instead, with the other light party stand a short distance off to the side.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506457</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506457"/>
		<updated>2026-07-18T08:57:40Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 3 - Cosmo Memory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
**Alternatively, the light party assigned with handling of Omega initially at west/east side of &amp;quot;&amp;quot;Optical Unit&amp;quot;&amp;quot; can stand on the cardinal [[waymarks]] instead, with the other light party stand a short distance off to the side.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigations and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506456</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506456"/>
		<updated>2026-07-18T08:56:40Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Prior to Phase 1: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run towards or opposite to the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
**Alternatively, the light party assigned with handling of Omega initially at west/east side of &amp;quot;&amp;quot;Optical Unit&amp;quot;&amp;quot; can stand on the cardinal [[waymarks]] instead, with the other light party stand a short distance off to the side.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigates and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506439</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506439"/>
		<updated>2026-07-18T08:26:12Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Fundamental Synergy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the towards or opposite of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next attack series: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
**Alternatively, the light party assigned with handling of Omega initially at west/east side of &amp;quot;&amp;quot;Optical Unit&amp;quot;&amp;quot; can stand on the cardinal [[waymarks]] instead, with the other light party stand a short distance off to the side.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigates and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506437</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506437"/>
		<updated>2026-07-18T08:25:27Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Grammar fixes, correcting ability names, reducing repetition.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&lt;br /&gt;
|Omega-M creates a shield, preparing to use shield-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot; |Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&lt;br /&gt;
|Omega-F transforms her legs into blades, preparing blade-based abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the towards or opposite of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* For colorblind players: Omega-M will charge at squares in order while Omega-F simultaneously charges at triangles.&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Omega-F or Omega-M will cast &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; respectively, indicating the next round of mechanic: &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;.&amp;lt;tabber&amp;gt;|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
**Alternatively, the light party assigned with handling of Omega initially at west/east side of &amp;quot;&amp;quot;Optical Unit&amp;quot;&amp;quot; can stand on the cardinal [[waymarks]] instead, with the other light party stand a short distance off to the side.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&lt;br /&gt;
&lt;br /&gt;
* The Limit Break Gauge is reset at the end of this phase. The party should plan and use a Limit Break strategically, if available, to ensure it is not wasted.&lt;br /&gt;
&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigates and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
* Daring parties may opt to use a tank {{Action icon|Limit Break}} to ignore the first round of &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039;, allowing for greater DPS up-time. The party will be required to mitigate &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; normally, but will regain a large amount of their Limit Break Gauge from doing so.&lt;br /&gt;
&lt;br /&gt;
Omega then follows up with a simple &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; and a hard-hitting &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; on both tanks before repeating the attack rotation.&lt;br /&gt;
&lt;br /&gt;
* During Laser Shower, one tank can {{Action icon|Provoke}} the other tank&#039;s Omega, then use an invincibility action to negate both Optimized Bladedances.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hells%27_Kier_(Extreme)&amp;diff=1506423</id>
		<title>Hells&#039; Kier (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hells%27_Kier_(Extreme)&amp;diff=1506423"/>
		<updated>2026-07-18T06:57:45Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Reducing repetition.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EX notice}}&lt;br /&gt;
{{otheruses|the level 70 challenge-mode [[trial]]|the optional story-mode level 70 [[trial]]|Hells&#039; Kier}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Hells&#039; Kier (Extreme)&lt;br /&gt;
| description = Ever eager to put his lyrical skills to the proof, the wandering minstrel has crafted yet another tanka, this time deriving inspiration from your pitched battle against the auspice Suzaku deep beneath Hells&#039; Lid. Knowing full well the suggestive power of his words, you once more close your eyes and set your mind adrift in the memories of that day, augmented by his dramatic flair...&lt;br /&gt;
| image = Hells&#039;_Kier_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 370&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 25 Poetics&lt;br /&gt;
| entrance = Reisen Temple&lt;br /&gt;
| entrance-coordinates = 6.3, 6.8&lt;br /&gt;
| location = Hells&#039; Kier&lt;br /&gt;
| region = Othard&lt;br /&gt;
| req-quest = Songs in the Key of Kugane&lt;br /&gt;
| patch = 4.4&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Hells&#039; Kier (Extreme)&lt;br /&gt;
| id-gt = 20058&lt;br /&gt;
| id-edb = 628e9a05d34&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Auspice]]: [[Suzaku]]===&lt;br /&gt;
On entering the Hell&#039;s Kier (Extreme) arena, participants will notice four Pheonix corpses (&#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;) scattered around its centre. Bear in mind that these will respawn if specific fire-based abilities hit them during the encounter. Also, healers should be mindful of [[Suzaku]]&#039;s auto-attacks throughout the battle whenever she is not actively casting abilities seeing as the main tank will be taking continuous damage.&lt;br /&gt;
&lt;br /&gt;
Prior to the fight: &lt;br /&gt;
&lt;br /&gt;
* Clock spot should be assigned to everyone within party.&lt;br /&gt;
* Each tank and healer should be assigned a different DPS partner to create four pairs.&lt;br /&gt;
{{evt|service=youtube|id=isBGjJ60a-M|dimensions=285|align=right|description=Hell&#039;s Kier (Extreme)}}&lt;br /&gt;
===Phase 1===&lt;br /&gt;
----&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;Screams of the Damned&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cremate&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleeting Summer&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|Static cone AoE]] aimed at a random player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rout&#039;&#039;&#039;&lt;br /&gt;
|All players are marked with &#039;&#039;&#039;Rekindle&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]] and Suzaku re-appears on a random edge of the arena, charging across in a [[Area of Effect#Static Line AoE|Static line AoE]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rekindle&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Spread Circle|spread circle]] that deals minor damage, but revives any &#039;&#039;&#039;Scarlet Lady&#039;&#039;&#039; corpses inside its AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phoenix Down&#039;&#039;&#039;&lt;br /&gt;
|Five large &#039;&#039;&#039;&#039;&#039;Scarlet Tail Feathers&#039;&#039;&#039;&#039;&#039; and four small &#039;&#039;&#039;&#039;&#039;Scarlet Plumes&#039;&#039;&#039;&#039;&#039; spawn. Each begins casting a [[Area of Effect#Static Circle AoE|Static circle AoE]].&lt;br /&gt;
One large Scarlet Tail Feather will cover the center of the arena, while the other four Scarlet Tail Feathers and Scarlet Plumes are placed in 2 patterns: &lt;br /&gt;
&lt;br /&gt;
# Scarlet Tail Feathers are on the cardinals, with Scarlet Plumes on the inter-cardinals.&lt;br /&gt;
# Scarlet Tail Feathers are on the inter-cardinals, with Scarlet Plumes on the cardinals.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Scarlet Tail Feathers&#039;&#039;&#039;&#039;&#039; have an extremely large amount of health while the &#039;&#039;&#039;&#039;&#039;Scarlet Plumes&#039;&#039;&#039;&#039;&#039; have significantly less.&lt;br /&gt;
* If a &#039;&#039;&#039;Scarlet Lady&#039;&#039;&#039; is hit by any of the &#039;&#039;&#039;Phoenix Down&#039;&#039;&#039; AoEs, it will be revived and/or buffed with a powerful {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scarlet Lady&#039;&#039;&#039;&lt;br /&gt;
|Four small phoenix corpses in the center of the arena that are revived when hit by either &#039;&#039;&#039;Rekindle&#039;&#039;&#039; or a &#039;&#039;&#039;Phoenix Down&#039;&#039;&#039; AoE.&lt;br /&gt;
Will attach a [[Tether (mechanic)#Chase Tether|chase tether]] and inflict {{Status effect|debuff|Burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; to the player that revived it. If not killed within 15 seconds, casts &#039;&#039;&#039;Ashes to Ashes&#039;&#039;&#039;—wiping the party (and inflicting {{Status effect|debuff|File:Suppuration icon2.png|link=File:Suppuration icon2.png}} &#039;&#039;&#039;Suppuration&#039;&#039;&#039; on any survivors).&lt;br /&gt;
|}&lt;br /&gt;
A short introductory phase, the only major requirement is handling &#039;&#039;&#039;Phoenix Down&#039;&#039;&#039; and the &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Each DPS should be assigned one of the four &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039; in the center and a cardinal / inter-cardinal direction to bring it to.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Phoenix Down&#039;&#039;&#039; is cast, each DPS should destroy the &#039;&#039;&#039;&#039;&#039;Scarlet Plume&#039;&#039;&#039;&#039;&#039; in their assigned spot, then revive &#039;&#039;only&#039;&#039; their assigned &#039;&#039;&#039;Scarlet Lady&#039;&#039;&#039;. DPS must drag their &#039;&#039;&#039;Scarlet Lady&#039;&#039;&#039; out of the AoEs, into their assigned safe spot, and kill it with their assigned support partner.&lt;br /&gt;
&lt;br /&gt;
After this is completed, Suzaku will begin 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;Screams of the Damned&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rout&#039;&#039;&#039;&lt;br /&gt;
|Spread out to the edges of the arena away from where Suzaku is charging.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleeting Summer&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cremate&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phoenix Down&#039;&#039;&#039;&lt;br /&gt;
|Kill the four small &#039;&#039;&#039;&#039;&#039;Scarlet Plumes&#039;&#039;&#039;&#039;&#039; in the cardinals, ignoring the larger feathers in the center and inter-cardinals.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rekindle&#039;&#039;&#039;&lt;br /&gt;
|Targets all four DPS, who should each revive a &#039;&#039;&#039;Scarlet Lady&#039;&#039;&#039;, bring it to a different safe zone to kill outside of the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cremate&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Screams of the Damned&#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;Dance Phase Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===Dance Phase===&lt;br /&gt;
----Suzaku will cast &#039;&#039;&#039;Eternal Flame&#039;&#039;&#039;, flying out of the arena and creating a lotus-like pattern with eight circles. The party will want to put one player in each circle.&lt;br /&gt;
&lt;br /&gt;
A random arrow will appear in the circle and a ball of light will move towards it from the edge of the arena. If the player inside the circle is facing the same direction as the arrow when the ball of light collides with it, the player is given a stack of {{Status effect|buff|Damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A total of 10 arrows will appear for a maximum of 10 stacks of {{Status effect|buff|Damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; if done perfectly, however, the &#039;&#039;&#039;&#039;&#039;Scarlet Melody&#039;&#039;&#039;&#039;&#039; meter will fill by four units for every arrow missed by a player.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Suzaku will cast &#039;&#039;&#039;Scarlet Fever&#039;&#039;&#039;, dealing party-wide damage based on how full the &#039;&#039;&#039;&#039;&#039;Scarlet Melody&#039;&#039;&#039;&#039;&#039; meter is.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&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;Southron Star&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039;&lt;br /&gt;
|An unmarked [[Knockback#Radial Knockback|radial knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback|draw-in]] attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Well of Flame&#039;&#039;&#039;&lt;br /&gt;
|Suzaku aims a giant [[Area of Effect#Static Line AoE|Static line AoE]] at a random player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rekindle&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Spread Circle|Spread circles]] that target four to six players, dealing fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scathing Net&#039;&#039;&#039;&lt;br /&gt;
|A {{I|stack marker}} targeting a random healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039;&lt;br /&gt;
|A multi-hit [[tankbuster]] that inflicts the main tank with {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;, then ends with a [[Area of Effect#Static Cone AoE|180 degree frontal AoE]] aimed at where the cast started.&lt;br /&gt;
&lt;br /&gt;
* Unusually, the damage of this attack is not significantly increased by the {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scarlet Hymn&#039;&#039;&#039;&lt;br /&gt;
|The four quadrants of the arena will each adopt a unique color and rune pattern. A phoenix outside the arena will fly clockwise towards icons matching the quadrants.&lt;br /&gt;
When the phoenix touches an icon, the corresponding quadrant will erupt. This deals high damage, a [[Knockback#Knock-up|knock-up]], and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to players on the erupting quadrant.&lt;br /&gt;
&lt;br /&gt;
* There are three potential patterns quadrants will erupt in:&lt;br /&gt;
*# A clockwise rotation&lt;br /&gt;
*# A counter-clockwise rotation&lt;br /&gt;
*# An opposites rotation (The second eruption will be opposite to the first and fourth opposite to the third.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Close-Quarter Crescendo&#039;&#039;&#039;&lt;br /&gt;
|All players are tethered to an orb with an arrow underneath. After a few seconds, players will be inflicted with a 4-second {{Status effect|debuff|forced march}} &#039;&#039;&#039;[[Forced March]]&#039;&#039;&#039; in the direction of that arrow.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incandescent Interlude&#039;&#039;&#039;&lt;br /&gt;
|Four towers are placed on the cardinals of the arena. Inflicts {{Status effect|debuff|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down|Fire Resistance Down II]]&#039;&#039;&#039; to players inside and {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to all players if empty.&lt;br /&gt;
&lt;br /&gt;
* Always combined with &#039;&#039;&#039;Rekindle&#039;&#039;&#039; on four players and &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039;.&lt;br /&gt;
* There will always be 4 people getting Rekindle [[Area of Effect#Spread Circle|AoEs]].&lt;br /&gt;
|}&lt;br /&gt;
The arena transforms. Not only does a hole appear in the center, but the walls disappear on the outer edges; creating a fall hazard from both sides.&lt;br /&gt;
&lt;br /&gt;
Players will need to watch out for both &#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039; and &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039; to avoid being knocked off the far edge or pulled through the hole in the center.&lt;br /&gt;
&lt;br /&gt;
The main obstacle for this phase will be &#039;&#039;&#039;Scarlet Hymn&#039;&#039;&#039;. There will be a total of three casts in the fight, and players will want to look towards the upcoming group of icons to know which order the quadrants will erupt in.&lt;br /&gt;
&lt;br /&gt;
* A general safe method to handle all patterns is to stand adjacent to the first erupting tile, then move into it immediately after it erupts.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Scarlet Hymn 1&#039;&#039;&#039; will have two eight-length patterns: A clockwise rotation starting from the yellow quadrant, and an opposites rotation starting from blue, ending with purple, and then reversing. Which pattern happens first is random.&lt;br /&gt;
#* To dodge the opposites rotation, stand on the purple quadrant to start. Once the blue quadrant erupts, move into it. Stay inside the blue quadrant until the purple one erupts twice, moving onto purple after.&lt;br /&gt;
# &#039;&#039;&#039;Scarlet Hymn 2&#039;&#039;&#039; will have two eight-length patterns of random rotation types. Suzaku will randomly cast either &#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039; or &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039;, attempting to knock inattentive players off the platform.&lt;br /&gt;
# &#039;&#039;&#039;Scarlet Hymn 3&#039;&#039;&#039; will be four four-length patterns that are all opposite rotations. The second pattern will be combined with &#039;&#039;&#039;Close-Quarter Crescendo&#039;&#039;&#039;.&lt;br /&gt;
#* Players will want to aim {{Status effect|debuff|forced march}} &#039;&#039;&#039;[[Forced March]]&#039;&#039;&#039; to run into either the first or second erupting quadrant (depending on arrow direction), as the first eruption will happen as debuffs are given with the second eruption a few seconds after.&lt;br /&gt;
&lt;br /&gt;
The final attack to look out for is &#039;&#039;&#039;Incandescent Interlude&#039;&#039;&#039;. A tower will appear on each cardinal and either all tanks/healers or all DPS will be marked by &#039;&#039;&#039;Rekindle&#039;&#039;&#039;. Due to towers inflicting {{Status effect|debuff|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down|Fire Resistance Down II]],&#039;&#039;&#039; marked players can not survive the towers. Suzaku will be casting &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039; during this time, so players should stand close to the center, with players unmarked by &#039;&#039;&#039;Rekindle&#039;&#039;&#039; wait to be knocked back into the towers.&lt;br /&gt;
&lt;br /&gt;
Should Suzaku live long enough, she will replace the entire arena with a single color quadrant and begin a long cast of &#039;&#039;&#039;Southron Star&#039;&#039;&#039; that will wipe the group.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Southron Star&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039;&lt;br /&gt;
|Move to the far edge of the arena to avoid being drawn into the hole in the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Well of Flame + Rekindle&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoE and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scathing Net&#039;&#039;&#039;&lt;br /&gt;
|Stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. A tank swap can occur before or afterwards. All players should run behind Suzaku to avoid the ending AoE.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Scarlet Hymn&#039;&#039;&#039;&lt;br /&gt;
|Will always be a clockwise rotation and an opposites rotation. Dodge the opposites by starting on purple, moving to blue, then back to purple after it erupts twice.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Mesmerizing Melody / Ruthless Refrain&#039;&#039;&#039;&lt;br /&gt;
|Either stand close or far from the center depending on the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Close-Quarter Crescendo&#039;&#039;&#039;&lt;br /&gt;
|Identify which orb is tethered and what direction the player will be forced to run in, and ensure the {{Status effect|debuff|forced march}} &#039;&#039;&#039;[[Forced March]]&#039;&#039;&#039; will not run the player off the edge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Well of Flame + Rekindle&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scathing Net&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Scarlet Hymn&#039;&#039;&#039;&lt;br /&gt;
|Will be two eight-length patterns of two random rotation types.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mesmerizing Melody / Ruthless Refrain&#039;&#039;&#039;&lt;br /&gt;
|Either stand close or far from the center depending on the attack.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Southron Star&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Southron Star&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incandescent Interlude&#039;&#039;&#039;&lt;br /&gt;
|Separate into pairs with one Tank/Healer and One DPS on each cardinal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruthless Refrain + Rekindle&#039;&#039;&#039;&lt;br /&gt;
|Have those marked by &#039;&#039;&#039;Rekindle&#039;&#039;&#039; move to inter-cardinals while those unmarked get knocked back into the towers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Well of Flame&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Scarlet Hymn&#039;&#039;&#039;&lt;br /&gt;
|Will be four four-length opposite rotations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Well of Flame + Rekindle&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rekindle&#039;&#039;&#039; targets six players now.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Close-Quarter Crescendo&#039;&#039;&#039;&lt;br /&gt;
|Aim to run into the first or second erupting quadrant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mesmerizing Melody / Ruthless Refrain&#039;&#039;&#039;&lt;br /&gt;
|Either stand close or far from the center depending on the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Southron Star&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mesmerizing Melody / Ruthless Refrain&#039;&#039;&#039;&lt;br /&gt;
|Either stand close or far from the center depending on the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Well of Flame + Rekindle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scathing Net&#039;&#039;&#039;&lt;br /&gt;
|Stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Southron Star&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mesmerizing Melody / Ruthless Refrain&#039;&#039;&#039;&lt;br /&gt;
|Either stand close or far from the center depending on the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Southron Star&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#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;Scarlet Hymn + Southron Star (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Suzaku&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Suzaku Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Euphonious Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] {{coords|13.8, 11.8}}.&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Drops item|Suzaku Card|fixed=y}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Paladin Arms (IL 385)}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Greataxe}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Odachi}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Lance}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Pinions}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Chokuto}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Kunai}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Greatbow}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Scarlet Tailfeather}}&lt;br /&gt;
{{Drops table row|Suzaku Weapon Coffer (IL 385)}}&lt;br /&gt;
{{Drops table row|Euphonious Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of Sunrise}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|The Scarlet Bloodletter (Achievement)}}&lt;br /&gt;
{{achievement table row|Mightier than the Vermilion}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Answer on High}}&lt;br /&gt;
{{music table row|Intermission|Sunset}}&lt;br /&gt;
{{music table row|Phase 2|Sunrise}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
File:Hells&#039; Kier Image.jpg&lt;br /&gt;
File:Hells&#039; Kier (Extreme) Image.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;diff=1506400</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=1506400"/>
		<updated>2026-07-18T05:56:09Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Grammar fixes.&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 [[Waymark|waymarks]] corresponding to each pair on cardinal or inter-cardinal edges 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 typically random, however if pulled to an edge, Kefka will always teleport to the opposite side of the arena. (i.e. if pulled to the north, Kefka will teleport 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;
*The first set of [[Area of Effect#static Circle AoE|static circle AoEs]] are placed under four random players once the cast bar ends.&lt;br /&gt;
*Two DPS are hit by unmarked, moderate damage, [[Area of Effect#Spread Line or Cone|spread line]] &#039;&#039;&#039;&#039;&#039;Wave Cannons&#039;&#039;&#039;&#039;&#039;, a second set of circle AoEs appear, then then the other two DPS are hit by Wave Cannons.&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;. The third set of circle AoEs will appear shortly after.&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 last set 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. Tethered players must position themselves to be knocked back to their assigned partner. Those without tethers should stand away from the statue preparing to catch their partner after the knockback.&lt;br /&gt;
&lt;br /&gt;
Knockback can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}, though it is not recommended to do so.&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;
-----[[File:Screenshot 2026-07-16 165436.png|thumb|Box spots for Graven Image #3, this formation allows for more melee uptime]][[File:Screenshot 2026-07-16 153635.png|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;
=====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 are two common methods for positioning: &lt;br /&gt;
&lt;br /&gt;
# The most common method is to assign four pairs into a box, pairing a DPS with a tank or healer. While any DPS - Support pairing is viable, some groups may prefer to pair melee DPS with tanks and ranged DPS with healers.&lt;br /&gt;
# A less common strategy 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.&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. &lt;br /&gt;
&lt;br /&gt;
* Typically, support players spread to the east / west and DPS to the north / south if using box formation. If using Line formation, DPS will spread to the east while support runs west.&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.&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 &#039;&#039;Ave Maria&#039;&#039; will emit a [[gaze]] attack and a [[Area of Effect#static Circle AoE|static circle AoE]] placed under every player.&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;
**The main tank can stack with the party prior to ensure all circle AoEs are consolidated, making the gaze attack easier to resolve.&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 lower right statue&#039;s hand. 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 upper left statue&#039;s face. 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.&lt;br /&gt;
***&#039;&#039;It is imperative that players with the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; tether should not, under any circumstance, using {{Action icon|Sprint}}. The buff will be active during the entirety of the &#039;&#039;&#039;{{Status effect|debuff|confused}}&#039;&#039;&#039; &#039;&#039;&#039;[[Confused (Status Effect)|Confusion]]&#039;&#039;&#039;, killing any player the afflicted reaches.&#039;&#039;&lt;br /&gt;
****Should players accidentally sprint, they can right-click the buff icon to remove it (PC), or use the command &amp;quot;/statusoff [[Sprint]]&amp;quot;.&lt;br /&gt;
Finally once tethers resolve, the statue will immediately 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 spread out equally to cardinal or inter-cardinal 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 cast, the main tank can preposition Kefka slightly off-center on 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;
----[[File:CrossTethers o8s f1.png|thumb|DPS cross skull tethers for Forsaken #1]]&lt;br /&gt;
[[File:Screenshot 2026-07-16 162929.png|thumb|Each DPS takes the tower nearest to their skull]]&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 must fill the &#039;&#039;&#039;Path of Light&#039;&#039;&#039; towers on the east and west. There are two common deciders to which player takes which tower: cross-tethers and near-tethers&lt;br /&gt;
&lt;br /&gt;
* Cross-tethers / cross skulls: DPS players take the tower furthest away from their Mad Head. If doing this, players should take care to avoid crossing their tether through the center tower.&lt;br /&gt;
* Far-tethers / skulls: DPS players take the tower nearest to their Mad Head, but standing on the edge of the tower to maximize distance.&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 placing [[Area of Effect#Puddle|puddles]], 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;
* For &#039;&#039;&#039;Trine (Big)&#039;&#039;&#039;, the main-tank should position God Kefka slightly off-center on the arena. This is creates a clearer view of Kefka&#039;s cast of &#039;&#039;&#039;Futures Numbered / Pasts Forgotten&#039;&#039;&#039;, as well lessening movement needed to reach any potential safe-zone. &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 {{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 clockwise or counter-clockwise, 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;
| Kefka can be positioned towards the center of the arena to prepare for &#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 may move Kefka to the 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;
&#039;&#039;&#039;[[Sigmascape V4.0 (Savage)#Graven Image #5 and #6|Graven Image #5]]&#039;&#039;&#039; is repeated, but with two 2-player Path of Light towers near the center of the arena.&lt;br /&gt;
&lt;br /&gt;
* Players with &#039;&#039;&#039;{{Status effect|debuff|sleep}}&#039;&#039;&#039; &#039;&#039;&#039;[[Sleep (status effect)|Sleep]]&#039;&#039;&#039; tethers must occupy 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;
* &#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;
** The party can re-use their pair positions on [https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V4.0_(Savage)&amp;amp;veaction=edit#Graven_Image_#3_and_#4 Graven Image #3]: Players assigned to the west can handle western towers, while the others handle the east.&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>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Burden_of_the_Son_(Savage)&amp;diff=1506399</id>
		<title>Alexander - The Burden of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Burden_of_the_Son_(Savage)&amp;diff=1506399"/>
		<updated>2026-07-18T05:53:03Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Specifying Phase 6 Enum and Compressed Water range.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Burden of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Burden of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Burden_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 225&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Heavensward)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Burden of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Burden of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
| id-gt = 30037&lt;br /&gt;
| id-edb = f93d68d7d3c&lt;br /&gt;
}} Also called &#039;&#039;&#039;A8S&#039;&#039;&#039;, it is the fourth and final sector of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
A long, intense gauntlet of mechanics and enemies, this fight is often described as a mini-[[Raids#Ultimate Raids|Ultimate]]. Player&#039;s ability to coordinate and survive will be brutally tested, with single missteps often leading to the death of the entire group.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
&lt;br /&gt;
* Each DPS should be assigned a square (NE, NW, SE, SW) for Phase 1&#039;s &#039;&#039;&#039;Execution&#039;&#039;&#039;.&lt;br /&gt;
* A stack spot and strategy should be chosen for Phase 1&#039;s &#039;&#039;&#039;Legislation&#039;&#039;&#039; and &#039;&#039;&#039;Discoid&#039;&#039;&#039;.&lt;br /&gt;
* Light Party groups should be decided for Phase 2.&lt;br /&gt;
* A DPS should be assigned to handle &#039;&#039;&#039;Double Drill&#039;&#039;&#039; far bait for Phase 2, and Phase 4.&lt;br /&gt;
* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; assignments may need to be given to DPS for Phase 4.&lt;br /&gt;
* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; assignments may need to be given to DPS for Phase 6.&lt;br /&gt;
* Tanks should decide whether or not to use invulnerabilities in Phase 6.&lt;br /&gt;
* A tank or ranged DPS should be assigned for Super Jump in Phase 3A and Phase 6.&lt;br /&gt;
* The group should decide whether or not to sacrifice the player with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; in Phase 6.&lt;br /&gt;
=== Phase 1 - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Onslaughter]] ===&lt;br /&gt;
----The fight starts with &#039;&#039;&#039;Onslaughter&#039;&#039;&#039;, who will test the DPS&#039;s ability to coordinate both individually and as a group.&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;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed high-damage AoE on the highest enmity target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|Targets six random players with [[Area of Effect#Static Circle AoE|Static circle AoEs]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|The boss will turn towards a random player that is not the highest enmity target and begin charging a powerful [[Area of Effect#Static Line AoE|Static line AoE]].&lt;br /&gt;
&lt;br /&gt;
* There is no cast bar for this attack, so players need to keep an eye out for the charging animation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
|Four black squares will appear, one in each corner of the arena. Two will have a &#039;&#039;&#039;Steam Regulator A&#039;&#039;&#039;, and the other two a &#039;&#039;&#039;Steam Regulator B&#039;&#039;&#039;. These explode after 20 seconds if not destroyed.&lt;br /&gt;
&lt;br /&gt;
* The first player that enters each square will become [[Tether (mechanic)|tethered]] to the Regulator. If the tethered player dies or leaves their square, the Regulator explodes and wipes the party.&lt;br /&gt;
* The tethered players will be debuffed with {{Status effect|debuff|File:Final Decree Nisi A.png}} &#039;&#039;&#039;Final Decree Nisi A&#039;&#039;&#039; or {{Status effect|debuff|File:Final Decree Nisi B.png}} &#039;&#039;&#039;Final Decree Nisi B&#039;&#039;&#039;, matching their Regulator. This deals damage-over-time but allows the player to damage their Regulator.&lt;br /&gt;
* Unlike [[Alexander - The Burden of the Father (Savage)|Burden of the Father]], having both debuffs simultaneously is not fatal. The debuffs simply allow that player to damage the matching Regulator, which is {{Status effect|buff|File:invincibility icon1.png}} &#039;&#039;&#039;Invincible&#039;&#039;&#039; to damage otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;&lt;br /&gt;
|A multi-hit [[tankbuster]]. The first hit deals extremely high damage and inflicts {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039; Onslaughter then follows with three more tankbusters and ends with &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legislation&#039;&#039;&#039;&lt;br /&gt;
|All four DPS are given {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;, with each player getting a different number of stacks counting 1 to 4. One stack is removed each time the debuffed player takes damage from any source.&lt;br /&gt;
&lt;br /&gt;
* If a DPS dies while the debuff is active or the debuff is allowed to expire, the entire party is executed.&lt;br /&gt;
* If any DPS was dead before the mechanic, random support(s) that are not the main-tank will get the missing stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discoid&#039;&#039;&#039;&lt;br /&gt;
|Five &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; orbs will appear and attach a [[Tether (mechanic)#Chase Tether|chase tether]] to each DPS and one random healer.&lt;br /&gt;
&lt;br /&gt;
* When a player touches a &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039;, it creates a small [[Area of Effect#Static Circle AoE|Static circle AoE]] that explodes &amp;lt;u&amp;gt;after one second&amp;lt;/u&amp;gt;, dealing moderate damage to those inside.&lt;br /&gt;
* &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; will do &#039;&#039;lethal&#039;&#039; damage to the specific player it is tethered to, and normal damage to anyone else.&lt;br /&gt;
* &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; do &#039;&#039;increasing&#039;&#039; damage with every player inside their AoE. While an alone player will take ~1500 damage, three players sharing a &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; will each take ~9000 damage.&lt;br /&gt;
|}&lt;br /&gt;
Onslaughter has a straightforward, consistent rotation, but an extensive list of abilities that will punish players for a single misstep.&lt;br /&gt;
* Of note, while &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; by itself is simple to dodge, this will be combined with other, much more restrictive attacks throughout the entire fight. Players will need to constantly be aware of this attack and be ready to move if it&#039;s pointed at them.&lt;br /&gt;
&lt;br /&gt;
* The first major attack used in Phase 1 will be &#039;&#039;&#039;Execution&#039;&#039;&#039;, which will put a square in each of the four corners of the arena. One DPS should be assigned to each square and should attempt to destroy their &#039;&#039;&#039;Steam Regulators&#039;&#039;&#039; as fast as possible.&lt;br /&gt;
** During &#039;&#039;&#039;Execution&#039;&#039;&#039;, Onslaughter will cast &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; followed by &#039;&#039;&#039;Megabeam&#039;&#039;&#039;. As the DPS &#039;&#039;cannot&#039;&#039; leave their squares until the &#039;&#039;&#039;Regulator&#039;&#039;&#039; is destroyed, they will have to carefully maneuver to dodge the AoEs in a very limited amount of space.&lt;br /&gt;
&lt;br /&gt;
* Afterwards, Onslaughter will cast their first &#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;. The {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; will result in the death of the main tank, so both tanks should use a large mitigation and the off-tank should {{Action icon|Provoke}} during the initial cast.&lt;br /&gt;
** Healers should focus entirely on healing of off-tank, as they will be taking extreme amounts of damage while the previous tank only takes the initial hit.&lt;br /&gt;
** Alternatively, tanks can use an invulnerability to ignore the entire barrage.&lt;br /&gt;
&lt;br /&gt;
* Finally, &#039;&#039;&#039;Legislation&#039;&#039;&#039; will place {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; on all the DPS followed by &#039;&#039;&#039;Discoid&#039;&#039;&#039;— creating &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; that must be used to cleanse these debuffs.&lt;br /&gt;
** &amp;lt;u&amp;gt;The party should stop DPS at &amp;lt;10% to prevent Phase 2 from starting while {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; is active.&amp;lt;/u&amp;gt; Phase 2 begins with a DPS check which may fail if DPS are busy removing their debuff stacks.&lt;br /&gt;
** &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; must be handled carefully, as they are lethal to the one player they are [[Tether (mechanic)#Chase Tether|tethered]] to, and deal more damage with each player standing inside the AoE. While three players sharing an orb is survivable, it can kill a DPS that is not at full health.&lt;br /&gt;
** Take note that &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; &#039;&#039;do not explode instantly&#039;&#039;, and instead create a delayed [[Area of Effect#Static Circle AoE|Static circle AoE]]. Players will need to remember not to immediately run out of the circle if attempting to cleanse a stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are many strategies for clearing {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; stacks, but two will be listed below:&lt;br /&gt;
&lt;br /&gt;
* All strategies begin by having the main-tank and DPS players stack together during &#039;&#039;&#039;Legislation&#039;&#039;&#039;. Using party mitigations, players will intentionally share a hit of &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039; in order to cleanse one stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; from everyone.&lt;br /&gt;
&lt;br /&gt;
====== Method 1: ======&lt;br /&gt;
&lt;br /&gt;
* The first strategy involves marking the player with the highest {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; count as the &amp;quot;leader&amp;quot; using a [[sign]]. The leader will run to &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; with the other DPS following, individuals staying out if the Steam Gasket chosen is tethered to them.&lt;br /&gt;
* Some groups may prefer to stack south and simply rotate around the room clockwise.&lt;br /&gt;
&lt;br /&gt;
====== Method 2: ======&lt;br /&gt;
&lt;br /&gt;
* The second strategy has, after the &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;, the players with &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; share the &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; attached to the player with &amp;lt;u&amp;gt;three&amp;lt;/u&amp;gt; stacks. Meanwhile, the player with &amp;lt;u&amp;gt;three&amp;lt;/u&amp;gt; stacks will run to the &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; attached to the player with &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; stacks.&lt;br /&gt;
* This leaves three safe Steam Gaskets and a total of three stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; for the remaining players to take solo.&lt;br /&gt;
&lt;br /&gt;
Be warned that during this time, Onslaughter will cast &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;, &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;, and then &#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;, which all players need to be on the lookout for. If any DPS get hit by the former two, the raid will wipe due to failing {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once all stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; are cleared, the party can defeat Onslaughter and start Phase 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; While it&#039;s possible to push Onslaughter into Phase 2 prior to Legislation with fully optimized DPS (using [[food]] buff, tinctures, etc.), it is not recommended to attempt to do so.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Onslaughter Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;13&amp;quot; class=&amp;quot;line-right&amp;quot; |Opening&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|No players should be standing near the main tank for most of this phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This will most likely face backwards towards the DPS, all players should sidestep out of the way.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
|Each DPS should move to their assigned square and destroy their &#039;&#039;&#039;Steam Regulator&#039;&#039;&#039; as quickly as possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|DPS will need to dodge this AoE in the limited space they have available.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This has a high chance to target one of the DPS, in which case they will need to move to one of the side corners of the square to dodge the beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray + Missile&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should use a heavy mitigation while the off-tank uses {{Action icon|Provoke}}. Healers should focus completely on keeping the off-tank alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Sidestep the beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legislation&#039;&#039;&#039;&lt;br /&gt;
|All players should &amp;lt;u&amp;gt;stop attacking the boss&amp;lt;/u&amp;gt; here to prevent Phase 2 from starting early. Then, DPS should stack with the main tank and prepare to share &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discoid&#039;&#039;&#039;&lt;br /&gt;
|Prepare for whichever strategy the group prefers to remove their stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment.&#039;&#039;&#039;&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; class=&amp;quot;line-right&amp;quot;|Loop&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This will often be aimed at one of the DPS. All DPS should focus on dodging this beam to prevent wiping the group from {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray + Missile&#039;&#039;&#039;&lt;br /&gt;
|As the healers are busy with keeping the DPS alive, it is preferable to use an invulnerability here.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Blaster]], [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Brawler]], [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Swindler]], and [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Vortexer]] ===&lt;br /&gt;
----[[Blaster]] and [[Brawler]] will descend from the sky with the start of the phase. 20 seconds later, [[Swindler]] will appear on the east side of the arena. 25 seconds after that, [[Vortexer]] will appear at the south. &lt;br /&gt;
&lt;br /&gt;
These bosses have moves similar to what was used in [[Alexander - The Cuff of the Son (Savage)]]. Knowledge of prior fights will be critical in handling the four simultaneously. &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;
!Boss&lt;br /&gt;
!Abilities&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Blaster&lt;br /&gt;
|&#039;&#039;&#039;Mind Blast&#039;&#039;&#039;&lt;br /&gt;
|An [[Interrupt|interruptable]] cast that deals minor damage to the entire party if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage&#039;&#039;&#039;&lt;br /&gt;
|At 50% HP, creates a Mirage copy that takes no damage and tethers to Blaster if too close, granting both {{Status effect|buff|File:invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; and {{Status effect|buff|File:Companion attack up icon.png}} &#039;&#039;&#039;Physical Damage Up&#039;&#039;&#039; until separated.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Brawler&lt;br /&gt;
|&#039;&#039;&#039;Attachment&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to [[Alexander - The Cuff of the Son (Savage)#Brawler|The Cuff of the Son]], but Attachments are chosen completely randomly and can repeat. The Single Drill attachment will not appear until below 50% HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;&lt;br /&gt;
|Grants any other boss in a 15y range {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|File:Choco regen icon.png}} &#039;&#039;&#039;[[Rehabilitation]]&#039;&#039;&#039;. Has no effect on the &#039;&#039;&#039;Mirage&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Plasma&#039;&#039;&#039;&lt;br /&gt;
|At 50% HP, gains {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; until all Power Plasma orbs are gone. Will summon two &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Power Plasma Beta]]&#039;&#039;&#039; and two &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Power Plasma Gamma]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot;|Swindler&lt;br /&gt;
|&#039;&#039;&#039;Self-Buffs&#039;&#039;&#039;&lt;br /&gt;
|Swindler gains stacks of {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and {{Status effect|buff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; depending on how many other bosses are alive— having 1 stack of each with one other boss, and four stacks with two others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Height&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its previous incarnation in [[Alexander - The Cuff of the Son (Savage)#Swindler|Alexander - The Cuff of the Son (Savage)]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-arithmeticks&#039;&#039;&#039;&lt;br /&gt;
|Cast at 50% HP. Deals high unavoidable damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration&#039;&#039;&#039;&lt;br /&gt;
|Combined with &#039;&#039;&#039;Height&#039;&#039;&#039; after 50% HP. A [[Stack marker#Multi-Player Marker|multi-player stack marker]]. Unlike in [[Alexander - The Cuff of the Son (Savage)|The Cuff of the Son]], here, one random tank will be the sole target of &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. Cast every 20 seconds after &#039;&#039;&#039;Bio-arithmeticks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;&lt;br /&gt;
|Only used after 50% HP. Functions exactly the same as &#039;&#039;&#039;Brawler&#039;s&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Vortexer&lt;br /&gt;
|&#039;&#039;&#039;Elemental Jammer&#039;&#039;&#039;&lt;br /&gt;
|Cast at 50% HP. Deals high unavoidable damage to the party and [[knockback]]. Inflicts one random DPS with {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Lightning]]&#039;&#039;&#039; for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Missile&#039;&#039;&#039;&lt;br /&gt;
|Cast after 50% HP. Fires a [[Area of Effect#Static circle AoE|Static circle AoE]] at four random players which create lava [[Area of Effect#Puddle|puddles]] on the ground. Stepping into these [[Area of Effect#Puddle|puddles]] inflicts {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; and {{Status effect|debuff|sludge}} &#039;&#039;&#039;[[Sludge]]&#039;&#039;&#039;, a deadly damage-over-time debuff that must be cleansed with {{Action icon|Esuna}}.&lt;br /&gt;
|}&lt;br /&gt;
Phase 2 is a difficult gauntlet of enemies, each attacking with separate rotations and gaining a new ability at 50%. Bosses must be defeated or brought to 50% health in a specific order to prevent dangerous mechanics from lining up or happening too early.&lt;br /&gt;
&lt;br /&gt;
One tank should focus on holding enmity on [[Blaster]], [[Swindler]], and [[Vortexer]] at the edges of the arena while the other tank handles [[Brawler]] in the center. The Brawler tank will need to handle &#039;&#039;&#039;Attachments&#039;&#039;&#039; with one DPS helping with &#039;&#039;&#039;Double Drills&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As Brawler never moves from the center of the arena, all other bosses must be kept to the edges to avoid buffing them with &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Step 1: Defeating Blaster ======&lt;br /&gt;
The phase starts with an immediate DPS check—if [[Blaster]] is not defeated by the time [[Vortexer]] appears, they will enrage and forcefully reset the encounter (regardless of whether players survive the enrage or not).&lt;br /&gt;
&lt;br /&gt;
When Blaster reaches 50% HP, they will summon a &#039;&#039;&#039;Mirage&#039;&#039;&#039; copy that must be immediately separated from them. As the &#039;&#039;&#039;Mirage&#039;&#039;&#039; is unaffected by &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;, it is safe for the other tank to bring it to the center with Brawler&lt;br /&gt;
&lt;br /&gt;
* After defeating Blaster, players will have time to breathe as there are no major DPS checks or difficult mechanics until after Brawler is defeated.&lt;br /&gt;
&lt;br /&gt;
====== Step 2: Defeating Brawler ======&lt;br /&gt;
DPS should focus on bringing Brawler to 50% while the non-Brawler tank continues on holding enmity on [[Swindler]] and [[Vortexer]]. Be wary of &#039;&#039;&#039;Height&#039;&#039;&#039; being cast intermittently throughout the phase.&lt;br /&gt;
&lt;br /&gt;
When Brawler reaches 50% HP, they will become functionally immune to damage until their &#039;&#039;&#039;Power Plasma&#039;&#039;&#039; orbs are dealt with. The entire party should stack together on a cardinal edge except for the Brawler tank.&lt;br /&gt;
The Brawler tank should stun one &#039;&#039;&#039;Power Plasma Beta&#039;&#039;&#039; and pop the two &#039;&#039;&#039;Power Plasma Gamma&#039;&#039;&#039;. Brawler will still be casting &#039;&#039;&#039;Attachment&#039;&#039;&#039; intermittently during this phase.&lt;br /&gt;
&lt;br /&gt;
During this time, DPS can lower the health of Swindler and Vortexer. &amp;lt;u&amp;gt;Do not bring Swindler or Vortexer below 60% HP&amp;lt;/u&amp;gt;. If either reach 50% HP and begin using their special ability prior to Brawler being defeated, it will likely result in a wipe.&lt;br /&gt;
&lt;br /&gt;
After all the &#039;&#039;&#039;Power Plasma&#039;&#039;&#039; orbs are dealt with, Brawler will lose their {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039;. All DPS should switch targets to Brawler and defeat them.&lt;br /&gt;
&lt;br /&gt;
====== Step 3: Defeating Swindler and Vortexer ======&lt;br /&gt;
The group should split into two light-parties: one on Swindler and one on Vortexer. The Brawler tank should {{Action icon|Provoke}} Swindler and separate them to prevent Vortexer from being in &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039; range later.&lt;br /&gt;
* The last two bosses &amp;lt;u&amp;gt;must be defeated at the same time&amp;lt;/u&amp;gt;. Whichever boss is left alone will begin a 5 second &#039;&#039;&#039;Self-Detonate&#039;&#039;&#039; cast that will forcefully reset the fight if successful.&lt;br /&gt;
While the order does not matter, only one of Swindler or Vortexer should be brought to 50% HP first. The other light party should hold DPS for a few seconds after the 50% HP attack to give healers time to fill everyone&#039;s health back up—then bringing their own boss to 50% HP as well.&lt;br /&gt;
* Whichever boss hits 50% HP first will also have their mechanic occur first—Swindler using &#039;&#039;&#039;Enumeration&#039;&#039;&#039; every 20 seconds and Vortexer&#039;s {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039; repeating every 20 seconds. As they are on the same timer, they will alternate consistently.&lt;br /&gt;
* One useful method to handing &#039;&#039;&#039;Enumeration&#039;&#039;&#039; is assigning numbers to roles: If Enumeration is 2 - only the tanks and healers stack together. If 3, only the tanks and DPS stack together. If 4, the entire light party stacks together.&lt;br /&gt;
** Additionally, this can be made easier by having DPS hug the boss&#039;s left, the healer hug the boss&#039;s right, and having the tank move to the left, right, or center depending on the &#039;&#039;&#039;Enumeration&#039;&#039;&#039; count.&lt;br /&gt;
* For {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039;, the afflicted DPS player should stand in the center with one of the healers. &#039;&#039;No other players&#039;&#039; should stand in the center, as it would increase the lightning&#039;s damage&amp;lt;nowiki/&amp;gt; to potentially lethal levels.&lt;br /&gt;
After both Swindler and Vortexer are defeated simultaneously, all bosses will jump away and begin Phase 3.&lt;br /&gt;
=== Phase 3A - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Brute Justice]] ===&lt;br /&gt;
----The five bosses will combine into [[Brute Justice]], dealing high damage to all players and knocking them back to the edges of the arena.&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;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|A fire element [[Area of Effect#Cleave|cleave]] with an extremely long frontal length.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. If a player dies to this attack, the boss gains a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Two non-tanks are marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, one player has a {{I|Stack marker}}, and &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; is cast twice before the stack resolves. Always ends with &#039;&#039;&#039;Megabeam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The players with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; will be hit by high damage AoEs that are likely to kill anyone else caught in the radius.&lt;br /&gt;
&lt;br /&gt;
* Low party-wide damage is dealt twice with &#039;&#039;&#039;Short Needle&#039;&#039;&#039; at the beginning and end, and a &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is cast after the first &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|Brute Justice targets and jumps on the farthest player, dealing high damage and {{status effect|debuff|stun}} [[Stun|stunning]] any others nearby.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;&lt;br /&gt;
|A long-lasting unmarked [[Area of Effect#Static Cone AoE|Static cone AoE]] aimed at a random player, dealing repeated damage to anyone in front of Brute Justice. Hits fives times, adding a {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; with each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable damage to the entire party.&lt;br /&gt;
|}&lt;br /&gt;
While this phase is very straightforward, the large amount of mechanics thrown at the players simultaneously can catch them off guard if unprepared.&lt;br /&gt;
&lt;br /&gt;
For consistent positioning, the main tank should face Brute Justice towards the north at all times while the rest of the party stacks together on the east— to the boss&#039;s right. One player should be the assigned as the target for &#039;&#039;&#039;Super Jump&#039;&#039;&#039;—preferably the off-tank.&lt;br /&gt;
&lt;br /&gt;
The key to surviving Phase 3A is handling &#039;&#039;&#039;Missile Command&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* All players (excepting the main tank) start stacked together to ensure the first &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; is grouped on the same spot.&lt;br /&gt;
&lt;br /&gt;
*The two players marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should separate from the group while all others rotate clockwise around the back of the boss—first stopping just outside the radius of the first AoE circles. The main tank should rotate slightly to the right preparing to stack.&lt;br /&gt;
*Once the second &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; drops, the stack should continue to rotate just outside the radius of the AoEs, meeting up with the main tank on the left side of the boss.&lt;br /&gt;
*After the {{I|Stack marker}} resolves, the group should rotate clockwise again (to the north side) to dodge &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;. Meanwhile the assigned &#039;&#039;&#039;Super Jump&#039;&#039;&#039; target should start running away to one of the corners of the arena.&lt;br /&gt;
Once &#039;&#039;&#039;Super Jump&#039;&#039;&#039; happens, Brute Justice will aim at a random player and prepare &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. Simply avoid where Brute Justice is facing, then stack together to the boss&#039;s east side while the main tank stands north once again.&lt;br /&gt;
&lt;br /&gt;
Brute Justice will repeat this rotation once again, and after the second &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, will cast &#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039; and transition to phase 3B.&lt;br /&gt;
&lt;br /&gt;
Once Phase 3B finishes, Brute Justice will reform and loop their 3A rotation until brought to 0%, starting Phase 4.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3A 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;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|The main tank should stay north while the rest of the party is stacked east.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should use mitigations while the off-tank moves to stack with the main tank, then moves back to the DPS/Healer stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|While players with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; move away, the stack rotates around the back of the boss together, meeting with the main tank on the west side. Off-tank should run away after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|All players should begin moving towards the off-tank in preparation for &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;&lt;br /&gt;
|Move behind Brute Justice.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Healers should help mitigate and prepare to refill everyone&#039;s health as quickly as possible.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Transitions to Phase 3B on first loop, afterwards loops back to start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 3B - [[Acronyms, abbreviations, and common terms#T|Trio]] 1===&lt;br /&gt;
After Brute Justice&#039;s first &#039;&#039;&#039;{{action icon|J Kick}},&#039;&#039;&#039; they will separate back into their individual parts and begin a deadly series of attacks that must be avoided. Every death during this phase gives Brute Justice a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Trio 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;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Proximity AoE|proximity AoE]] from the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Supercharge)&#039;&#039;&#039;&lt;br /&gt;
|Four players are marked with [[Area of Effect#Spread Circle|spread circle]] arrows. A &#039;&#039;&#039;Mirage&#039;&#039;&#039; will drop on each player, then after a short delay, begin casting a &#039;&#039;&#039;Supercharge&#039;&#039;&#039; at that player&#039;s current location.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supercharge&#039;&#039;&#039; is a [[Area of Effect#Static Line AoE|Line AoE]] charge that deals high damage and [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eye of the Chakram&#039;&#039;&#039;&lt;br /&gt;
|A total of four red Chakrams appear on two random adjacent edges of the arena. After a long delay, these will charge straight across the arena in a [[Area of Effect#Static Line AoE|Line AoE]] and deal lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth &amp;amp; Ice Missiles&#039;&#039;&#039;&lt;br /&gt;
|Four players are targeted by &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; and four players &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039;. Earth Missiles leave a lava [[Area of Effect#Puddle|puddle]] on the ground, and Ice Missiles an ice [[Area of Effect#Puddle|puddle]] that grows in size after a few seconds.&lt;br /&gt;
&lt;br /&gt;
* Both puddles inflict {{status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; and a lethally powerful damage-over-time debuff if stepped into. The damage-over-time debuff can be cleansed with {{Action icon|Esuna}}.&lt;br /&gt;
* The &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; land first, with the &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039; landing later— at the same time &#039;&#039;&#039;Height&#039;&#039;&#039; finishes casting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Players should start by stacking together on one of the walls to get healed from the &#039;&#039;&#039;{{action icon|J Kick}}.&#039;&#039;&#039;&lt;br /&gt;
# Everyone then spreads out along the wall to avoid hitting each other with the &#039;&#039;&#039;Mirage&#039;&#039;&#039; drops.&lt;br /&gt;
# Once the &#039;&#039;&#039;Mirages&#039;&#039;&#039; land, those hit should move up or down the wall in order to &amp;lt;u&amp;gt;aim the &#039;&#039;&#039;Mirage Supercharge&#039;&#039;&#039; harmlessly along the wall&amp;lt;/u&amp;gt; rather than towards the center of the arena.&lt;br /&gt;
# After the &#039;&#039;&#039;Supercharges&#039;&#039;&#039; are aimed in a safe direction, players must immediately stack together near the center for Brawler&#039;s &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Double Buster]]&#039;&#039;&#039; laser.&lt;br /&gt;
#* &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will appear on two walls at this point. Take note of their positions now and look for a safe spot to avoid them.&lt;br /&gt;
# Once the &#039;&#039;&#039;Double Buster&#039;&#039;&#039; is fired, Onslaughter will aim a &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; at the group and the &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will begin to glow. All players should move to a spot that is both away from the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and not in-line with a &#039;&#039;&#039;Chakram&#039;&#039;&#039; to survive.&lt;br /&gt;
# Finally, &#039;&#039;&#039;Height&#039;&#039;&#039; will begin casting, &#039;&#039;&#039;Earth &amp;amp; Ice Missiles&#039;&#039;&#039; will go out, the main tank will be targeted by a &#039;&#039;&#039;Single Buster&#039;&#039;&#039; from Brawler in the south, and afterwards one final &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; will be cast.&lt;br /&gt;
#* The main tank should run all the way south. After &#039;&#039;&#039;Height&#039;&#039;&#039;, they should attempt to aim the &#039;&#039;&#039;Single Buster&#039;&#039;&#039; towards the wall if possible, or otherwise away from any other players. Be extra wary of &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;, as unlike before, it can target the main tank now.&lt;br /&gt;
#** If the main tank has full health, they will not need to use a mitigation to survive the &#039;&#039;&#039;Single Buster&#039;&#039;&#039;, and instead should save it for the next &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;.&lt;br /&gt;
#* All other players should attempt to spread out around the edges away from the South where the main tank is.&lt;br /&gt;
#** &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; are dropped halfway through &#039;&#039;&#039;Height&#039;&#039;&#039; and can be placed in one of the corners of player&#039;s &#039;&#039;&#039;Height&#039;&#039;&#039; squares, leaving the other corner free.&lt;br /&gt;
#** Players targeted by &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039; should be prepared to run the instant it drops, as &#039;&#039;&#039;Height&#039;&#039;&#039; will resolve at the same time.&lt;br /&gt;
&lt;br /&gt;
After surviving Trio 1, Brute Justice will reform and loop their &#039;&#039;&#039;Phase 3A&#039;&#039;&#039; rotation until brought to 0% health.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3B 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;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|All players should run to a wall to minimize damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Supercharge)&#039;&#039;&#039;&lt;br /&gt;
|Spread out along the wall to avoid sharing AoEs. After the &#039;&#039;&#039;Mirages&#039;&#039;&#039; drop, aim them harmlessly along the wall by moving slightly up or down the wall.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Buster&#039;&#039;&#039;&lt;br /&gt;
|Stack near the center. Take note of &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions during this attack as players must run to a safe position immediately after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam &amp;amp; Eye of the Chakram&#039;&#039;&#039;&lt;br /&gt;
|Run from the current position to a spot not in-line with a &#039;&#039;&#039;Chakram&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Height, Earth &amp;amp; Ice Missiles&#039;&#039;&#039;&lt;br /&gt;
|While the main tank runs south, all other players should move to the edges to drop their &#039;&#039;&#039;Missiles&#039;&#039;&#039;. Remember to match &#039;&#039;&#039;Height&#039;&#039;&#039; with the correct squares.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam &amp;amp; Single Buster&#039;&#039;&#039;&lt;br /&gt;
|Move away from the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and avoid standing where the main tank is aiming the &#039;&#039;&#039;Single Buster&#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;Return to Phase 3A&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 4 - [[Acronyms, abbreviations, and common terms#T|Trio]] 2 ===&lt;br /&gt;
----Once again, Brute Justice will separate and begin another deadly assault of attacks that the players must dodge and survive through. As before, every death adds a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; to Brute Justice.&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;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Landmine|Landmines]] and two &#039;&#039;&#039;Hidden Landmines&#039;&#039;&#039; are dropped. These function identically to [[Alexander - The Cuff of the Son (Savage)#Blaster|The Cuff of the Son]].&lt;br /&gt;
&lt;br /&gt;
* These landmines, including the Hidden Landmines, deal high AoE damage on landing which should be avoided.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Tethers)&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to [[Alexander - The Cuff of the Son (Savage)#Blaster|The Cuff of the Son]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration&#039;&#039;&#039;&lt;br /&gt;
|Now targets one tank and one healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultra Flash&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]]. Line of sight can only be blocked using the legs of Onslaughter in the center.&lt;br /&gt;
&lt;br /&gt;
* Each leg is an individual structure. Players will have to hide &#039;&#039;specifically&#039;&#039; behind the legs, not just the hitbox of Onslaughter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# With another unforgiving series of deadly assaults, all players should start by stacking on the South wall, grouping together for healing after &#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;.&lt;br /&gt;
# One DPS should run to a corner to bait the the far &#039;&#039;&#039;Double Drill&#039;&#039;&#039; while both tanks move North (but spread apart) to take the close &#039;&#039;&#039;Double Drill&#039;&#039;&#039; and position for &#039;&#039;&#039;Hidden Landmines&#039;&#039;&#039;, bursting them a short time after landing.&lt;br /&gt;
# Dodge the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and take note of the &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions around the arena.&lt;br /&gt;
# Players will have to spread out to place &#039;&#039;&#039;Mirages&#039;&#039;&#039;. These can intentionally be dropped in the path of a &#039;&#039;&#039;Chakram&#039;&#039;&#039; to give others more room to spread out. Avoid moving north as Brawler will be casting &#039;&#039;&#039;Single Drill&#039;&#039;&#039;.&lt;br /&gt;
# All players should focus on dodging &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and &#039;&#039;&#039;Chakrams&#039;&#039;&#039; first, then resolve their &#039;&#039;&#039;Mirage Tethers&#039;&#039;&#039;. If arms are up, look away— otherwise face the Mirage.&lt;br /&gt;
# Lastly, all players must make their way to the east side of the arena to hide behind Onslaughters legs to avoid &#039;&#039;&#039;Ultra Flash&#039;&#039;&#039; cast by Vortexer in the west. During this, &#039;&#039;&#039;Enumeration&#039;&#039;&#039; will be on a random tank and healer.&lt;br /&gt;
#* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; can be handled by deploying tactics fro&amp;lt;nowiki/&amp;gt;m [[Alexander - The Cuff of the Son (Savage)#Swindler|Alexander - The Cuff of the Son (Savage)]], having Enum 2 be Tanks + Tanks or Healers + Healers. DPS may want to be assigned groups and Enum numbers prior to the fight to help with organization for Enum 3 and 4.&lt;br /&gt;
#* Players should clarify which role will go behind which leg (northern or southern) to avoid confusion and overlapping.&lt;br /&gt;
#* Any player(s) that aren&#039;t needed for &#039;&#039;&#039;Enumeration&#039;&#039;&#039; can stack behind the circle AoE while still avoiding Vortexer&#039;s line of sight.&lt;br /&gt;
&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;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Stack on the south wall for healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|Stay against the wall to minimize damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Minefields&#039;&#039;&#039;&lt;br /&gt;
|One DPS should run to the corner to bait the upcoming &#039;&#039;&#039;Double Drill&#039;&#039;&#039; while the two tanks run northeast and northwest. Tanks must take note of where the &#039;&#039;&#039;Hidden Mines&#039;&#039;&#039; dropped.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Drill&#039;&#039;&#039;&lt;br /&gt;
|Each tank should now explode one &#039;&#039;&#039;Hidden Mine&#039;&#039;&#039; each. {{Action icon|Arm&#039;s Length}} can be used to resist the knockback of the landmine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Dodge as normal. Take note of &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Single Drill &amp;amp; Mirage (Drop)&#039;&#039;&#039;&lt;br /&gt;
|Stay away from the north side. Place &#039;&#039;&#039;Mirages&#039;&#039;&#039; where &#039;&#039;&#039;Chakrams&#039;&#039;&#039; are to leave space for allies to spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Tethers), Chakrams, &amp;amp; Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Focus on moving to a safe spot away from &#039;&#039;&#039;Chakrams&#039;&#039;&#039; and &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; first, then resolve the &#039;&#039;&#039;Mirage Tethers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration &amp;amp; Ultra Flash&#039;&#039;&#039;&lt;br /&gt;
|Hide behind Onslaughter&#039;s legs on the east side of the arena, matching the correct number of players inside the &#039;&#039;&#039;Enumeration&#039;&#039;&#039; circles.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 5 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Phase 5 - Winged Justice: Verdict===&lt;br /&gt;
----&#039;&#039;&#039;Brute Justice&#039;&#039;&#039; reforms again, sprouting wings and restoring to full health. With a cast of &#039;&#039;&#039;Verdict&#039;&#039;&#039;, each player is given a unique debuff:&lt;br /&gt;
&lt;br /&gt;
* One tank will be given {{Status effect|debuff|File:Final Judgment Max HP.png}} &#039;&#039;&#039;Final Judgment: Max HP&#039;&#039;&#039;, requiring that player to have the most HP of the entire party. They will also be given 4 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* The other tank will be given {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Final Judgment: Min HP&#039;&#039;&#039;, requiring that player to have the &#039;&#039;least&#039;&#039; HP of the entire party. They will also be given 4 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One healer will be given {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Final Judgment: Penalty I&#039;&#039;&#039;, requiring that healer to have &#039;&#039;no other&#039;&#039; enfeeblements. They will also be given 3 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* The other healer will be given {{Status effect|debuff|File:Final Judgment Penalty ii.png}} &#039;&#039;&#039;Final Judgment: Penalty II&#039;&#039;&#039;, requiring exactly two active enfeeblements (including itself). They will also be given 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* Two DPS players will be given {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Final Judgment: Penalty III&#039;&#039;&#039;, requiring exactly three active enfeeblements (including itself). They will also gain 2 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One DPS player will be given {{Status effect|debuff|File:Final Judgment Nisi Decree A.png}} &#039;&#039;&#039;Final Judgment: Nisi Decree A&#039;&#039;&#039;, requiring that player to be debuffed with {{Status effect|debuff|File:Final Decree Nisi A.png}} &#039;&#039;&#039;Final Decree Nisi A&#039;&#039;&#039;. They will also gain 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One DPS player will be given {{Status effect|debuff|File:Final Judgment Nisi Decree B.png}} &#039;&#039;&#039;Final Judgment: Nisi Decree B&#039;&#039;&#039;, requiring that player to be debuffed with {{Status effect|debuff|File:Final Decree Nisi B.png}} &#039;&#039;&#039;Final Decree Nisi B&#039;&#039;&#039;. They will also gain 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
As the &#039;&#039;&#039;Penalty&#039;&#039;&#039; debuffs count themselves as one debuff, &#039;&#039;&#039;Penalty I&#039;&#039;&#039; must be the only active debuff, with &#039;&#039;&#039;Penalty II&#039;&#039;&#039; requiring one additional debuff and &#039;&#039;&#039;Penalty III&#039;&#039;&#039; requiring two.&lt;br /&gt;
&lt;br /&gt;
====== Arena Mechanics: ======&lt;br /&gt;
&lt;br /&gt;
* Four &#039;&#039;&#039;J Storms&#039;&#039;&#039; will appear, one in each corner of the room. Stepping into a &#039;&#039;&#039;J Storm&#039;&#039;&#039; will destroy it, set the player&#039;s HP to 1, and inflict them with {{Status effect|debuff|File:Final Flight.png}} &#039;&#039;&#039;Final Flight&#039;&#039;&#039;, preventing that player from surviving a second storm. If any &#039;&#039;&#039;J Storm&#039;&#039;&#039; is still active after thirty seconds, it will detonate and wipe the party.&lt;br /&gt;
* Four &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; appear, two on the north wall and two on the south wall.&lt;br /&gt;
* A &#039;&#039;&#039;Steam Regulator A &amp;amp; B&#039;&#039;&#039; will appear on the east and west walls. These function identically to Phase 1, but it is &#039;&#039;completely random&#039;&#039; which side will have which Regulator.&lt;br /&gt;
&lt;br /&gt;
Thirty seconds after these debuffs are given out, Brute Justice will begin the cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039;. If &#039;&#039;any&#039;&#039; player does not meet the requirement of their Final Judgement debuffs by the end of the cast, the entire party will wipe.&lt;br /&gt;
&lt;br /&gt;
{{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; has a 40 second timer, allowing players 10 seconds after the cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039; to clear remaining stacks before it expires.&lt;br /&gt;
&lt;br /&gt;
For the duration of this phase, Brute Justice will only auto-attack.&lt;br /&gt;
&lt;br /&gt;
====== Tank Strategy: ======&lt;br /&gt;
The tank with {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; should {{Action icon|Provoke}} the boss, letting Brute Justice&#039;s auto-attacks bring them to &#039;&#039;one stack&#039;&#039; of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; tank reaches one stack, the {{Status effect|debuff|File:Final Judgment Max HP.png}} &#039;&#039;&#039;Max HP&#039;&#039;&#039; should {{Action icon|Provoke}} the boss and hold enmity for the rest of the phase.&lt;br /&gt;
&lt;br /&gt;
Finally, when Brute Justice begins casting &#039;&#039;&#039;Gavel&#039;&#039;&#039;, the {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; tank should immediately run into the last available &#039;&#039;&#039;J Storm&#039;&#039;&#039; to have their health set to 1 before the cast can complete.[[File:A8S Verdict Plan.png|alt=A map of A8S&#039;s Verdict.|thumb|A map showcasing mechanic locations and which players should handle them.]]&lt;br /&gt;
&lt;br /&gt;
====== Healer Strategy: ======&lt;br /&gt;
The healer with {{Status effect|debuff|File:Final Judgment Penalty ii.png}} &#039;&#039;&#039;Penalty II&#039;&#039;&#039; should take the northwest &#039;&#039;&#039;J Storm&#039;&#039;&#039;, instantly satisfying their debuff conditions with {{Status effect|debuff|File:Final Flight.png}} &#039;&#039;&#039;Final Flight&#039;&#039;&#039;. They can then focus entirely on healing the party.&lt;br /&gt;
&lt;br /&gt;
The healer with {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Penalty I&#039;&#039;&#039; should take one of the southern &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; alone, then move to the north and wait for the Nisi DPS to defeat their Steam Regulators. The healer will share the northeast Steam Gasket with the east Nisi DPS and the northwest Steam Gasket with the west Nisi DPS.&lt;br /&gt;
&lt;br /&gt;
====== DPS Strategy: ======&lt;br /&gt;
The DPS with {{Status effect|debuff|File:Final Judgment Nisi Decree A.png}} &#039;&#039;&#039;Nisi Decree A&#039;&#039;&#039; and {{Status effect|debuff|File:Final Judgment Nisi Decree B.png}} &#039;&#039;&#039;Nisi Decree B&#039;&#039;&#039; must run to and destroy the Steam Regulator matching their debuff. Afterwards, they must run towards the closest &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; in the north and wait for the healer with {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Penalty I&#039;&#039;&#039;, sharing the damage to remove all stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The two DPS with {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Penalty III&#039;&#039;&#039; can simply take the &#039;&#039;&#039;J Storms&#039;&#039;&#039; in the south and then focus on damaging Brute Justice. &amp;lt;u&amp;gt;After&amp;lt;/u&amp;gt; &#039;&#039;&#039;Gavel&#039;&#039;&#039; finishes casting, they will want to share the last &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; in the south to clear their last stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;. This debuff should not be cleansed prior as it is needed to satisfy the conditions of {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Penalty III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Should players remain alive after &#039;&#039;&#039;Gavel&#039;&#039;&#039;, Brute Justice will begin their final phase.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
=== Phase 6 - The Finale ===&lt;br /&gt;
----Brute Justice begins their final assault, and holds nothing back. This final phase will function similarly to Phase 3, but with additional attacks thrown together to increase the difficulty of dodging.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 6 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;Link-up&#039;&#039;&#039;&lt;br /&gt;
|One random DPS player is debuffed with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; for 40 seconds. This version hits extremely hard, expecting all eight players to share the damage.&lt;br /&gt;
&lt;br /&gt;
* Unlike its previous iteration, {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; will not pass to another player, disappearing once it resolves.&lt;br /&gt;
* If a player dies with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;, it will simply disappear— no Punishing Wave will be cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch&#039;&#039;&#039;&lt;br /&gt;
|An extremely hard hitting [[tankbuster]] that deals [[knockback]] and inflicts {{Status effect|debuff|bind}} &#039;&#039;&#039;[[Bind]]&#039;&#039;&#039; for 8 seconds. Always followed by &#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|Functions indentically to &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039; but is instead aimed at the highest enmity player. Always followed by &#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
|A [[Stack marker#Line stack|line stack]] with [[knockback]] aimed at the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Instead of dropping two sets of &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;, now creates a &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; near Brute Justice followed by a single set of &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;J Wave&#039;&#039;&#039;&lt;br /&gt;
|An endless attack that deals repeated, slowly increasing damage.&lt;br /&gt;
|}&lt;br /&gt;
The three key attacks to look out for with this final phase are the &#039;&#039;&#039;Final Combo&#039;&#039;&#039;, &#039;&#039;&#039;Missile Command&#039;&#039;&#039;, and {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Final Combo&#039;&#039;&#039; can be handled either with a well-timed invulnerability before the end of &#039;&#039;&#039;Final Punch&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast, or by two large mitigations by the main tank and a {{Action icon|Provoke}} by the off-tank— facing the boss away from the rest of the party for &#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;. Once that attack starts firing, the off-tank can stack with the rest of the party for &#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Command&#039;&#039;&#039; now drops a &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; which must be avoided. It is recommended to have the group stack behind Brute Justice and rotate whatever direction is away from the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039;. As the {{I|Stack marker}} resolves at the same time &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is cast, the main tank can not join the stack during this final phase.&lt;br /&gt;
&lt;br /&gt;
* After the stack marker is resolved, the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; should either be burst by the off-tank or by the DPS inflicted with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;. In the latter case the DPS will die, but the debuff will also disappear.&lt;br /&gt;
After Missile Command, several &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will appear, and one of the two tanks will be marked with &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. If Compressed Water was not sacrificed prior, it will detonate around the same time as Enumeration.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Enumeration&#039;&#039;&#039; will target a random tank, and can be resolved with only the tanks and healers: Enum 2 being handled by both tanks, Enum 3 by both healers, and Enum 4 being all tanks and healers.&lt;br /&gt;
#* Ideally, the Enumeration is placed in front of Brute Justice if possible.&lt;br /&gt;
# If not sacrificed prior, all remaining players not needed for Enumeration must stack together for {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; at Brute Justice&#039;s side. Heavy party mitigates and AoE healing should be readied.&lt;br /&gt;
#* Enumeration has a 5y radius, while Compressed Water has a 10y radius—enough to reach the players inside the Enumeration circle even while outside of it.&lt;br /&gt;
# A &#039;&#039;&#039;Waterspout&#039;&#039;&#039; will spawn immediately in the location {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; expired, forcing all players to run away.&lt;br /&gt;
# The assigned Super Jump player should run to the center of the arena while the main tank stays between Brute Justice and the &#039;&#039;&#039;Waterspout&#039;&#039;&#039;, intending to destroy it with a &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;. The range of &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is extremely long, so distance is not an issue.&lt;br /&gt;
&lt;br /&gt;
Should players survive through these attacks, Brute Justice will attempt to end the fight by repeatedly spinning and casting &#039;&#039;&#039;J Wave&#039;&#039;&#039;. The damage of this attack increases over time, forcing the party to defeat Brute Justice before the damage becomes unsurviveable.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal through the damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Link-up&#039;&#039;&#039;&lt;br /&gt;
|A random DPS will be given &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; with a 40 second timer. Decide whether to sacrifice this player later or survive the mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch&#039;&#039;&#039;&lt;br /&gt;
|The main tank can either use an invulnerability shortly before this cast finishes, or use two large mitigations while the off-tank {{Action icon|Provoke|provokes}} the boss away from the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|If not using an invulnerability, the off-tank should face the boss away from the party prior, then move to stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam&#039;&#039;&#039;&lt;br /&gt;
|If not using an invulnerability, stack together with the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command + Hidden Minefield&#039;&#039;&#039;&lt;br /&gt;
|The party should stack behind Brute Justice and rotate in the direction opposite of the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039;. Either the off-tank or the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; DPS should burst the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chakrams + Enumeration&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;( + {{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water )&#039;&#039;&#039;&lt;br /&gt;
|Move Brute Justice to a safe spot away from Chakrams and stack for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. If &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; is still active, all players should be close enough together to share damage between all eight, then run from the &#039;&#039;&#039;Waterspout&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should begin running away to bait the upcoming &#039;&#039;&#039;Super Jump&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|If there is a &#039;&#039;&#039;Waterspout&#039;&#039;&#039;, the main tank should stay between Brute Justice and the &#039;&#039;&#039;Waterspout&#039;&#039;&#039; for the next attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|Must be used to destroy the &#039;&#039;&#039;Waterspout&#039;&#039;&#039; if the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; player was not sacrificed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch + Short Needle&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but healers must use AoE healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse + Short Needle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam + Short Needle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate, heal, and prepare for the final push.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;J Wave&#039;&#039;&#039;&lt;br /&gt;
|Healers must keep everyone alive as long as possible to defeat Brute Justice before the party is defeated themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Midan Weapons}}&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 4}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Faust Armor Plating}} (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 Midan Arms (IL 245)}}&lt;br /&gt;
{{Drops table row|Midan Metal Axe}}&lt;br /&gt;
{{Drops table row|Midan Metal Greatsword}}&lt;br /&gt;
{{Drops table row|Midan Metal Spear}}&lt;br /&gt;
{{Drops table row|Midan Metal Knuckles}}&lt;br /&gt;
{{Drops table row|Midan Metal Katana}}&lt;br /&gt;
{{Drops table row|Midan Metal Daggers}}&lt;br /&gt;
{{Drops table row|Midan Metal Bow}}&lt;br /&gt;
{{Drops table row|Midan Metal Musketoon}}&lt;br /&gt;
{{Drops table row|Midan Metal Rod}}&lt;br /&gt;
{{Drops table row|Midan Metal Grimoire}}&lt;br /&gt;
{{Drops table row|Midan Metal Rapier}}&lt;br /&gt;
{{Drops table row|Midan Metal Cane}}&lt;br /&gt;
{{Drops table row|Midan Metal Codex}}&lt;br /&gt;
{{Drops table row|Midan Metal Astrometer}}&lt;br /&gt;
{{Drops table row|Midan Chest Gear Coffer (IL 240)}}&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|Midan Weapon Coffer (IL 245)}}&lt;br /&gt;
{{Drops table row|Faustlet}}&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|Sins of the Savage Son I}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Son II}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Son III}}&lt;br /&gt;
{{achievement table row|Mightier than Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Onslaughter / Robots|Metal}}&lt;br /&gt;
{{music table row|Brute Justice|Metal - Brute Justice Mode}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V3.0_(Savage)&amp;diff=1506394</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=1506394"/>
		<updated>2026-07-18T05:25:05Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Corrected Panko 2 strategy. Guided Missile player starts on the same side because everyone else rotates to the opposite.&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;
&lt;br /&gt;
Omega should be tanked in the center of the arena for a majority of the fight to ensure safety and consistent mechanic functionality.&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, targets are determined by the instance. Which players are tethered first and second will be consistent across attempts until the duty is abandoned or timed out.&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 the north / in front of Omega, with the Guided Missile at the arena&#039;s edge on the same side. The group would rotate to the opposite half of the arena while the Guided Missile player maintains position on the same side. This should result in the party and the Guided Missile player being on opposite sides of the arena once the cone AoEs appear.&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>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506315</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506315"/>
		<updated>2026-07-18T03:38:59Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 3 - Cosmo Memory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the edge towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigates and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party running to the opposite edge, off to the side from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506313</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1506313"/>
		<updated>2026-07-18T03:35:31Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote Omega-F and Omega-M phase 3.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the edge towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Omega-F and Omega-M will begin bombarding the raid with their own versions of [[Limit Break|Limit Breaks]], forcing the party to use every resource they have to survive.&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;Optimized Meteor&#039;&#039;&#039;&lt;br /&gt;
|Omega-F places a [[Other Mechanics#Flare Marker|flare marker]] on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039;&lt;br /&gt;
|Omega-M places a red [[Area of Effect#Spread Line or Cone|spread line]] arrow placed on a random tank. Deals [[tankbuster]] levels of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|A heavy-hitting [[tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Deals lethal amounts of unavoidable party-wide damage.&lt;br /&gt;
|}&lt;br /&gt;
While the phase is short, the damage output by Omega-F and Omega-M is extreme. Careful use of party mitigates and Limit Breaks will be required to survive the battle.&lt;br /&gt;
&lt;br /&gt;
The two attacks that must be taken into consideration this phase are &#039;&#039;&#039;Optimized Meteor + Sagittarius Arrow&#039;&#039;&#039; and &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The former requires the tank marked by &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; to run to one half of the arena with the rest of the party running to the opposite half. The tank marked by &#039;&#039;&#039;Sagittarius Arrow&#039;&#039;&#039; will want to separate slightly to the side of the group to avoid hitting them with the [[Area of Effect#Spread Line or Cone|spread line AoE]].&lt;br /&gt;
** This attack is always paired with &#039;&#039;&#039;Suppression&#039;&#039;&#039; (first cast) or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; (second cast). Like with Fundamental Synergy, players will want to split to opposite cardinals to the left and right of the Optical Unit.&lt;br /&gt;
** The party should decide which side the Flare tank runs to and which side the rest of the party runs to. Assignments can be given relative to the Optical Unit (i.e. Flare to the eye&#039;s left, all others to the right), or the party can call out positions in chat prior to the cast.&lt;br /&gt;
&lt;br /&gt;
The other attack, &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;, will kill the party if unmitigated. If players are using the [[Minimum IL]] duty modifier, a combined total of at least ~30% damage reduction is required to survive.&lt;br /&gt;
&lt;br /&gt;
While the party can assign which party mitigations are used for each Cosmo Memory, a more common strategy is to use a tank {{Action icon|Limit Break}} to survive one cast, with all party mitigations used for the other.&lt;br /&gt;
&lt;br /&gt;
The phase will end once both Omega-F and Omega-M are brought to 0.1% HP. When either Omega-F or Omega-M reaches 0.1% HP, all players will be cleansed of their &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; debuffs—allowing everyone to attack the remaining Omega.&lt;br /&gt;
&lt;br /&gt;
If Omega is not defeated after the second &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;, they will become untargetable and enrage with an unsurvivable attack of Cosmo Memory.&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;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Suppression&#039;&#039;&#039;&lt;br /&gt;
|The tank with the flare marker must run to one cardinal edge with the rest of the party standing on the opposite, slightly away from Arrow tank. Avoid the center lane in-line with the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Optimized Meteor + Arrow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;+ Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but the party must avoid the half of the arena closest to the Optical Unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039;&lt;br /&gt;
|Either use a tank {{Action icon|Limit Break}} or several party mitigations. Immediately heal the party afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal. This is the party&#039;s last chance to defeat Omega-F and Omega-M.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Cosmo Memory (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Burden_of_the_Son_(Savage)&amp;diff=1506289</id>
		<title>Alexander - The Burden of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Burden_of_the_Son_(Savage)&amp;diff=1506289"/>
		<updated>2026-07-18T00:53:59Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Burden of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Burden of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Burden_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 225&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Heavensward)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Burden of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Burden of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
| id-gt = 30037&lt;br /&gt;
| id-edb = f93d68d7d3c&lt;br /&gt;
}} Also called &#039;&#039;&#039;A8S&#039;&#039;&#039;, it is the fourth and final sector of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
A long, intense gauntlet of mechanics and enemies, this fight is often described as a mini-[[Raids#Ultimate Raids|Ultimate]]. Player&#039;s ability to coordinate and survive will be brutally tested, with single missteps often leading to the death of the entire group.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
&lt;br /&gt;
* Each DPS should be assigned a square (NE, NW, SE, SW) for Phase 1&#039;s &#039;&#039;&#039;Execution&#039;&#039;&#039;.&lt;br /&gt;
* A stack spot and strategy should be chosen for Phase 1&#039;s &#039;&#039;&#039;Legislation&#039;&#039;&#039; and &#039;&#039;&#039;Discoid&#039;&#039;&#039;.&lt;br /&gt;
* Light Party groups should be decided for Phase 2.&lt;br /&gt;
* A DPS should be assigned to handle &#039;&#039;&#039;Double Drill&#039;&#039;&#039; far bait for Phase 2, and Phase 4.&lt;br /&gt;
* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; assignments may need to be given to DPS for Phase 4.&lt;br /&gt;
* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; assignments may need to be given to DPS for Phase 6.&lt;br /&gt;
* Tanks should decide whether or not to use invulnerabilities in Phase 6.&lt;br /&gt;
* The group should decide whether or not to sacrifice the player with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; in Phase 6.&lt;br /&gt;
=== Phase 1 - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Onslaughter]] ===&lt;br /&gt;
----The fight starts with &#039;&#039;&#039;Onslaughter&#039;&#039;&#039;, who will test the DPS&#039;s ability to coordinate both individually and as a group.&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;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed high-damage AoE on the highest enmity target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|Targets six random players with [[Area of Effect#Static Circle AoE|Static circle AoEs]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|The boss will turn towards a random player that is not the highest enmity target and begin charging a powerful [[Area of Effect#Static Line AoE|Static line AoE]].&lt;br /&gt;
&lt;br /&gt;
* There is no cast bar for this attack, so players need to keep an eye out for the charging animation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
|Four black squares will appear, one in each corner of the arena. Two will have a &#039;&#039;&#039;Steam Regulator A&#039;&#039;&#039;, and the other two a &#039;&#039;&#039;Steam Regulator B&#039;&#039;&#039;. These explode after 20 seconds if not destroyed.&lt;br /&gt;
&lt;br /&gt;
* The first player that enters each square will become [[Tether (mechanic)|tethered]] to the Regulator. If the tethered player dies or leaves their square, the Regulator explodes and wipes the party.&lt;br /&gt;
* The tethered players will be debuffed with {{Status effect|debuff|File:Final Decree Nisi A.png}} &#039;&#039;&#039;Final Decree Nisi A&#039;&#039;&#039; or {{Status effect|debuff|File:Final Decree Nisi B.png}} &#039;&#039;&#039;Final Decree Nisi B&#039;&#039;&#039;, matching their Regulator. This deals damage-over-time but allows the player to damage their Regulator.&lt;br /&gt;
* Unlike [[Alexander - The Burden of the Father (Savage)|Burden of the Father]], having both debuffs simultaneously is not fatal. The debuffs simply allow that player to damage the matching Regulator, which is {{Status effect|buff|File:invincibility icon1.png}} &#039;&#039;&#039;Invincible&#039;&#039;&#039; to damage otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;&lt;br /&gt;
|A multi-hit [[tankbuster]]. The first hit deals extremely high damage and inflicts {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039; Onslaughter then follows with three more tankbusters and ends with &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legislation&#039;&#039;&#039;&lt;br /&gt;
|All four DPS are given {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;, with each player getting a different number of stacks counting 1 to 4. One stack is removed each time the debuffed player takes damage from any source.&lt;br /&gt;
&lt;br /&gt;
* If a DPS dies while the debuff is active or the debuff is allowed to expire, the entire party is executed.&lt;br /&gt;
* If any DPS was dead before the mechanic, random support(s) that are not the main-tank will get the missing stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discoid&#039;&#039;&#039;&lt;br /&gt;
|Five &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; orbs will appear and attach a [[Tether (mechanic)#Chase Tether|chase tether]] to each DPS and one random healer.&lt;br /&gt;
&lt;br /&gt;
* When a player touches a &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039;, it creates a small [[Area of Effect#Static Circle AoE|Static circle AoE]] that explodes &amp;lt;u&amp;gt;after one second&amp;lt;/u&amp;gt;, dealing moderate damage to those inside.&lt;br /&gt;
* &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; will do &#039;&#039;lethal&#039;&#039; damage to the specific player it is tethered to, and normal damage to anyone else.&lt;br /&gt;
* &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; do &#039;&#039;increasing&#039;&#039; damage with every player inside their AoE. While an alone player will take ~1500 damage, three players sharing a &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; will each take ~9000 damage.&lt;br /&gt;
|}&lt;br /&gt;
Onslaughter has a straightforward, consistent rotation, but an extensive list of abilities that will punish players for a single misstep.&lt;br /&gt;
* Of note, while &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; by itself is simple to dodge, this will be combined with other, much more restrictive attacks throughout the entire fight. Players will need to constantly be aware of this attack and be ready to move if it&#039;s pointed at them.&lt;br /&gt;
&lt;br /&gt;
* The first major attack used in Phase 1 will be &#039;&#039;&#039;Execution&#039;&#039;&#039;, which will put a square in each of the four corners of the arena. One DPS should be assigned to each square and should attempt to destroy their &#039;&#039;&#039;Steam Regulators&#039;&#039;&#039; as fast as possible.&lt;br /&gt;
** During &#039;&#039;&#039;Execution&#039;&#039;&#039;, Onslaughter will cast &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; followed by &#039;&#039;&#039;Megabeam&#039;&#039;&#039;. As the DPS &#039;&#039;cannot&#039;&#039; leave their squares until the &#039;&#039;&#039;Regulator&#039;&#039;&#039; is destroyed, they will have to carefully maneuver to dodge the AoEs in a very limited amount of space.&lt;br /&gt;
&lt;br /&gt;
* Afterwards, Onslaughter will cast their first &#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;. The {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; will result in the death of the main tank, so both tanks should use a large mitigation and the off-tank should {{Action icon|Provoke}} during the initial cast.&lt;br /&gt;
** Healers should focus entirely on healing of off-tank, as they will be taking extreme amounts of damage while the previous tank only takes the initial hit.&lt;br /&gt;
** Alternatively, tanks can use an invulnerability to ignore the entire barrage.&lt;br /&gt;
&lt;br /&gt;
* Finally, &#039;&#039;&#039;Legislation&#039;&#039;&#039; will place {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; on all the DPS followed by &#039;&#039;&#039;Discoid&#039;&#039;&#039;— creating &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; that must be used to cleanse these debuffs.&lt;br /&gt;
** &amp;lt;u&amp;gt;The party should stop DPS at &amp;lt;10% to prevent Phase 2 from starting while {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; is active.&amp;lt;/u&amp;gt; Phase 2 begins with a DPS check which may fail if DPS are busy removing their debuff stacks.&lt;br /&gt;
** &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; must be handled carefully, as they are lethal to the one player they are [[Tether (mechanic)#Chase Tether|tethered]] to, and deal more damage with each player standing inside the AoE. While three players sharing an orb is survivable, it can kill a DPS that is not at full health.&lt;br /&gt;
** Take note that &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; &#039;&#039;do not explode instantly&#039;&#039;, and instead create a delayed [[Area of Effect#Static Circle AoE|Static circle AoE]]. Players will need to remember not to immediately run out of the circle if attempting to cleanse a stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are many strategies for clearing {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; stacks, but two will be listed below:&lt;br /&gt;
&lt;br /&gt;
* All strategies begin by having the main-tank and DPS players stack together during &#039;&#039;&#039;Legislation&#039;&#039;&#039;. Using party mitigations, players will intentionally share a hit of &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039; in order to cleanse one stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; from everyone.&lt;br /&gt;
&lt;br /&gt;
====== Method 1: ======&lt;br /&gt;
&lt;br /&gt;
* The first strategy involves marking the player with the highest {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; count as the &amp;quot;leader&amp;quot; using a [[sign]]. The leader will run to &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; with the other DPS following, individuals staying out if the Steam Gasket chosen is tethered to them.&lt;br /&gt;
* Some groups may prefer to stack south and simply rotate around the room clockwise.&lt;br /&gt;
&lt;br /&gt;
====== Method 2: ======&lt;br /&gt;
&lt;br /&gt;
* The second strategy has, after the &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;, the players with &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; share the &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; attached to the player with &amp;lt;u&amp;gt;three&amp;lt;/u&amp;gt; stacks. Meanwhile, the player with &amp;lt;u&amp;gt;three&amp;lt;/u&amp;gt; stacks will run to the &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; attached to the player with &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; stacks.&lt;br /&gt;
* This leaves three safe Steam Gaskets and a total of three stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; for the remaining players to take solo.&lt;br /&gt;
&lt;br /&gt;
Be warned that during this time, Onslaughter will cast &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;, &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;, and then &#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;, which all players need to be on the lookout for. If any DPS get hit by the former two, the raid will wipe due to failing {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once all stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; are cleared, the party can defeat Onslaughter and start Phase 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; While it&#039;s possible to push Onslaughter into Phase 2 prior to Legislation with fully optimized DPS (using [[food]] buff, tinctures, etc.), it is not recommended to attempt to do so.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Onslaughter Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;13&amp;quot; class=&amp;quot;line-right&amp;quot; |Opening&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|No players should be standing near the main tank for most of this phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This will most likely face backwards towards the DPS, all players should sidestep out of the way.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
|Each DPS should move to their assigned square and destroy their &#039;&#039;&#039;Steam Regulator&#039;&#039;&#039; as quickly as possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|DPS will need to dodge this AoE in the limited space they have available.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This has a high chance to target one of the DPS, in which case they will need to move to one of the side corners of the square to dodge the beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray + Missile&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should use a heavy mitigation while the off-tank uses {{Action icon|Provoke}}. Healers should focus completely on keeping the off-tank alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Sidestep the beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legislation&#039;&#039;&#039;&lt;br /&gt;
|All players should &amp;lt;u&amp;gt;stop attacking the boss&amp;lt;/u&amp;gt; here to prevent Phase 2 from starting early. Then, DPS should stack with the main tank and prepare to share &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discoid&#039;&#039;&#039;&lt;br /&gt;
|Prepare for whichever strategy the group prefers to remove their stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment.&#039;&#039;&#039;&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; class=&amp;quot;line-right&amp;quot;|Loop&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This will often be aimed at one of the DPS. All DPS should focus on dodging this beam to prevent wiping the group from {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray + Missile&#039;&#039;&#039;&lt;br /&gt;
|As the healers are busy with keeping the DPS alive, it is preferable to use an invulnerability here.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Blaster]], [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Brawler]], [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Swindler]], and [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Vortexer]] ===&lt;br /&gt;
----[[Blaster]] and [[Brawler]] will descend from the sky with the start of the phase. 20 seconds later, [[Swindler]] will appear on the east side of the arena. 25 seconds after that, [[Vortexer]] will appear at the south. &lt;br /&gt;
&lt;br /&gt;
These bosses have moves similar to what was used in [[Alexander - The Cuff of the Son (Savage)]]. Knowledge of prior fights will be critical in handling the four simultaneously. &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;
!Boss&lt;br /&gt;
!Abilities&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Blaster&lt;br /&gt;
|&#039;&#039;&#039;Mind Blast&#039;&#039;&#039;&lt;br /&gt;
|An [[Interrupt|interruptable]] cast that deals minor damage to the entire party if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage&#039;&#039;&#039;&lt;br /&gt;
|At 50% HP, creates a Mirage copy that takes no damage and tethers to Blaster if too close, granting both {{Status effect|buff|File:invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; and {{Status effect|buff|File:Companion attack up icon.png}} &#039;&#039;&#039;Physical Damage Up&#039;&#039;&#039; until separated.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Brawler&lt;br /&gt;
|&#039;&#039;&#039;Attachment&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to [[Alexander - The Cuff of the Son (Savage)#Brawler|The Cuff of the Son]], but Attachments are chosen completely randomly and can repeat. The Single Drill attachment will not appear until below 50% HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;&lt;br /&gt;
|Grants any other boss in a 15y range {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|File:Choco regen icon.png}} &#039;&#039;&#039;[[Rehabilitation]]&#039;&#039;&#039;. Has no effect on the &#039;&#039;&#039;Mirage&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Plasma&#039;&#039;&#039;&lt;br /&gt;
|At 50% HP, gains {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; until all Power Plasma orbs are gone. Will summon two &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Power Plasma Beta]]&#039;&#039;&#039; and two &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Power Plasma Gamma]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot;|Swindler&lt;br /&gt;
|&#039;&#039;&#039;Self-Buffs&#039;&#039;&#039;&lt;br /&gt;
|Swindler gains stacks of {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and {{Status effect|buff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; depending on how many other bosses are alive— having 1 stack of each with one other boss, and four stacks with two others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Height&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its previous incarnation in [[Alexander - The Cuff of the Son (Savage)#Swindler|Alexander - The Cuff of the Son (Savage)]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-arithmeticks&#039;&#039;&#039;&lt;br /&gt;
|Cast at 50% HP. Deals high unavoidable damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration&#039;&#039;&#039;&lt;br /&gt;
|Combined with &#039;&#039;&#039;Height&#039;&#039;&#039; after 50% HP. A [[Stack marker#Multi-Player Marker|multi-player stack marker]]. Unlike in [[Alexander - The Cuff of the Son (Savage)|The Cuff of the Son]], here, one random tank will be the sole target of &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. Cast every 20 seconds after &#039;&#039;&#039;Bio-arithmeticks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;&lt;br /&gt;
|Only used after 50% HP. Functions exactly the same as &#039;&#039;&#039;Brawler&#039;s&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Vortexer&lt;br /&gt;
|&#039;&#039;&#039;Elemental Jammer&#039;&#039;&#039;&lt;br /&gt;
|Cast at 50% HP. Deals high unavoidable damage to the party and [[knockback]]. Inflicts one random DPS with {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Lightning]]&#039;&#039;&#039; for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Missile&#039;&#039;&#039;&lt;br /&gt;
|Cast after 50% HP. Fires a [[Area of Effect#Static circle AoE|Static circle AoE]] at four random players which create lava [[Area of Effect#Puddle|puddles]] on the ground. Stepping into these [[Area of Effect#Puddle|puddles]] inflicts {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; and {{Status effect|debuff|sludge}} &#039;&#039;&#039;[[Sludge]]&#039;&#039;&#039;, a deadly damage-over-time debuff that must be cleansed with {{Action icon|Esuna}}.&lt;br /&gt;
|}&lt;br /&gt;
Phase 2 is a difficult gauntlet of enemies, each attacking with separate rotations and gaining a new ability at 50%. Bosses must be defeated or brought to 50% health in a specific order to prevent dangerous mechanics from lining up or happening too early.&lt;br /&gt;
&lt;br /&gt;
One tank should focus on holding enmity on [[Blaster]], [[Swindler]], and [[Vortexer]] at the edges of the arena while the other tank handles [[Brawler]] in the center. The Brawler tank will need to handle &#039;&#039;&#039;Attachments&#039;&#039;&#039; with one DPS helping with &#039;&#039;&#039;Double Drills&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As Brawler never moves from the center of the arena, all other bosses must be kept to the edges to avoid buffing them with &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Step 1: Defeating Blaster ======&lt;br /&gt;
The phase starts with an immediate DPS check—if [[Blaster]] is not defeated by the time [[Vortexer]] appears, they will enrage and forcefully reset the encounter (regardless of whether players survive the enrage or not).&lt;br /&gt;
&lt;br /&gt;
When Blaster reaches 50% HP, they will summon a &#039;&#039;&#039;Mirage&#039;&#039;&#039; copy that must be immediately separated from them. As the &#039;&#039;&#039;Mirage&#039;&#039;&#039; is unaffected by &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;, it is safe for the other tank to bring it to the center with Brawler&lt;br /&gt;
&lt;br /&gt;
* After defeating Blaster, players will have time to breathe as there are no major DPS checks or difficult mechanics until after Brawler is defeated.&lt;br /&gt;
&lt;br /&gt;
====== Step 2: Defeating Brawler ======&lt;br /&gt;
DPS should focus on bringing Brawler to 50% while the non-Brawler tank continues on holding enmity on [[Swindler]] and [[Vortexer]]. Be wary of &#039;&#039;&#039;Height&#039;&#039;&#039; being cast intermittently throughout the phase.&lt;br /&gt;
&lt;br /&gt;
When Brawler reaches 50% HP, they will become functionally immune to damage until their &#039;&#039;&#039;Power Plasma&#039;&#039;&#039; orbs are dealt with. The entire party should stack together on a cardinal edge except for the Brawler tank.&lt;br /&gt;
The Brawler tank should stun one &#039;&#039;&#039;Power Plasma Beta&#039;&#039;&#039; and pop the two &#039;&#039;&#039;Power Plasma Gamma&#039;&#039;&#039;. Brawler will still be casting &#039;&#039;&#039;Attachment&#039;&#039;&#039; intermittently during this phase.&lt;br /&gt;
&lt;br /&gt;
During this time, DPS can lower the health of Swindler and Vortexer. &amp;lt;u&amp;gt;Do not bring Swindler or Vortexer below 60% HP&amp;lt;/u&amp;gt;. If either reach 50% HP and begin using their special ability prior to Brawler being defeated, it will likely result in a wipe.&lt;br /&gt;
&lt;br /&gt;
After all the &#039;&#039;&#039;Power Plasma&#039;&#039;&#039; orbs are dealt with, Brawler will lose their {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039;. All DPS should switch targets to Brawler and defeat them.&lt;br /&gt;
&lt;br /&gt;
====== Step 3: Defeating Swindler and Vortexer ======&lt;br /&gt;
The group should split into two light-parties: one on Swindler and one on Vortexer. The Brawler tank should {{Action icon|Provoke}} Swindler and separate them to prevent Vortexer from being in &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039; range later.&lt;br /&gt;
* The last two bosses &amp;lt;u&amp;gt;must be defeated at the same time&amp;lt;/u&amp;gt;. Whichever boss is left alone will begin a 5 second &#039;&#039;&#039;Self-Detonate&#039;&#039;&#039; cast that will forcefully reset the fight if successful.&lt;br /&gt;
While the order does not matter, only one of Swindler or Vortexer should be brought to 50% HP first. The other light party should hold DPS for a few seconds after the 50% HP attack to give healers time to fill everyone&#039;s health back up—then bringing their own boss to 50% HP as well.&lt;br /&gt;
* Whichever boss hits 50% HP first will also have their mechanic occur first—Swindler using &#039;&#039;&#039;Enumeration&#039;&#039;&#039; every 20 seconds and Vortexer&#039;s {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039; repeating every 20 seconds. As they are on the same timer, they will alternate consistently.&lt;br /&gt;
* One useful method to handing &#039;&#039;&#039;Enumeration&#039;&#039;&#039; is assigning numbers to roles: If Enumeration is 2 - only the tanks and healers stack together. If 3, only the tanks and DPS stack together. If 4, the entire light party stacks together.&lt;br /&gt;
** Additionally, this can be made easier by having DPS hug the boss&#039;s left, the healer hug the boss&#039;s right, and having the tank move to the left, right, or center depending on the &#039;&#039;&#039;Enumeration&#039;&#039;&#039; count.&lt;br /&gt;
* For {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039;, the afflicted DPS player should stand in the center with one of the healers. &#039;&#039;No other players&#039;&#039; should stand in the center, as it would increase the lightning&#039;s damage&amp;lt;nowiki/&amp;gt; to potentially lethal levels.&lt;br /&gt;
After both Swindler and Vortexer are defeated simultaneously, all bosses will jump away and begin Phase 3.&lt;br /&gt;
=== Phase 3A - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Brute Justice]] ===&lt;br /&gt;
----The five bosses will combine into [[Brute Justice]], dealing high damage to all players and knocking them back to the edges of the arena.&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;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|A fire element [[Area of Effect#Cleave|cleave]] with an extremely long frontal length.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. If a player dies to this attack, the boss gains a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Two non-tanks are marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, one player has a {{I|Stack marker}}, and &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; is cast twice before the stack resolves. Always ends with &#039;&#039;&#039;Megabeam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The players with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; will be hit by high damage AoEs that are likely to kill anyone else caught in the radius.&lt;br /&gt;
&lt;br /&gt;
* Low party-wide damage is dealt twice with &#039;&#039;&#039;Short Needle&#039;&#039;&#039; at the beginning and end, and a &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is cast after the first &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|Brute Justice targets and jumps on the farthest player, dealing high damage and {{status effect|debuff|stun}} [[Stun|stunning]] any others nearby.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;&lt;br /&gt;
|A long-lasting unmarked [[Area of Effect#Static Cone AoE|Static cone AoE]] aimed at a random player, dealing repeated damage to anyone in front of Brute Justice. Hits fives times, adding a {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; with each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable damage to the entire party.&lt;br /&gt;
|}&lt;br /&gt;
While this phase is very straightforward, the large amount of mechanics thrown at the players simultaneously can catch them off guard if unprepared.&lt;br /&gt;
&lt;br /&gt;
For consistent positioning, the main tank should face Brute Justice towards the north at all times while the rest of the party stacks together on the east— to the boss&#039;s right. One player should be the assigned as the target for &#039;&#039;&#039;Super Jump&#039;&#039;&#039;—preferably the off-tank.&lt;br /&gt;
&lt;br /&gt;
The key to surviving Phase 3A is handling &#039;&#039;&#039;Missile Command&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* All players (excepting the main tank) start stacked together to ensure the first &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; is grouped on the same spot.&lt;br /&gt;
&lt;br /&gt;
*The two players marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should separate from the group while all others rotate clockwise around the back of the boss—first stopping just outside the radius of the first AoE circles. The main tank should rotate slightly to the right preparing to stack.&lt;br /&gt;
*Once the second &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; drops, the stack should continue to rotate just outside the radius of the AoEs, meeting up with the main tank on the left side of the boss.&lt;br /&gt;
*After the {{I|Stack marker}} resolves, the group should rotate clockwise again (to the north side) to dodge &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;. Meanwhile the assigned &#039;&#039;&#039;Super Jump&#039;&#039;&#039; target should start running away to one of the corners of the arena.&lt;br /&gt;
Once &#039;&#039;&#039;Super Jump&#039;&#039;&#039; happens, Brute Justice will aim at a random player and prepare &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. Simply avoid where Brute Justice is facing, then stack together to the boss&#039;s east side while the main tank stands north once again.&lt;br /&gt;
&lt;br /&gt;
Brute Justice will repeat this rotation once again, and after the second &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, will cast &#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039; and transition to phase 3B.&lt;br /&gt;
&lt;br /&gt;
Once Phase 3B finishes, Brute Justice will reform and loop their 3A rotation until brought to 0%, starting Phase 4.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3A 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;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|The main tank should stay north while the rest of the party is stacked east.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should use mitigations while the off-tank moves to stack with the main tank, then moves back to the DPS/Healer stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|While players with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; move away, the stack rotates around the back of the boss together, meeting with the main tank on the west side. Off-tank should run away after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|All players should begin moving towards the off-tank in preparation for &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;&lt;br /&gt;
|Move behind Brute Justice.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Healers should help mitigate and prepare to refill everyone&#039;s health as quickly as possible.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Transitions to Phase 3B on first loop, afterwards loops back to start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 3B - [[Acronyms, abbreviations, and common terms#T|Trio]] 1===&lt;br /&gt;
After Brute Justice&#039;s first &#039;&#039;&#039;{{action icon|J Kick}},&#039;&#039;&#039; they will separate back into their individual parts and begin a deadly series of attacks that must be avoided. Every death during this phase gives Brute Justice a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Trio 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;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Proximity AoE|proximity AoE]] from the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Supercharge)&#039;&#039;&#039;&lt;br /&gt;
|Four players are marked with [[Area of Effect#Spread Circle|spread circle]] arrows. A &#039;&#039;&#039;Mirage&#039;&#039;&#039; will drop on each player, then after a short delay, begin casting a &#039;&#039;&#039;Supercharge&#039;&#039;&#039; at that player&#039;s current location.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supercharge&#039;&#039;&#039; is a [[Area of Effect#Static Line AoE|Line AoE]] charge that deals high damage and [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eye of the Chakram&#039;&#039;&#039;&lt;br /&gt;
|A total of four red Chakrams appear on two random adjacent edges of the arena. After a long delay, these will charge straight across the arena in a [[Area of Effect#Static Line AoE|Line AoE]] and deal lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth &amp;amp; Ice Missiles&#039;&#039;&#039;&lt;br /&gt;
|Four players are targeted by &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; and four players &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039;. Earth Missiles leave a lava [[Area of Effect#Puddle|puddle]] on the ground, and Ice Missiles an ice [[Area of Effect#Puddle|puddle]] that grows in size after a few seconds.&lt;br /&gt;
&lt;br /&gt;
* Both puddles inflict {{status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; and a lethally powerful damage-over-time debuff if stepped into. The damage-over-time debuff can be cleansed with {{Action icon|Esuna}}.&lt;br /&gt;
* The &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; land first, with the &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039; landing later— at the same time &#039;&#039;&#039;Height&#039;&#039;&#039; finishes casting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Players should start by stacking together on one of the walls to get healed from the &#039;&#039;&#039;{{action icon|J Kick}}.&#039;&#039;&#039;&lt;br /&gt;
# Everyone then spreads out along the wall to avoid hitting each other with the &#039;&#039;&#039;Mirage&#039;&#039;&#039; drops.&lt;br /&gt;
# Once the &#039;&#039;&#039;Mirages&#039;&#039;&#039; land, those hit should move up or down the wall in order to &amp;lt;u&amp;gt;aim the &#039;&#039;&#039;Mirage Supercharge&#039;&#039;&#039; harmlessly along the wall&amp;lt;/u&amp;gt; rather than towards the center of the arena.&lt;br /&gt;
# After the &#039;&#039;&#039;Supercharges&#039;&#039;&#039; are aimed in a safe direction, players must immediately stack together near the center for Brawler&#039;s &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Double Buster]]&#039;&#039;&#039; laser.&lt;br /&gt;
#* &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will appear on two walls at this point. Take note of their positions now and look for a safe spot to avoid them.&lt;br /&gt;
# Once the &#039;&#039;&#039;Double Buster&#039;&#039;&#039; is fired, Onslaughter will aim a &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; at the group and the &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will begin to glow. All players should move to a spot that is both away from the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and not in-line with a &#039;&#039;&#039;Chakram&#039;&#039;&#039; to survive.&lt;br /&gt;
# Finally, &#039;&#039;&#039;Height&#039;&#039;&#039; will begin casting, &#039;&#039;&#039;Earth &amp;amp; Ice Missiles&#039;&#039;&#039; will go out, the main tank will be targeted by a &#039;&#039;&#039;Single Buster&#039;&#039;&#039; from Brawler in the south, and afterwards one final &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; will be cast.&lt;br /&gt;
#* The main tank should run all the way south. After &#039;&#039;&#039;Height&#039;&#039;&#039;, they should attempt to aim the &#039;&#039;&#039;Single Buster&#039;&#039;&#039; towards the wall if possible, or otherwise away from any other players. Be extra wary of &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;, as unlike before, it can target the main tank now.&lt;br /&gt;
#** If the main tank has full health, they will not need to use a mitigation to survive the &#039;&#039;&#039;Single Buster&#039;&#039;&#039;, and instead should save it for the next &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;.&lt;br /&gt;
#* All other players should attempt to spread out around the edges away from the South where the main tank is.&lt;br /&gt;
#** &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; are dropped halfway through &#039;&#039;&#039;Height&#039;&#039;&#039; and can be placed in one of the corners of player&#039;s &#039;&#039;&#039;Height&#039;&#039;&#039; squares, leaving the other corner free.&lt;br /&gt;
#** Players targeted by &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039; should be prepared to run the instant it drops, as &#039;&#039;&#039;Height&#039;&#039;&#039; will resolve at the same time.&lt;br /&gt;
&lt;br /&gt;
After surviving Trio 1, Brute Justice will reform and loop their &#039;&#039;&#039;Phase 3A&#039;&#039;&#039; rotation until brought to 0% health.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3B 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;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|All players should run to a wall to minimize damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Supercharge)&#039;&#039;&#039;&lt;br /&gt;
|Spread out along the wall to avoid sharing AoEs. After the &#039;&#039;&#039;Mirages&#039;&#039;&#039; drop, aim them harmlessly along the wall by moving slightly up or down the wall.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Buster&#039;&#039;&#039;&lt;br /&gt;
|Stack near the center. Take note of &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions during this attack as players must run to a safe position immediately after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam &amp;amp; Eye of the Chakram&#039;&#039;&#039;&lt;br /&gt;
|Run from the current position to a spot not in-line with a &#039;&#039;&#039;Chakram&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Height, Earth &amp;amp; Ice Missiles&#039;&#039;&#039;&lt;br /&gt;
|While the main tank runs south, all other players should move to the edges to drop their &#039;&#039;&#039;Missiles&#039;&#039;&#039;. Remember to match &#039;&#039;&#039;Height&#039;&#039;&#039; with the correct squares.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam &amp;amp; Single Buster&#039;&#039;&#039;&lt;br /&gt;
|Move away from the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and avoid standing where the main tank is aiming the &#039;&#039;&#039;Single Buster&#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;Return to Phase 3A&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 4 - [[Acronyms, abbreviations, and common terms#T|Trio]] 2 ===&lt;br /&gt;
----Once again, Brute Justice will separate and begin another deadly assault of attacks that the players must dodge and survive through. As before, every death adds a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; to Brute Justice.&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;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Landmine|Landmines]] and two &#039;&#039;&#039;Hidden Landmines&#039;&#039;&#039; are dropped. These function identically to [[Alexander - The Cuff of the Son (Savage)#Blaster|The Cuff of the Son]].&lt;br /&gt;
&lt;br /&gt;
* These landmines, including the Hidden Landmines, deal high AoE damage on landing which should be avoided.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Tethers)&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to [[Alexander - The Cuff of the Son (Savage)#Blaster|The Cuff of the Son]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration&#039;&#039;&#039;&lt;br /&gt;
|Now targets one tank and one healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultra Flash&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]]. Line of sight can only be blocked using the legs of Onslaughter in the center.&lt;br /&gt;
&lt;br /&gt;
* Each leg is an individual structure. Players will have to hide &#039;&#039;specifically&#039;&#039; behind the legs, not just the hitbox of Onslaughter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# With another unforgiving series of deadly assaults, all players should start by stacking on the South wall, grouping together for healing after &#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;.&lt;br /&gt;
# One DPS should run to a corner to bait the the far &#039;&#039;&#039;Double Drill&#039;&#039;&#039; while both tanks move North (but spread apart) to take the close &#039;&#039;&#039;Double Drill&#039;&#039;&#039; and position for &#039;&#039;&#039;Hidden Landmines&#039;&#039;&#039;, bursting them a short time after landing.&lt;br /&gt;
# Dodge the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and take note of the &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions around the arena.&lt;br /&gt;
# Players will have to spread out to place &#039;&#039;&#039;Mirages&#039;&#039;&#039;. These can intentionally be dropped in the path of a &#039;&#039;&#039;Chakram&#039;&#039;&#039; to give others more room to spread out. Avoid moving north as Brawler will be casting &#039;&#039;&#039;Single Drill&#039;&#039;&#039;.&lt;br /&gt;
# All players should focus on dodging &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and &#039;&#039;&#039;Chakrams&#039;&#039;&#039; first, then resolve their &#039;&#039;&#039;Mirage Tethers&#039;&#039;&#039;. If arms are up, look away— otherwise face the Mirage.&lt;br /&gt;
# Lastly, all players must make their way to the east side of the arena to hide behind Onslaughters legs to avoid &#039;&#039;&#039;Ultra Flash&#039;&#039;&#039; cast by Vortexer in the west. During this, &#039;&#039;&#039;Enumeration&#039;&#039;&#039; will be on a random tank and healer.&lt;br /&gt;
#* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; can be handled by deploying tactics fro&amp;lt;nowiki/&amp;gt;m [[Alexander - The Cuff of the Son (Savage)#Swindler|Alexander - The Cuff of the Son (Savage)]], having Enum 2 be Tanks + Tanks or Healers + Healers. DPS may want to be assigned groups and Enum numbers prior to the fight to help with organization for Enum 3 and 4.&lt;br /&gt;
#* Players should clarify which role will go behind which leg (northern or southern) to avoid confusion and overlapping.&lt;br /&gt;
#* Any player(s) that aren&#039;t needed for &#039;&#039;&#039;Enumeration&#039;&#039;&#039; can stack behind the circle AoE while still avoiding Vortexer&#039;s line of sight.&lt;br /&gt;
&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;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Stack on the south wall for healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|Stay against the wall to minimize damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Minefields&#039;&#039;&#039;&lt;br /&gt;
|One DPS should run to the corner to bait the upcoming &#039;&#039;&#039;Double Drill&#039;&#039;&#039; while the two tanks run northeast and northwest. Tanks must take note of where the &#039;&#039;&#039;Hidden Mines&#039;&#039;&#039; dropped.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Drill&#039;&#039;&#039;&lt;br /&gt;
|Each tank should now explode one &#039;&#039;&#039;Hidden Mine&#039;&#039;&#039; each. {{Action icon|Arm&#039;s Length}} can be used to resist the knockback of the landmine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Dodge as normal. Take note of &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Single Drill &amp;amp; Mirage (Drop)&#039;&#039;&#039;&lt;br /&gt;
|Stay away from the north side. Place &#039;&#039;&#039;Mirages&#039;&#039;&#039; where &#039;&#039;&#039;Chakrams&#039;&#039;&#039; are to leave space for allies to spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Tethers), Chakrams, &amp;amp; Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Focus on moving to a safe spot away from &#039;&#039;&#039;Chakrams&#039;&#039;&#039; and &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; first, then resolve the &#039;&#039;&#039;Mirage Tethers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration &amp;amp; Ultra Flash&#039;&#039;&#039;&lt;br /&gt;
|Hide behind Onslaughter&#039;s legs on the east side of the arena, matching the correct number of players inside the &#039;&#039;&#039;Enumeration&#039;&#039;&#039; circles.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 5 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Phase 5 - Winged Justice: Verdict===&lt;br /&gt;
----&#039;&#039;&#039;Brute Justice&#039;&#039;&#039; reforms again, sprouting wings and restoring to full health. With a cast of &#039;&#039;&#039;Verdict&#039;&#039;&#039;, each player is given a unique debuff:&lt;br /&gt;
&lt;br /&gt;
* One tank will be given {{Status effect|debuff|File:Final Judgment Max HP.png}} &#039;&#039;&#039;Final Judgment: Max HP&#039;&#039;&#039;, requiring that player to have the most HP of the entire party. They will also be given 4 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* The other tank will be given {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Final Judgment: Min HP&#039;&#039;&#039;, requiring that player to have the &#039;&#039;least&#039;&#039; HP of the entire party. They will also be given 4 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One healer will be given {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Final Judgment: Penalty I&#039;&#039;&#039;, requiring that healer to have &#039;&#039;no other&#039;&#039; enfeeblements. They will also be given 3 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* The other healer will be given {{Status effect|debuff|File:Final Judgment Penalty ii.png}} &#039;&#039;&#039;Final Judgment: Penalty II&#039;&#039;&#039;, requiring exactly two active enfeeblements (including itself). They will also be given 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* Two DPS players will be given {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Final Judgment: Penalty III&#039;&#039;&#039;, requiring exactly three active enfeeblements (including itself). They will also gain 2 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One DPS player will be given {{Status effect|debuff|File:Final Judgment Nisi Decree A.png}} &#039;&#039;&#039;Final Judgment: Nisi Decree A&#039;&#039;&#039;, requiring that player to be debuffed with {{Status effect|debuff|File:Final Decree Nisi A.png}} &#039;&#039;&#039;Final Decree Nisi A&#039;&#039;&#039;. They will also gain 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One DPS player will be given {{Status effect|debuff|File:Final Judgment Nisi Decree B.png}} &#039;&#039;&#039;Final Judgment: Nisi Decree B&#039;&#039;&#039;, requiring that player to be debuffed with {{Status effect|debuff|File:Final Decree Nisi B.png}} &#039;&#039;&#039;Final Decree Nisi B&#039;&#039;&#039;. They will also gain 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
As the &#039;&#039;&#039;Penalty&#039;&#039;&#039; debuffs count themselves as one debuff, &#039;&#039;&#039;Penalty I&#039;&#039;&#039; must be the only active debuff, with &#039;&#039;&#039;Penalty II&#039;&#039;&#039; requiring one additional debuff and &#039;&#039;&#039;Penalty III&#039;&#039;&#039; requiring two.&lt;br /&gt;
&lt;br /&gt;
====== Arena Mechanics: ======&lt;br /&gt;
&lt;br /&gt;
* Four &#039;&#039;&#039;J Storms&#039;&#039;&#039; will appear, one in each corner of the room. Stepping into a &#039;&#039;&#039;J Storm&#039;&#039;&#039; will destroy it, set the player&#039;s HP to 1, and inflict them with {{Status effect|debuff|File:Final Flight.png}} &#039;&#039;&#039;Final Flight&#039;&#039;&#039;, preventing that player from surviving a second storm. If any &#039;&#039;&#039;J Storm&#039;&#039;&#039; is still active after thirty seconds, it will detonate and wipe the party.&lt;br /&gt;
* Four &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; appear, two on the north wall and two on the south wall.&lt;br /&gt;
* A &#039;&#039;&#039;Steam Regulator A &amp;amp; B&#039;&#039;&#039; will appear on the east and west walls. These function identically to Phase 1, but it is &#039;&#039;completely random&#039;&#039; which side will have which Regulator.&lt;br /&gt;
&lt;br /&gt;
Thirty seconds after these debuffs are given out, Brute Justice will begin the cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039;. If &#039;&#039;any&#039;&#039; player does not meet the requirement of their Final Judgement debuffs by the end of the cast, the entire party will wipe.&lt;br /&gt;
&lt;br /&gt;
{{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; has a 40 second timer, allowing players 10 seconds after the cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039; to clear remaining stacks before it expires.&lt;br /&gt;
&lt;br /&gt;
For the duration of this phase, Brute Justice will only auto-attack.&lt;br /&gt;
&lt;br /&gt;
====== Tank Strategy: ======&lt;br /&gt;
The tank with {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; should {{Action icon|Provoke}} the boss, letting Brute Justice&#039;s auto-attacks bring them to &#039;&#039;one stack&#039;&#039; of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; tank reaches one stack, the {{Status effect|debuff|File:Final Judgment Max HP.png}} &#039;&#039;&#039;Max HP&#039;&#039;&#039; should {{Action icon|Provoke}} the boss and hold enmity for the rest of the phase.&lt;br /&gt;
&lt;br /&gt;
Finally, when Brute Justice begins casting &#039;&#039;&#039;Gavel&#039;&#039;&#039;, the {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; tank should immediately run into the last available &#039;&#039;&#039;J Storm&#039;&#039;&#039; to have their health set to 1 before the cast can complete.[[File:A8S Verdict Plan.png|alt=A map of A8S&#039;s Verdict.|thumb|A map showcasing mechanic locations and which players should handle them.]]&lt;br /&gt;
&lt;br /&gt;
====== Healer Strategy: ======&lt;br /&gt;
The healer with {{Status effect|debuff|File:Final Judgment Penalty ii.png}} &#039;&#039;&#039;Penalty II&#039;&#039;&#039; should take the northwest &#039;&#039;&#039;J Storm&#039;&#039;&#039;, instantly satisfying their debuff conditions with {{Status effect|debuff|File:Final Flight.png}} &#039;&#039;&#039;Final Flight&#039;&#039;&#039;. They can then focus entirely on healing the party.&lt;br /&gt;
&lt;br /&gt;
The healer with {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Penalty I&#039;&#039;&#039; should take one of the southern &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; alone, then move to the north and wait for the Nisi DPS to defeat their Steam Regulators. The healer will share the northeast Steam Gasket with the east Nisi DPS and the northwest Steam Gasket with the west Nisi DPS.&lt;br /&gt;
&lt;br /&gt;
====== DPS Strategy: ======&lt;br /&gt;
The DPS with {{Status effect|debuff|File:Final Judgment Nisi Decree A.png}} &#039;&#039;&#039;Nisi Decree A&#039;&#039;&#039; and {{Status effect|debuff|File:Final Judgment Nisi Decree B.png}} &#039;&#039;&#039;Nisi Decree B&#039;&#039;&#039; must run to and destroy the Steam Regulator matching their debuff. Afterwards, they must run towards the closest &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; in the north and wait for the healer with {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Penalty I&#039;&#039;&#039;, sharing the damage to remove all stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The two DPS with {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Penalty III&#039;&#039;&#039; can simply take the &#039;&#039;&#039;J Storms&#039;&#039;&#039; in the south and then focus on damaging Brute Justice. &amp;lt;u&amp;gt;After&amp;lt;/u&amp;gt; &#039;&#039;&#039;Gavel&#039;&#039;&#039; finishes casting, they will want to share the last &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; in the south to clear their last stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;. This debuff should not be cleansed prior as it is needed to satisfy the conditions of {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Penalty III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Should players remain alive after &#039;&#039;&#039;Gavel&#039;&#039;&#039;, Brute Justice will begin their final phase.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
=== Phase 6 - The Finale ===&lt;br /&gt;
----Brute Justice begins their final assault, and holds nothing back. This final phase will function similarly to Phase 3, but with additional attacks thrown together to increase the difficulty of dodging.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 6 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;Link-up&#039;&#039;&#039;&lt;br /&gt;
|One random DPS player is debuffed with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; for 40 seconds. This version hits extremely hard, expecting all eight players to share the damage.&lt;br /&gt;
&lt;br /&gt;
* Unlike its previous iteration, {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; will not pass to another player, disappearing once it resolves.&lt;br /&gt;
* If a player dies with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;, it will simply disappear— no Punishing Wave will be cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch&#039;&#039;&#039;&lt;br /&gt;
|An extremely hard hitting [[tankbuster]] that deals [[knockback]] and inflicts {{Status effect|debuff|bind}} &#039;&#039;&#039;[[Bind]]&#039;&#039;&#039; for 8 seconds. Always followed by &#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|Functions indentically to &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039; but is instead aimed at the highest enmity player. Always followed by &#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
|A [[Stack marker#Line stack|line stack]] with [[knockback]] aimed at the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Instead of dropping two sets of &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;, now creates a &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; near Brute Justice followed by a single set of &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;J Wave&#039;&#039;&#039;&lt;br /&gt;
|An endless attack that deals repeated, slowly increasing damage.&lt;br /&gt;
|}&lt;br /&gt;
The three key attacks to look out for with this final phase are the &#039;&#039;&#039;Final Combo&#039;&#039;&#039;, &#039;&#039;&#039;Missile Command&#039;&#039;&#039;, and {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Final Combo&#039;&#039;&#039; can be handled either with a well-timed invulnerability before the end of &#039;&#039;&#039;Final Punch&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast, or by two large mitigations by the main tank and a {{Action icon|Provoke}} by the off-tank— facing the boss away from the rest of the party for &#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;. Once that attack starts firing, the off-tank can stack with the rest of the party for &#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Command&#039;&#039;&#039; now drops a &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; which must be avoided. It is recommended to have the group stack behind Brute Justice and rotate whatever direction is away from the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039;. As the {{I|Stack marker}} resolves at the same time &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is cast, the main tank can not join the stack during this final phase.&lt;br /&gt;
&lt;br /&gt;
* After the stack marker is resolved, the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; should either be burst by the off-tank or by the DPS inflicted with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;. In the latter case the DPS will die, but the debuff will also disappear.&lt;br /&gt;
After Missile Command, several &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will appear, and one of the two tanks will be marked with &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. If Compressed Water was not sacrificed prior, it will detonate around the same time as Enumeration.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Enumeration&#039;&#039;&#039; will be handled by the tanks and healers: Enum 2 being handled by both tanks, Enum 3 by both healers, and Enum 4 being all tanks and healers. Ideally, the Enumeration is placed in front of Brute Justice if possible.&lt;br /&gt;
# If not sacrificed prior, all remaining players not needed for Enumeration must stack together for {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; at Brute Justice&#039;s side. The party will need to stack just outside of the Enumeration range, but still in range of the Compressed Water stack. Heavy party mitigates and AoE healing should be readied.&lt;br /&gt;
# A &#039;&#039;&#039;Waterspout&#039;&#039;&#039; will spawn immediately in the location {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; expired, forcing all players to run away.&lt;br /&gt;
# The assigned Super Jump player should run a good distance away while the main tank stays between Brute Justice and the &#039;&#039;&#039;Waterspout&#039;&#039;&#039;, intending to destroy it with a &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;. The range of &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is extremely long, so distance is not an issue.&lt;br /&gt;
&lt;br /&gt;
Should players survive through these attacks, Brute Justice will attempt to end the fight by repeatedly spinning and casting &#039;&#039;&#039;J Wave&#039;&#039;&#039;. The damage of this attack increases over time, forcing the party to defeat Brute Justice before the damage becomes unsurviveable.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal through the damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Link-up&#039;&#039;&#039;&lt;br /&gt;
|A random DPS will be given &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; with a 40 second timer. Decide whether to sacrifice this player later or survive the mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch&#039;&#039;&#039;&lt;br /&gt;
|The main tank can either use an invulnerability shortly before this cast finishes, or use two large mitigations while the off-tank {{Action icon|Provoke|provokes}} the boss away from the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|If not using an invulnerability, the off-tank should face the boss away from the party prior, then move to stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam&#039;&#039;&#039;&lt;br /&gt;
|If not using an invulnerability, stack together with the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command + Hidden Minefield&#039;&#039;&#039;&lt;br /&gt;
|The party should stack behind Brute Justice and rotate in the direction opposite of the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039;. Either the off-tank or the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; DPS should burst the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chakrams + Enumeration&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;( + {{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water )&#039;&#039;&#039;&lt;br /&gt;
|Move Brute Justice to a safe spot away from Chakrams and stack for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. If &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; is still active, all players should be close enough together to share damage between all eight, then run from the &#039;&#039;&#039;Waterspout&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should begin running away to bait the upcoming &#039;&#039;&#039;Super Jump&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|If there is a &#039;&#039;&#039;Waterspout&#039;&#039;&#039;, the main tank should stay between Brute Justice and the &#039;&#039;&#039;Waterspout&#039;&#039;&#039; for the next attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|Must be used to destroy the &#039;&#039;&#039;Waterspout&#039;&#039;&#039; if the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; player was not sacrificed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch + Short Needle&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but healers must use AoE healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse + Short Needle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam + Short Needle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate, heal, and prepare for the final push.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;J Wave&#039;&#039;&#039;&lt;br /&gt;
|Healers must keep everyone alive as long as possible to defeat Brute Justice before the party is defeated themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Midan Weapons}}&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 4}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Faust Armor Plating}} (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 Midan Arms (IL 245)}}&lt;br /&gt;
{{Drops table row|Midan Metal Axe}}&lt;br /&gt;
{{Drops table row|Midan Metal Greatsword}}&lt;br /&gt;
{{Drops table row|Midan Metal Spear}}&lt;br /&gt;
{{Drops table row|Midan Metal Knuckles}}&lt;br /&gt;
{{Drops table row|Midan Metal Katana}}&lt;br /&gt;
{{Drops table row|Midan Metal Daggers}}&lt;br /&gt;
{{Drops table row|Midan Metal Bow}}&lt;br /&gt;
{{Drops table row|Midan Metal Musketoon}}&lt;br /&gt;
{{Drops table row|Midan Metal Rod}}&lt;br /&gt;
{{Drops table row|Midan Metal Grimoire}}&lt;br /&gt;
{{Drops table row|Midan Metal Rapier}}&lt;br /&gt;
{{Drops table row|Midan Metal Cane}}&lt;br /&gt;
{{Drops table row|Midan Metal Codex}}&lt;br /&gt;
{{Drops table row|Midan Metal Astrometer}}&lt;br /&gt;
{{Drops table row|Midan Chest Gear Coffer (IL 240)}}&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|Midan Weapon Coffer (IL 245)}}&lt;br /&gt;
{{Drops table row|Faustlet}}&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|Sins of the Savage Son I}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Son II}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Son III}}&lt;br /&gt;
{{achievement table row|Mightier than Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Onslaughter / Robots|Metal}}&lt;br /&gt;
{{music table row|Brute Justice|Metal - Brute Justice Mode}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Burden_of_the_Son_(Savage)&amp;diff=1506287</id>
		<title>Alexander - The Burden of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Burden_of_the_Son_(Savage)&amp;diff=1506287"/>
		<updated>2026-07-18T00:49:52Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Fixed grammar, sentences, and misconceptions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Burden of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Burden of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Burden_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 225&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Heavensward)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Burden of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Burden of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
| id-gt = 30037&lt;br /&gt;
| id-edb = f93d68d7d3c&lt;br /&gt;
}} Also called &#039;&#039;&#039;A8S&#039;&#039;&#039;, it is the fourth and final sector of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
A long, intense gauntlet of mechanics and enemies, this fight is often described as a mini-[[Raids#Ultimate Raids|Ultimate]]. Player&#039;s ability to coordinate and survive will be brutally tested, with single missteps often leading to the death of the entire group.&lt;br /&gt;
&lt;br /&gt;
==== Prior to the fight: ====&lt;br /&gt;
&lt;br /&gt;
* Each DPS should be assigned a square (NE, NW, SE, SW) for Phase 1&#039;s &#039;&#039;&#039;Execution&#039;&#039;&#039;.&lt;br /&gt;
* A stack spot and strategy should be chosen for Phase 1&#039;s &#039;&#039;&#039;Legislation&#039;&#039;&#039; and &#039;&#039;&#039;Discoid&#039;&#039;&#039;.&lt;br /&gt;
* Light Party groups should be decided for Phase 2.&lt;br /&gt;
* A DPS should be assigned to handle &#039;&#039;&#039;Double Drill&#039;&#039;&#039; far bait for Phase 2, and Phase 4.&lt;br /&gt;
* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; assignments may need to be given to DPS for Phase 4.&lt;br /&gt;
* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; assignments may need to be given to DPS for Phase 6.&lt;br /&gt;
* Tanks should decide whether or not to use invulnerabilities in Phase 6.&lt;br /&gt;
* The group should decide whether or not to sacrifice the player with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; in Phase 6.&lt;br /&gt;
=== Phase 1 - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Onslaughter]] ===&lt;br /&gt;
----The fight starts with &#039;&#039;&#039;Onslaughter&#039;&#039;&#039;, who will test the DPS&#039;s ability to coordinate both individually and as a group.&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;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed high-damage AoE on the highest enmity target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|Targets six random players with [[Area of Effect#Static Circle AoE|Static circle AoEs]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|The boss will turn towards a random player that is not the highest enmity target and begin charging a powerful [[Area of Effect#Static Line AoE|Static line AoE]].&lt;br /&gt;
&lt;br /&gt;
* There is no cast bar for this attack, so players need to keep an eye out for the charging animation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
|Four black squares will appear, one in each corner of the arena. Two will have a &#039;&#039;&#039;Steam Regulator A&#039;&#039;&#039;, and the other two a &#039;&#039;&#039;Steam Regulator B&#039;&#039;&#039;. These explode after 20 seconds if not destroyed.&lt;br /&gt;
&lt;br /&gt;
* The first player that enters each square will become [[Tether (mechanic)|tethered]] to the Regulator. If the tethered player dies or leaves their square, the Regulator explodes and wipes the party.&lt;br /&gt;
* The tethered players will be debuffed with {{Status effect|debuff|File:Final Decree Nisi A.png}} &#039;&#039;&#039;Final Decree Nisi A&#039;&#039;&#039; or {{Status effect|debuff|File:Final Decree Nisi B.png}} &#039;&#039;&#039;Final Decree Nisi B&#039;&#039;&#039;, matching their Regulator. This deals damage-over-time but allows the player to damage their Regulator.&lt;br /&gt;
* Unlike [[Alexander - The Burden of the Father (Savage)|Burden of the Father]], having both debuffs simultaneously is not fatal. The debuffs simply allow that player to damage the matching Regulator, which is {{Status effect|buff|File:invincibility icon1.png}} &#039;&#039;&#039;Invincible&#039;&#039;&#039; to damage otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;&lt;br /&gt;
|A multi-hit [[tankbuster]]. The first hit deals extremely high damage and inflicts {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039; Onslaughter then follows with three more tankbusters and ends with &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legislation&#039;&#039;&#039;&lt;br /&gt;
|All four DPS are given {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;, with each player getting a different number of stacks counting 1 to 4. One stack is removed each time the debuffed player takes damage from any source.&lt;br /&gt;
&lt;br /&gt;
* If a DPS dies while the debuff is active or the debuff is allowed to expire, the entire party is executed.&lt;br /&gt;
* If any DPS was dead before the mechanic, random support(s) that are not the main-tank will get the missing stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discoid&#039;&#039;&#039;&lt;br /&gt;
|Five &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; orbs will appear and attach a [[Tether (mechanic)#Chase Tether|chase tether]] to each DPS and one random healer.&lt;br /&gt;
&lt;br /&gt;
* When a player touches a &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039;, it creates a small [[Area of Effect#Static Circle AoE|Static circle AoE]] that explodes &amp;lt;u&amp;gt;after one second&amp;lt;/u&amp;gt;, dealing moderate damage to those inside.&lt;br /&gt;
* &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; will do &#039;&#039;lethal&#039;&#039; damage to the specific player it is tethered to, and normal damage to anyone else.&lt;br /&gt;
* &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; do &#039;&#039;increasing&#039;&#039; damage with every player inside their AoE. While an alone player will take ~1500 damage, three players sharing a &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; will each take ~9000 damage.&lt;br /&gt;
|}&lt;br /&gt;
Onslaughter has a straightforward, consistent rotation, but an extensive list of abilities that will punish players for a single misstep.&lt;br /&gt;
* Of note, while &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; by itself is simple to dodge, this will be combined with other, much more restrictive attacks throughout the entire fight. Players will need to constantly be aware of this attack and be ready to move if it&#039;s pointed at them.&lt;br /&gt;
&lt;br /&gt;
* The first major attack used in Phase 1 will be &#039;&#039;&#039;Execution&#039;&#039;&#039;, which will put a square in each of the four corners of the arena. One DPS should be assigned to each square and should attempt to destroy their &#039;&#039;&#039;Steam Regulators&#039;&#039;&#039; as fast as possible.&lt;br /&gt;
** During &#039;&#039;&#039;Execution&#039;&#039;&#039;, Onslaughter will cast &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; followed by &#039;&#039;&#039;Megabeam&#039;&#039;&#039;. As the DPS &#039;&#039;cannot&#039;&#039; leave their squares until the &#039;&#039;&#039;Regulator&#039;&#039;&#039; is destroyed, they will have to carefully maneuver to dodge the AoEs in a very limited amount of space.&lt;br /&gt;
&lt;br /&gt;
* Afterwards, Onslaughter will cast their first &#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;. The {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; will result in the death of the main tank, so both tanks should use a large mitigation and the off-tank should {{Action icon|Provoke}} during the initial cast.&lt;br /&gt;
** Healers should focus entirely on healing of off-tank, as they will be taking extreme amounts of damage while the previous tank only takes the initial hit.&lt;br /&gt;
** Alternatively, tanks can use an invulnerability to ignore the entire barrage.&lt;br /&gt;
&lt;br /&gt;
* Finally, &#039;&#039;&#039;Legislation&#039;&#039;&#039; will place {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; on all the DPS followed by &#039;&#039;&#039;Discoid&#039;&#039;&#039;— creating &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; that must be used to cleanse these debuffs.&lt;br /&gt;
** &amp;lt;u&amp;gt;The party should stop DPS at &amp;lt;10% to prevent Phase 2 from starting while {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; is active.&amp;lt;/u&amp;gt; Phase 2 begins with a DPS check which may fail if DPS are busy removing their debuff stacks.&lt;br /&gt;
** &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; must be handled carefully, as they are lethal to the one player they are [[Tether (mechanic)#Chase Tether|tethered]] to, and deal more damage with each player standing inside the AoE. While three players sharing an orb is survivable, it can kill a DPS that is not at full health.&lt;br /&gt;
** Take note that &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; &#039;&#039;do not explode instantly&#039;&#039;, and instead create a delayed [[Area of Effect#Static Circle AoE|Static circle AoE]]. Players will need to remember not to immediately run out of the circle if attempting to cleanse a stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are many strategies for clearing {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; stacks, but two will be listed below:&lt;br /&gt;
&lt;br /&gt;
* All strategies begin by having the main-tank and DPS players stack together during &#039;&#039;&#039;Legislation&#039;&#039;&#039;. Using party mitigations, players will intentionally share a hit of &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039; in order to cleanse one stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; from everyone.&lt;br /&gt;
&lt;br /&gt;
====== Method 1: ======&lt;br /&gt;
&lt;br /&gt;
* The first strategy involves marking the player with the highest {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; count as the &amp;quot;leader&amp;quot; using a [[sign]]. The leader will run to &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; with the other DPS following, individuals staying out if the Steam Gasket chosen is tethered to them.&lt;br /&gt;
* Some groups may prefer to stack south and simply rotate around the room clockwise.&lt;br /&gt;
&lt;br /&gt;
====== Method 2: ======&lt;br /&gt;
&lt;br /&gt;
* The second strategy has, after the &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;, the players with &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; share the &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; attached to the player with &amp;lt;u&amp;gt;three&amp;lt;/u&amp;gt; stacks. Meanwhile, the player with &amp;lt;u&amp;gt;three&amp;lt;/u&amp;gt; stacks will run to the &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; attached to the player with &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; stacks.&lt;br /&gt;
* This leaves three safe Steam Gaskets and a total of three stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; for the remaining players to take solo.&lt;br /&gt;
&lt;br /&gt;
Be warned that during this time, Onslaughter will cast &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;, &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;, and then &#039;&#039;&#039;Perpetual Ray&#039;&#039;&#039;, which all players need to be on the lookout for. If any DPS get hit by the former two, the raid will wipe due to failing {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once all stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; are cleared, the party can defeat Onslaughter and start Phase 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; While it&#039;s possible to push Onslaughter into Phase 2 prior to Legislation with fully optimized DPS (using [[food]] buff, tinctures, etc.), it is not recommended to attempt to do so.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Onslaughter Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;13&amp;quot; class=&amp;quot;line-right&amp;quot; |Opening&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|No players should be standing near the main tank for most of this phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This will most likely face backwards towards the DPS, all players should sidestep out of the way.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
|Each DPS should move to their assigned square and destroy their &#039;&#039;&#039;Steam Regulator&#039;&#039;&#039; as quickly as possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|DPS will need to dodge this AoE in the limited space they have available.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This has a high chance to target one of the DPS, in which case they will need to move to one of the side corners of the square to dodge the beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray + Missile&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should use a heavy mitigation while the off-tank uses {{Action icon|Provoke}}. Healers should focus completely on keeping the off-tank alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Sidestep the beam.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legislation&#039;&#039;&#039;&lt;br /&gt;
|All players should &amp;lt;u&amp;gt;stop attacking the boss&amp;lt;/u&amp;gt; here to prevent Phase 2 from starting early. Then, DPS should stack with the main tank and prepare to share &#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discoid&#039;&#039;&#039;&lt;br /&gt;
|Prepare for whichever strategy the group prefers to remove their stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment.&#039;&#039;&#039;&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; class=&amp;quot;line-right&amp;quot;|Loop&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|This will often be aimed at one of the DPS. All DPS should focus on dodging this beam to prevent wiping the group from {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perpetual Ray + Missile&#039;&#039;&#039;&lt;br /&gt;
|As the healers are busy with keeping the DPS alive, it is preferable to use an invulnerability here.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Blaster]], [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Brawler]], [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Swindler]], and [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Vortexer]] ===&lt;br /&gt;
----[[Blaster]] and [[Brawler]] will descend from the sky with the start of the phase. 20 seconds later, [[Swindler]] will appear on the east side of the arena. 25 seconds after that, [[Vortexer]] will appear at the south. &lt;br /&gt;
&lt;br /&gt;
These bosses have moves similar to what was used in [[Alexander - The Cuff of the Son (Savage)]]. Knowledge of prior fights will be critical in handling the four simultaneously. &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;
!Boss&lt;br /&gt;
!Abilities&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Blaster&lt;br /&gt;
|&#039;&#039;&#039;Mind Blast&#039;&#039;&#039;&lt;br /&gt;
|An [[Interrupt|interruptable]] cast that deals minor damage to the entire party if successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage&#039;&#039;&#039;&lt;br /&gt;
|At 50% HP, creates a Mirage copy that takes no damage and tethers to Blaster if too close, granting both {{Status effect|buff|File:invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; and {{Status effect|buff|File:Companion attack up icon.png}} &#039;&#039;&#039;Physical Damage Up&#039;&#039;&#039; until separated.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;|Brawler&lt;br /&gt;
|&#039;&#039;&#039;Attachment&#039;&#039;&#039;&lt;br /&gt;
|Works similarly to [[Alexander - The Cuff of the Son (Savage)#Brawler|The Cuff of the Son]], but Attachments are chosen completely randomly and can repeat. The Single Drill attachment will not appear until below 50% HP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;&lt;br /&gt;
|Grants any other boss in a 15y range {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|File:Choco regen icon.png}} &#039;&#039;&#039;[[Rehabilitation]]&#039;&#039;&#039;. Has no effect on the &#039;&#039;&#039;Mirage&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Plasma&#039;&#039;&#039;&lt;br /&gt;
|At 50% HP, gains {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; until all Power Plasma orbs are gone. Will summon two &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Power Plasma Beta]]&#039;&#039;&#039; and two &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Power Plasma Gamma]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot;|Swindler&lt;br /&gt;
|&#039;&#039;&#039;Self-Buffs&#039;&#039;&#039;&lt;br /&gt;
|Swindler gains stacks of {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and {{Status effect|buff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; depending on how many other bosses are alive— having 1 stack of each with one other boss, and four stacks with two others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Height&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its previous incarnation in [[Alexander - The Cuff of the Son (Savage)#Swindler|Alexander - The Cuff of the Son (Savage)]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-arithmeticks&#039;&#039;&#039;&lt;br /&gt;
|Cast at 50% HP. Deals high unavoidable damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration&#039;&#039;&#039;&lt;br /&gt;
|Combined with &#039;&#039;&#039;Height&#039;&#039;&#039; after 50% HP. A [[Stack marker#Multi-Player Marker|multi-player stack marker]]. Unlike in [[Alexander - The Cuff of the Son (Savage)|The Cuff of the Son]], here, one random tank will be the sole target of &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. Cast every 20 seconds after &#039;&#039;&#039;Bio-arithmeticks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;&lt;br /&gt;
|Only used after 50% HP. Functions exactly the same as &#039;&#039;&#039;Brawler&#039;s&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Vortexer&lt;br /&gt;
|&#039;&#039;&#039;Elemental Jammer&#039;&#039;&#039;&lt;br /&gt;
|Cast at 50% HP. Deals high unavoidable damage to the party and [[knockback]]. Inflicts one random DPS with {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Lightning]]&#039;&#039;&#039; for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth Missile&#039;&#039;&#039;&lt;br /&gt;
|Cast after 50% HP. Fires a [[Area of Effect#Static circle AoE|Static circle AoE]] at four random players which create lava [[Area of Effect#Puddle|puddles]] on the ground. Stepping into these [[Area of Effect#Puddle|puddles]] inflicts {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; and {{Status effect|debuff|sludge}} &#039;&#039;&#039;[[Sludge]]&#039;&#039;&#039;, a deadly damage-over-time debuff that must be cleansed with {{Action icon|Esuna}}.&lt;br /&gt;
|}&lt;br /&gt;
Phase 2 is a difficult gauntlet of enemies, each attacking with separate rotations and gaining a new ability at 50%. Bosses must be defeated or brought to 50% health in a specific order to prevent dangerous mechanics from lining up or happening too early.&lt;br /&gt;
&lt;br /&gt;
One tank should focus on holding enmity on [[Blaster]], [[Swindler]], and [[Vortexer]] at the edges of the arena while the other tank handles [[Brawler]] in the center. The Brawler tank will need to handle &#039;&#039;&#039;Attachments&#039;&#039;&#039; with one DPS helping with &#039;&#039;&#039;Double Drills&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As Brawler never moves from the center of the arena, all other bosses must be kept to the edges to avoid buffing them with &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Step 1: Defeating Blaster ======&lt;br /&gt;
The phase starts with an immediate DPS check—if [[Blaster]] is not defeated by the time [[Vortexer]] appears, they will enrage and forcefully reset the encounter (regardless of whether players survive the enrage or not).&lt;br /&gt;
&lt;br /&gt;
When Blaster reaches 50% HP, they will summon a &#039;&#039;&#039;Mirage&#039;&#039;&#039; copy that must be immediately separated from them. As the &#039;&#039;&#039;Mirage&#039;&#039;&#039; is unaffected by &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039;, it is safe for the other tank to bring it to the center with Brawler&lt;br /&gt;
&lt;br /&gt;
* After defeating Blaster, players will have time to breathe as there are no major DPS checks or difficult mechanics until after Brawler is defeated.&lt;br /&gt;
&lt;br /&gt;
====== Step 2: Defeating Brawler ======&lt;br /&gt;
DPS should focus on bringing Brawler to 50% while the non-Brawler tank continues on holding enmity on [[Swindler]] and [[Vortexer]]. Be wary of &#039;&#039;&#039;Height&#039;&#039;&#039; being cast intermittently throughout the phase.&lt;br /&gt;
&lt;br /&gt;
When Brawler reaches 50% HP, they will become functionally immune to damage until their &#039;&#039;&#039;Power Plasma&#039;&#039;&#039; orbs are dealt with. The entire party should stack together on a cardinal edge except for the Brawler tank.&lt;br /&gt;
The Brawler tank should stun one &#039;&#039;&#039;Power Plasma Beta&#039;&#039;&#039; and pop the two &#039;&#039;&#039;Power Plasma Gamma&#039;&#039;&#039;. Brawler will still be casting &#039;&#039;&#039;Attachment&#039;&#039;&#039; intermittently during this phase.&lt;br /&gt;
&lt;br /&gt;
During this time, DPS can lower the health of Swindler and Vortexer. &amp;lt;u&amp;gt;Do not bring Swindler or Vortexer below 60% HP&amp;lt;/u&amp;gt;. If either reach 50% HP and begin using their special ability prior to Brawler being defeated, it will likely result in a wipe.&lt;br /&gt;
&lt;br /&gt;
After all the &#039;&#039;&#039;Power Plasma&#039;&#039;&#039; orbs are dealt with, Brawler will lose their {{Status effect|buff|Vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039;. All DPS should switch targets to Brawler and defeat them.&lt;br /&gt;
&lt;br /&gt;
====== Step 3: Defeating Swindler and Vortexer ======&lt;br /&gt;
The group should split into two light-parties: one on Swindler and one on Vortexer. The Brawler tank should {{Action icon|Provoke}} Swindler and separate them to prevent Vortexer from being in &#039;&#039;&#039;Auxiliary Power&#039;&#039;&#039; range later.&lt;br /&gt;
* The last two bosses &amp;lt;u&amp;gt;must be defeated at the same time&amp;lt;/u&amp;gt;. Whichever boss is left alone will begin a 5 second &#039;&#039;&#039;Self-Detonate&#039;&#039;&#039; cast that will forcefully reset the fight if successful.&lt;br /&gt;
While the order does not matter, only one of Swindler or Vortexer should be brought to 50% HP first. The other light party should hold DPS for a few seconds after the 50% HP attack to give healers time to fill everyone&#039;s health back up—then bringing their own boss to 50% HP as well.&lt;br /&gt;
* Whichever boss hits 50% HP first will also have their mechanic occur first—Swindler using &#039;&#039;&#039;Enumeration&#039;&#039;&#039; every 20 seconds and Vortexer&#039;s {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039; repeating every 20 seconds. As they are on the same timer, they will alternate consistently.&lt;br /&gt;
* One useful method to handing &#039;&#039;&#039;Enumeration&#039;&#039;&#039; is assigning numbers to roles: If Enumeration is 2 - only the tanks and healers stack together. If 3, only the tanks and DPS stack together. If 4, the entire light party stacks together.&lt;br /&gt;
** Additionally, this can be made easier by having DPS hug the boss&#039;s left, the healer hug the boss&#039;s right, and having the tank move to the left, right, or center depending on the &#039;&#039;&#039;Enumeration&#039;&#039;&#039; count.&lt;br /&gt;
* For {{Status effect|debuff|File:compressed lightning icon1.png}} &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039;, the afflicted DPS player should stand in the center with one of the healers. &#039;&#039;No other players&#039;&#039; should stand in the center, as it would increase the lightning&#039;s damage&amp;lt;nowiki/&amp;gt; to potentially lethal levels.&lt;br /&gt;
After both Swindler and Vortexer are defeated simultaneously, all bosses will jump away and begin Phase 3.&lt;br /&gt;
=== Phase 3A - [[File:Aggressive_difficulty_r6.png|link=|32x32px]] [[Brute Justice]] ===&lt;br /&gt;
----The five bosses will combine into [[Brute Justice]], dealing high damage to all players and knocking them back to the edges of the arena.&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;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|A fire element [[Area of Effect#Cleave|cleave]] with an extremely long frontal length.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. If a player dies to this attack, the boss gains a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Two non-tanks are marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, one player has a {{I|Stack marker}}, and &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; is cast twice before the stack resolves. Always ends with &#039;&#039;&#039;Megabeam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The players with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; will be hit by high damage AoEs that are likely to kill anyone else caught in the radius.&lt;br /&gt;
&lt;br /&gt;
* Low party-wide damage is dealt twice with &#039;&#039;&#039;Short Needle&#039;&#039;&#039; at the beginning and end, and a &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is cast after the first &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|Brute Justice targets and jumps on the farthest player, dealing high damage and {{status effect|debuff|stun}} [[Stun|stunning]] any others nearby.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;&lt;br /&gt;
|A long-lasting unmarked [[Area of Effect#Static Cone AoE|Static cone AoE]] aimed at a random player, dealing repeated damage to anyone in front of Brute Justice. Hits fives times, adding a {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; with each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable damage to the entire party.&lt;br /&gt;
|}&lt;br /&gt;
While this phase is very straightforward, the large amount of mechanics thrown at the players simultaneously can catch them off guard if unprepared.&lt;br /&gt;
&lt;br /&gt;
For consistent positioning, the main tank should face Brute Justice towards the north at all times while the rest of the party stacks together on the east— to the boss&#039;s right. One player should be the assigned as the target for &#039;&#039;&#039;Super Jump&#039;&#039;&#039;—preferably the off-tank.&lt;br /&gt;
&lt;br /&gt;
The key to surviving Phase 3A is handling &#039;&#039;&#039;Missile Command&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* All players (excepting the main tank) start stacked together to ensure the first &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; is grouped on the same spot.&lt;br /&gt;
&lt;br /&gt;
*The two players marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should separate from the group while all others rotate clockwise around the back of the boss—first stopping just outside the radius of the first AoE circles. The main tank should rotate slightly to the right preparing to stack.&lt;br /&gt;
*Once the second &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039; drops, the stack should continue to rotate just outside the radius of the AoEs, meeting up with the main tank on the left side of the boss.&lt;br /&gt;
*After the {{I|Stack marker}} resolves, the group should rotate clockwise again (to the north side) to dodge &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;. Meanwhile the assigned &#039;&#039;&#039;Super Jump&#039;&#039;&#039; target should start running away to one of the corners of the arena.&lt;br /&gt;
Once &#039;&#039;&#039;Super Jump&#039;&#039;&#039; happens, Brute Justice will aim at a random player and prepare &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. Simply avoid where Brute Justice is facing, then stack together to the boss&#039;s east side while the main tank stands north once again.&lt;br /&gt;
&lt;br /&gt;
Brute Justice will repeat this rotation once again, and after the second &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, will cast &#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039; and transition to phase 3B.&lt;br /&gt;
&lt;br /&gt;
Once Phase 3B finishes, Brute Justice will reform and loop their 3A rotation until brought to 0%, starting Phase 4.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3A 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;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|The main tank should stay north while the rest of the party is stacked east.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|Both tanks should use mitigations while the off-tank moves to stack with the main tank, then moves back to the DPS/Healer stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|While players with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; move away, the stack rotates around the back of the boss together, meeting with the main tank on the west side. Off-tank should run away after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|All players should begin moving towards the off-tank in preparation for &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;&lt;br /&gt;
|Move behind Brute Justice.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Healers should help mitigate and prepare to refill everyone&#039;s health as quickly as possible.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Transitions to Phase 3B on first loop, afterwards loops back to start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 3B - [[Acronyms, abbreviations, and common terms#T|Trio]] 1===&lt;br /&gt;
After Brute Justice&#039;s first &#039;&#039;&#039;{{action icon|J Kick}},&#039;&#039;&#039; they will separate back into their individual parts and begin a deadly series of attacks that must be avoided. Every death during this phase gives Brute Justice a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Trio 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;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Proximity AoE|proximity AoE]] from the center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Supercharge)&#039;&#039;&#039;&lt;br /&gt;
|Four players are marked with [[Area of Effect#Spread Circle|spread circle]] arrows. A &#039;&#039;&#039;Mirage&#039;&#039;&#039; will drop on each player, then after a short delay, begin casting a &#039;&#039;&#039;Supercharge&#039;&#039;&#039; at that player&#039;s current location.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supercharge&#039;&#039;&#039; is a [[Area of Effect#Static Line AoE|Line AoE]] charge that deals high damage and [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eye of the Chakram&#039;&#039;&#039;&lt;br /&gt;
|A total of four red Chakrams appear on two random adjacent edges of the arena. After a long delay, these will charge straight across the arena in a [[Area of Effect#Static Line AoE|Line AoE]] and deal lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earth &amp;amp; Ice Missiles&#039;&#039;&#039;&lt;br /&gt;
|Four players are targeted by &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; and four players &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039;. Earth Missiles leave a lava [[Area of Effect#Puddle|puddle]] on the ground, and Ice Missiles an ice [[Area of Effect#Puddle|puddle]] that grows in size after a few seconds.&lt;br /&gt;
&lt;br /&gt;
* Both puddles inflict {{status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; and a lethally powerful damage-over-time debuff if stepped into. The damage-over-time debuff can be cleansed with {{Action icon|Esuna}}.&lt;br /&gt;
* The &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; land first, with the &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039; landing later— at the same time &#039;&#039;&#039;Height&#039;&#039;&#039; finishes casting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Players should start by stacking together on one of the walls to get healed from the &#039;&#039;&#039;{{action icon|J Kick}}.&#039;&#039;&#039;&lt;br /&gt;
# Everyone then spreads out along the wall to avoid hitting each other with the &#039;&#039;&#039;Mirage&#039;&#039;&#039; drops.&lt;br /&gt;
# Once the &#039;&#039;&#039;Mirages&#039;&#039;&#039; land, those hit should move up or down the wall in order to &amp;lt;u&amp;gt;aim the &#039;&#039;&#039;Mirage Supercharge&#039;&#039;&#039; harmlessly along the wall&amp;lt;/u&amp;gt; rather than towards the center of the arena.&lt;br /&gt;
# After the &#039;&#039;&#039;Supercharges&#039;&#039;&#039; are aimed in a safe direction, players must immediately stack together near the center for Brawler&#039;s &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Brawler|Double Buster]]&#039;&#039;&#039; laser.&lt;br /&gt;
#* &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will appear on two walls at this point. Take note of their positions now and look for a safe spot to avoid them.&lt;br /&gt;
# Once the &#039;&#039;&#039;Double Buster&#039;&#039;&#039; is fired, Onslaughter will aim a &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; at the group and the &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will begin to glow. All players should move to a spot that is both away from the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and not in-line with a &#039;&#039;&#039;Chakram&#039;&#039;&#039; to survive.&lt;br /&gt;
# Finally, &#039;&#039;&#039;Height&#039;&#039;&#039; will begin casting, &#039;&#039;&#039;Earth &amp;amp; Ice Missiles&#039;&#039;&#039; will go out, the main tank will be targeted by a &#039;&#039;&#039;Single Buster&#039;&#039;&#039; from Brawler in the south, and afterwards one final &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; will be cast.&lt;br /&gt;
#* The main tank should run all the way south. After &#039;&#039;&#039;Height&#039;&#039;&#039;, they should attempt to aim the &#039;&#039;&#039;Single Buster&#039;&#039;&#039; towards the wall if possible, or otherwise away from any other players. Be extra wary of &#039;&#039;&#039;Mega Beam&#039;&#039;&#039;, as unlike before, it can target the main tank now.&lt;br /&gt;
#** If the main tank has full health, they will not need to use a mitigation to survive the &#039;&#039;&#039;Single Buster&#039;&#039;&#039;, and instead should save it for the next &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;.&lt;br /&gt;
#* All other players should attempt to spread out around the edges away from the South where the main tank is.&lt;br /&gt;
#** &#039;&#039;&#039;Earth Missiles&#039;&#039;&#039; are dropped halfway through &#039;&#039;&#039;Height&#039;&#039;&#039; and can be placed in one of the corners of player&#039;s &#039;&#039;&#039;Height&#039;&#039;&#039; squares, leaving the other corner free.&lt;br /&gt;
#** Players targeted by &#039;&#039;&#039;Ice Missiles&#039;&#039;&#039; should be prepared to run the instant it drops, as &#039;&#039;&#039;Height&#039;&#039;&#039; will resolve at the same time.&lt;br /&gt;
&lt;br /&gt;
After surviving Trio 1, Brute Justice will reform and loop their &#039;&#039;&#039;Phase 3A&#039;&#039;&#039; rotation until brought to 0% health.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3B 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;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|All players should run to a wall to minimize damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Supercharge)&#039;&#039;&#039;&lt;br /&gt;
|Spread out along the wall to avoid sharing AoEs. After the &#039;&#039;&#039;Mirages&#039;&#039;&#039; drop, aim them harmlessly along the wall by moving slightly up or down the wall.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Buster&#039;&#039;&#039;&lt;br /&gt;
|Stack near the center. Take note of &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions during this attack as players must run to a safe position immediately after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam &amp;amp; Eye of the Chakram&#039;&#039;&#039;&lt;br /&gt;
|Run from the current position to a spot not in-line with a &#039;&#039;&#039;Chakram&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Height, Earth &amp;amp; Ice Missiles&#039;&#039;&#039;&lt;br /&gt;
|While the main tank runs south, all other players should move to the edges to drop their &#039;&#039;&#039;Missiles&#039;&#039;&#039;. Remember to match &#039;&#039;&#039;Height&#039;&#039;&#039; with the correct squares.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam &amp;amp; Single Buster&#039;&#039;&#039;&lt;br /&gt;
|Move away from the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and avoid standing where the main tank is aiming the &#039;&#039;&#039;Single Buster&#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;Return to Phase 3A&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=== Phase 4 - [[Acronyms, abbreviations, and common terms#T|Trio]] 2 ===&lt;br /&gt;
----Once again, Brute Justice will separate and begin another deadly assault of attacks that the players must dodge and survive through. As before, every death adds a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; to Brute Justice.&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;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Landmine|Landmines]] and two &#039;&#039;&#039;Hidden Landmines&#039;&#039;&#039; are dropped. These function identically to [[Alexander - The Cuff of the Son (Savage)#Blaster|The Cuff of the Son]].&lt;br /&gt;
&lt;br /&gt;
* These landmines, including the Hidden Landmines, deal high AoE damage on landing which should be avoided.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Tethers)&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to [[Alexander - The Cuff of the Son (Savage)#Blaster|The Cuff of the Son]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration&#039;&#039;&#039;&lt;br /&gt;
|Now targets one tank and one healer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultra Flash&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]]. Line of sight can only be blocked using the legs of Onslaughter in the center.&lt;br /&gt;
&lt;br /&gt;
* Each leg is an individual structure. Players will have to hide &#039;&#039;specifically&#039;&#039; behind the legs, not just the hitbox of Onslaughter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# With another unforgiving series of deadly assaults, all players should start by stacking on the South wall, grouping together for healing after &#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;.&lt;br /&gt;
# One DPS should run to a corner to bait the the far &#039;&#039;&#039;Double Drill&#039;&#039;&#039; while both tanks move North (but spread apart) to take the close &#039;&#039;&#039;Double Drill&#039;&#039;&#039; and position for &#039;&#039;&#039;Hidden Landmines&#039;&#039;&#039;, bursting them a short time after landing.&lt;br /&gt;
# Dodge the &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and take note of the &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions around the arena.&lt;br /&gt;
# Players will have to spread out to place &#039;&#039;&#039;Mirages&#039;&#039;&#039;. These can intentionally be dropped in the path of a &#039;&#039;&#039;Chakram&#039;&#039;&#039; to give others more room to spread out. Avoid moving north as Brawler will be casting &#039;&#039;&#039;Single Drill&#039;&#039;&#039;.&lt;br /&gt;
# All players should focus on dodging &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; and &#039;&#039;&#039;Chakrams&#039;&#039;&#039; first, then resolve their &#039;&#039;&#039;Mirage Tethers&#039;&#039;&#039;. If arms are up, look away— otherwise face the Mirage.&lt;br /&gt;
# Lastly, all players must make their way to the east side of the arena to hide behind Onslaughters legs to avoid &#039;&#039;&#039;Ultra Flash&#039;&#039;&#039; cast by Vortexer in the west. During this, &#039;&#039;&#039;Enumeration&#039;&#039;&#039; will be on a random tank and healer.&lt;br /&gt;
#* &#039;&#039;&#039;Enumeration&#039;&#039;&#039; can be handled by deploying tactics fro&amp;lt;nowiki/&amp;gt;m [[Alexander - The Cuff of the Son (Savage)#Swindler|Alexander - The Cuff of the Son (Savage)]], having Enum 2 be Tanks + Tanks or Healers + Healers. DPS may want to be assigned groups and Enum numbers prior to the fight to help with organization for Enum 3 and 4.&lt;br /&gt;
#* Players should clarify which role will go behind which leg (northern or southern) to avoid confusion and overlapping.&lt;br /&gt;
#* Any player(s) that aren&#039;t needed for &#039;&#039;&#039;Enumeration&#039;&#039;&#039; can stack behind the circle AoE while still avoiding Vortexer&#039;s line of sight.&lt;br /&gt;
&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;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Stack on the south wall for healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;100-megatonze Shock&#039;&#039;&#039;&lt;br /&gt;
|Stay against the wall to minimize damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Minefields&#039;&#039;&#039;&lt;br /&gt;
|One DPS should run to the corner to bait the upcoming &#039;&#039;&#039;Double Drill&#039;&#039;&#039; while the two tanks run northeast and northwest. Tanks must take note of where the &#039;&#039;&#039;Hidden Mines&#039;&#039;&#039; dropped.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double Drill&#039;&#039;&#039;&lt;br /&gt;
|Each tank should now explode one &#039;&#039;&#039;Hidden Mine&#039;&#039;&#039; each. {{Action icon|Arm&#039;s Length}} can be used to resist the knockback of the landmine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Dodge as normal. Take note of &#039;&#039;&#039;Chakram&#039;&#039;&#039; positions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Single Drill &amp;amp; Mirage (Drop)&#039;&#039;&#039;&lt;br /&gt;
|Stay away from the north side. Place &#039;&#039;&#039;Mirages&#039;&#039;&#039; where &#039;&#039;&#039;Chakrams&#039;&#039;&#039; are to leave space for allies to spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mirage (Tethers), Chakrams, &amp;amp; Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|Focus on moving to a safe spot away from &#039;&#039;&#039;Chakrams&#039;&#039;&#039; and &#039;&#039;&#039;Mega Beam&#039;&#039;&#039; first, then resolve the &#039;&#039;&#039;Mirage Tethers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enumeration &amp;amp; Ultra Flash&#039;&#039;&#039;&lt;br /&gt;
|Hide behind Onslaughter&#039;s legs on the east side of the arena, matching the correct number of players inside the &#039;&#039;&#039;Enumeration&#039;&#039;&#039; circles.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 5 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Phase 5 - Winged Justice: Verdict===&lt;br /&gt;
----&#039;&#039;&#039;Brute Justice&#039;&#039;&#039; reforms again, sprouting wings and restoring to full health. With a cast of &#039;&#039;&#039;Verdict&#039;&#039;&#039;, each player is given a unique debuff:&lt;br /&gt;
&lt;br /&gt;
* One tank will be given {{Status effect|debuff|File:Final Judgment Max HP.png}} &#039;&#039;&#039;Final Judgment: Max HP&#039;&#039;&#039;, requiring that player to have the most HP of the entire party. They will also be given 4 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* The other tank will be given {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Final Judgment: Min HP&#039;&#039;&#039;, requiring that player to have the &#039;&#039;least&#039;&#039; HP of the entire party. They will also be given 4 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One healer will be given {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Final Judgment: Penalty I&#039;&#039;&#039;, requiring that healer to have &#039;&#039;no other&#039;&#039; enfeeblements. They will also be given 3 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* The other healer will be given {{Status effect|debuff|File:Final Judgment Penalty ii.png}} &#039;&#039;&#039;Final Judgment: Penalty II&#039;&#039;&#039;, requiring exactly two active enfeeblements (including itself). They will also be given 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* Two DPS players will be given {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Final Judgment: Penalty III&#039;&#039;&#039;, requiring exactly three active enfeeblements (including itself). They will also gain 2 stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One DPS player will be given {{Status effect|debuff|File:Final Judgment Nisi Decree A.png}} &#039;&#039;&#039;Final Judgment: Nisi Decree A&#039;&#039;&#039;, requiring that player to be debuffed with {{Status effect|debuff|File:Final Decree Nisi A.png}} &#039;&#039;&#039;Final Decree Nisi A&#039;&#039;&#039;. They will also gain 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
* One DPS player will be given {{Status effect|debuff|File:Final Judgment Nisi Decree B.png}} &#039;&#039;&#039;Final Judgment: Nisi Decree B&#039;&#039;&#039;, requiring that player to be debuffed with {{Status effect|debuff|File:Final Decree Nisi B.png}} &#039;&#039;&#039;Final Decree Nisi B&#039;&#039;&#039;. They will also gain 1 stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
As the &#039;&#039;&#039;Penalty&#039;&#039;&#039; debuffs count themselves as one debuff, &#039;&#039;&#039;Penalty I&#039;&#039;&#039; must be the only active debuff, with &#039;&#039;&#039;Penalty II&#039;&#039;&#039; requiring one additional debuff and &#039;&#039;&#039;Penalty III&#039;&#039;&#039; requiring two.&lt;br /&gt;
&lt;br /&gt;
====== Arena Mechanics: ======&lt;br /&gt;
&lt;br /&gt;
* Four &#039;&#039;&#039;J Storms&#039;&#039;&#039; will appear, one in each corner of the room. Stepping into a &#039;&#039;&#039;J Storm&#039;&#039;&#039; will destroy it, set the player&#039;s HP to 1, and inflict them with {{Status effect|debuff|File:Final Flight.png}} &#039;&#039;&#039;Final Flight&#039;&#039;&#039;, preventing that player from surviving a second storm. If any &#039;&#039;&#039;J Storm&#039;&#039;&#039; is still active after thirty seconds, it will detonate and wipe the party.&lt;br /&gt;
* Four &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; appear, two on the north wall and two on the south wall.&lt;br /&gt;
* A &#039;&#039;&#039;Steam Regulator A &amp;amp; B&#039;&#039;&#039; will appear on the east and west walls. These function identically to Phase 1, but it is &#039;&#039;completely random&#039;&#039; which side will have which Regulator.&lt;br /&gt;
&lt;br /&gt;
Thirty seconds after these debuffs are given out, Brute Justice will begin the cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039;. If &#039;&#039;any&#039;&#039; player does not meet the requirement of their Final Judgement debuffs by the end of the cast, the entire party will wipe.&lt;br /&gt;
&lt;br /&gt;
{{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039; has a 40 second timer, allowing players 10 seconds after the cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039; to clear remaining stacks before it expires.&lt;br /&gt;
&lt;br /&gt;
For the duration of this phase, Brute Justice will only auto-attack.&lt;br /&gt;
&lt;br /&gt;
====== Tank Strategy: ======&lt;br /&gt;
The tank with {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; should {{Action icon|Provoke}} the boss, letting Brute Justice&#039;s auto-attacks bring them to &#039;&#039;one stack&#039;&#039; of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; tank reaches one stack, the {{Status effect|debuff|File:Final Judgment Max HP.png}} &#039;&#039;&#039;Max HP&#039;&#039;&#039; should {{Action icon|Provoke}} the boss and hold enmity for the rest of the phase.&lt;br /&gt;
&lt;br /&gt;
Finally, when Brute Justice begins casting &#039;&#039;&#039;Gavel&#039;&#039;&#039;, the {{Status effect|debuff|File:Final Judgment Min HP.png}} &#039;&#039;&#039;Min HP&#039;&#039;&#039; tank should immediately run into the last available &#039;&#039;&#039;J Storm&#039;&#039;&#039; to have their health set to 1 before the cast can complete.[[File:A8S Verdict Plan.png|alt=A map of A8S&#039;s Verdict.|thumb|A map showcasing mechanic locations and which players should handle them.]]&lt;br /&gt;
&lt;br /&gt;
====== Healer Strategy: ======&lt;br /&gt;
The healer with {{Status effect|debuff|File:Final Judgment Penalty ii.png}} &#039;&#039;&#039;Penalty II&#039;&#039;&#039; should take the northwest &#039;&#039;&#039;J Storm&#039;&#039;&#039;, instantly satisfying their debuff conditions with {{Status effect|debuff|File:Final Flight.png}} &#039;&#039;&#039;Final Flight&#039;&#039;&#039;. They can then focus entirely on healing the party.&lt;br /&gt;
&lt;br /&gt;
The healer with {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Penalty I&#039;&#039;&#039; should take one of the southern &#039;&#039;&#039;Steam Gaskets&#039;&#039;&#039; alone, then move to the north and wait for the Nisi DPS to defeat their Steam Regulators. The healer will share the northeast Steam Gasket with the east Nisi DPS and the northwest Steam Gasket with the west Nisi DPS.&lt;br /&gt;
&lt;br /&gt;
====== DPS Strategy: ======&lt;br /&gt;
The DPS with {{Status effect|debuff|File:Final Judgment Nisi Decree A.png}} &#039;&#039;&#039;Nisi Decree A&#039;&#039;&#039; and {{Status effect|debuff|File:Final Judgment Nisi Decree B.png}} &#039;&#039;&#039;Nisi Decree B&#039;&#039;&#039; must run to and destroy the Steam Regulator matching their debuff. Afterwards, they must run towards the closest &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; in the north and wait for the healer with {{Status effect|debuff|File:Final Judgment Penalty i.png}} &#039;&#039;&#039;Penalty I&#039;&#039;&#039;, sharing the damage to remove all stacks of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The two DPS with {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Penalty III&#039;&#039;&#039; can simply take the &#039;&#039;&#039;J Storms&#039;&#039;&#039; in the south and then focus on damaging Brute Justice. &amp;lt;u&amp;gt;After&amp;lt;/u&amp;gt; &#039;&#039;&#039;Gavel&#039;&#039;&#039; finishes casting, they will want to share the last &#039;&#039;&#039;Steam Gasket&#039;&#039;&#039; in the south to clear their last stack of {{Status effect|debuff|File:FinalPunishment.png}} &#039;&#039;&#039;Final Punishment&#039;&#039;&#039;. This debuff should not be cleansed prior as it is needed to satisfy the conditions of {{Status effect|debuff|File:Final judgment penalty iii icon1.png}} &#039;&#039;&#039;Penalty III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Should players remain alive after &#039;&#039;&#039;Gavel&#039;&#039;&#039;, Brute Justice will begin their final phase.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
=== Phase 6 - The Finale ===&lt;br /&gt;
----Brute Justice begins their final assault, and holds nothing back. This final phase will function similarly to Phase 3, but with additional attacks thrown together to increase the difficulty of dodging.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 6 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;Link-up&#039;&#039;&#039;&lt;br /&gt;
|One random DPS player is debuffed with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;[[Alexander - The Cuff of the Son (Savage)#Vortexer|Compressed Water]]&#039;&#039;&#039; for 40 seconds. This version hits extremely hard, expecting all eight players to share the damage.&lt;br /&gt;
&lt;br /&gt;
* Unlike its previous iteration, {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; will not pass to another player, disappearing once it resolves.&lt;br /&gt;
* If a player dies with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;, it will simply disappear— no Punishing Wave will be cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch&#039;&#039;&#039;&lt;br /&gt;
|An extremely hard hitting [[tankbuster]] that deals [[knockback]] and inflicts {{Status effect|debuff|bind}} &#039;&#039;&#039;[[Bind]]&#039;&#039;&#039; for 8 seconds. Always followed by &#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|Functions indentically to &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039; but is instead aimed at the highest enmity player. Always followed by &#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
|A [[Stack marker#Line stack|line stack]] with [[knockback]] aimed at the highest enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command&#039;&#039;&#039;&lt;br /&gt;
|Instead of dropping two sets of &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;, now creates a &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; near Brute Justice followed by a single set of &#039;&#039;&#039;Seed of the Sky&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;J Wave&#039;&#039;&#039;&lt;br /&gt;
|An endless attack that deals repeated, slowly increasing damage.&lt;br /&gt;
|}&lt;br /&gt;
The three key attacks to look out for with this final phase are the &#039;&#039;&#039;Final Combo&#039;&#039;&#039;, &#039;&#039;&#039;Missile Command&#039;&#039;&#039;, and {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Final Combo&#039;&#039;&#039; can be handled either with a well-timed invulnerability before the end of &#039;&#039;&#039;Final Punch&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s cast, or by two large mitigations by the main tank and a {{Action icon|Provoke}} by the off-tank— facing the boss away from the rest of the party for &#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;. Once that attack starts firing, the off-tank can stack with the rest of the party for &#039;&#039;&#039;Final Beam&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Command&#039;&#039;&#039; now drops a &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; which must be avoided. It is recommended to have the group stack behind Brute Justice and rotate whatever direction is away from the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039;. As the {{I|Stack marker}} resolves at the same time &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is cast, the main tank can not join the stack during this final phase.&lt;br /&gt;
&lt;br /&gt;
* After the stack marker is resolved, the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; should either be burst by the off-tank or by the DPS inflicted with {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;. In the latter case the DPS will die, but the debuff will also disappear.&lt;br /&gt;
After Missile Command, several &#039;&#039;&#039;Chakrams&#039;&#039;&#039; will appear, and one of the two tanks will be marked with &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. If Compressed Water was not sacrificed prior, it will detonate around the same time as Enumeration.&lt;br /&gt;
&lt;br /&gt;
If the party decides not to sacrifice the {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; player:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Enumeration&#039;&#039;&#039; will be handled by the tanks and healers: Enum 2 being handled by both tanks, Enum 3 by both healers, and Enum 4 being all tanks and healers.&lt;br /&gt;
# All remaining DPS must stack together for {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; with any tanks or healers not needed for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. The party will need to stack just outside of the Enumeration range but still in range of the Compressed Water stack. Heavy party mitigates and AoE healing should be readied.&lt;br /&gt;
# A &#039;&#039;&#039;Waterspout&#039;&#039;&#039; will spawn immediately in the location {{Status effect|debuff|File:Compressed water icon1.png}} &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; expired, forcing all players to run away.&lt;br /&gt;
# The assigned Super Jump player should run a good distance away while the main tank stays between Brute Justice and the &#039;&#039;&#039;Waterspout&#039;&#039;&#039;, intending to destroy it with a &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;. The range of &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; is extremely long, so distance is not an issue.&lt;br /&gt;
&lt;br /&gt;
Should players survive through these attacks, Brute Justice will attempt to end the fight by repeatedly spinning and casting &#039;&#039;&#039;J Wave&#039;&#039;&#039;. The damage of this attack increases over time, forcing the party to defeat Brute Justice before the damage becomes unsurviveable.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal through the damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Link-up&#039;&#039;&#039;&lt;br /&gt;
|A random DPS will be given &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; with a 40 second timer. Decide whether to sacrifice this player later or survive the mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch&#039;&#039;&#039;&lt;br /&gt;
|The main tank can either use an invulnerability shortly before this cast finishes, or use two large mitigations while the off-tank {{Action icon|Provoke|provokes}} the boss away from the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|If not using an invulnerability, the off-tank should face the boss away from the party prior, then move to stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam&#039;&#039;&#039;&lt;br /&gt;
|If not using an invulnerability, stack together with the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Command + Hidden Minefield&#039;&#039;&#039;&lt;br /&gt;
|The party should stack behind Brute Justice and rotate in the direction opposite of the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039;. Either the off-tank or the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; DPS should burst the &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chakrams + Enumeration&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;( + {{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water )&#039;&#039;&#039;&lt;br /&gt;
|Move Brute Justice to a safe spot away from Chakrams and stack for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. If &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; is still active, all players should be close enough together to share damage between all eight, then run from the &#039;&#039;&#039;Waterspout&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Beam&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should begin running away to bait the upcoming &#039;&#039;&#039;Super Jump&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Jump&#039;&#039;&#039;&lt;br /&gt;
|If there is a &#039;&#039;&#039;Waterspout&#039;&#039;&#039;, the main tank should stay between Brute Justice and the &#039;&#039;&#039;Waterspout&#039;&#039;&#039; for the next attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;&lt;br /&gt;
|Must be used to destroy the &#039;&#039;&#039;Waterspout&#039;&#039;&#039; if the &#039;&#039;&#039;{{Status effect|debuff|File:Compressed water icon1.png}} Compressed Water&#039;&#039;&#039; player was not sacrificed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Punch + Short Needle&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but healers must use AoE healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Apocalypse + Short Needle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Final Beam + Short Needle&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|J Kick}}&#039;&#039;&#039;&lt;br /&gt;
|Mitigate, heal, and prepare for the final push.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;J Wave&#039;&#039;&#039;&lt;br /&gt;
|Healers must keep everyone alive as long as possible to defeat Brute Justice before the party is defeated themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Midan Weapons}}&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 4}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Faust Armor Plating}} (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 Midan Arms (IL 245)}}&lt;br /&gt;
{{Drops table row|Midan Metal Axe}}&lt;br /&gt;
{{Drops table row|Midan Metal Greatsword}}&lt;br /&gt;
{{Drops table row|Midan Metal Spear}}&lt;br /&gt;
{{Drops table row|Midan Metal Knuckles}}&lt;br /&gt;
{{Drops table row|Midan Metal Katana}}&lt;br /&gt;
{{Drops table row|Midan Metal Daggers}}&lt;br /&gt;
{{Drops table row|Midan Metal Bow}}&lt;br /&gt;
{{Drops table row|Midan Metal Musketoon}}&lt;br /&gt;
{{Drops table row|Midan Metal Rod}}&lt;br /&gt;
{{Drops table row|Midan Metal Grimoire}}&lt;br /&gt;
{{Drops table row|Midan Metal Rapier}}&lt;br /&gt;
{{Drops table row|Midan Metal Cane}}&lt;br /&gt;
{{Drops table row|Midan Metal Codex}}&lt;br /&gt;
{{Drops table row|Midan Metal Astrometer}}&lt;br /&gt;
{{Drops table row|Midan Chest Gear Coffer (IL 240)}}&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|Midan Weapon Coffer (IL 245)}}&lt;br /&gt;
{{Drops table row|Faustlet}}&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|Sins of the Savage Son I}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Son II}}&lt;br /&gt;
{{achievement table row|Sins of the Savage Son III}}&lt;br /&gt;
{{achievement table row|Mightier than Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Onslaughter / Robots|Metal}}&lt;br /&gt;
{{music table row|Brute Justice|Metal - Brute Justice Mode}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1505487</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1505487"/>
		<updated>2026-07-17T08:50:29Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Fundamental Synergy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the edge towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Before transitioning to the second phase of the battle, Omega-M and Omega-F will bombard the raid with their own versions of common &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039;, as well as previously explained mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; - applies a proximity marker to a random tank, marking them as the upcoming victim of a ranged-magic &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, forcing them to run as far away from the group to reduce overall raid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - applies an orange marker to a random tank, making them as the upcoming victim of a ranged-physical &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. Once cast, Omega-M will unleash a column AoE from himself through the marked target. As a result, the marked tank must try to aim the attack away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - inflicts massive raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower x2&#039;&#039;&#039; - bombards the arena with unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - causes Omega-M and Omega-F to target a tank (one each) and attempt to annihilate them with a physical-melee &#039;&#039;&#039;Limit Break 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 3 Timeline===&lt;br /&gt;
-----&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; - a large straight-line AoE from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will &#039;eventually&#039; shoot across the platform before the eye changes position.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive a &#039;&#039;&#039;Limit Break&#039;&#039;&#039; tank buster. &#039;&#039;&#039;Meteor&#039;&#039;&#039; is a proximity marker, &#039;&#039;&#039;Arrow&#039;&#039;&#039; is a straight-like AoE that can be aimed away from the raid. &#039;&#039;&#039;Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive a physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039; once again (proximity + straight-line). &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory x 2&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - even more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive another physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - enrage version.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid defeats Omega-M and Omega-F before the &#039;&#039;&#039;Cosmo Memory Enrage&#039;&#039;&#039;, Omega will transition into its final form, activating a &#039;&#039;&#039;checkpoint&#039;&#039;&#039;. Should the raid wipe for any reason after this point, the fight will reset to the checkpoint (rather than reset back to the very beginning).&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1505404</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1505404"/>
		<updated>2026-07-17T08:48:10Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Fundamental Synergy */ More notes on Advanced Suppression in Fundamental Synergy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the edge towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will always happen halfway through this attack, around the same time as the third charge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Is always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Before transitioning to the second phase of the battle, Omega-M and Omega-F will bombard the raid with their own versions of common &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039;, as well as previously explained mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; - applies a proximity marker to a random tank, marking them as the upcoming victim of a ranged-magic &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, forcing them to run as far away from the group to reduce overall raid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - applies an orange marker to a random tank, making them as the upcoming victim of a ranged-physical &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. Once cast, Omega-M will unleash a column AoE from himself through the marked target. As a result, the marked tank must try to aim the attack away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - inflicts massive raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower x2&#039;&#039;&#039; - bombards the arena with unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - causes Omega-M and Omega-F to target a tank (one each) and attempt to annihilate them with a physical-melee &#039;&#039;&#039;Limit Break 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 3 Timeline===&lt;br /&gt;
-----&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; - a large straight-line AoE from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will &#039;eventually&#039; shoot across the platform before the eye changes position.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive a &#039;&#039;&#039;Limit Break&#039;&#039;&#039; tank buster. &#039;&#039;&#039;Meteor&#039;&#039;&#039; is a proximity marker, &#039;&#039;&#039;Arrow&#039;&#039;&#039; is a straight-like AoE that can be aimed away from the raid. &#039;&#039;&#039;Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive a physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039; once again (proximity + straight-line). &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory x 2&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - even more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive another physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - enrage version.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid defeats Omega-M and Omega-F before the &#039;&#039;&#039;Cosmo Memory Enrage&#039;&#039;&#039;, Omega will transition into its final form, activating a &#039;&#039;&#039;checkpoint&#039;&#039;&#039;. Should the raid wipe for any reason after this point, the fight will reset to the checkpoint (rather than reset back to the very beginning).&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1505329</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1505329"/>
		<updated>2026-07-17T08:45:55Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Fundamental Synergy */ Added note about Advanced Suppression to Fundamental Synergy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the edge towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Is always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
During this attack, &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; is cast by the Optical Unit, covering the half of the arena closest to the eye with an AoE.&lt;br /&gt;
&lt;br /&gt;
The saving grace of Fundamental Synergy is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
All this results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Before transitioning to the second phase of the battle, Omega-M and Omega-F will bombard the raid with their own versions of common &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039;, as well as previously explained mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; - applies a proximity marker to a random tank, marking them as the upcoming victim of a ranged-magic &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, forcing them to run as far away from the group to reduce overall raid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - applies an orange marker to a random tank, making them as the upcoming victim of a ranged-physical &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. Once cast, Omega-M will unleash a column AoE from himself through the marked target. As a result, the marked tank must try to aim the attack away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - inflicts massive raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower x2&#039;&#039;&#039; - bombards the arena with unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - causes Omega-M and Omega-F to target a tank (one each) and attempt to annihilate them with a physical-melee &#039;&#039;&#039;Limit Break 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 3 Timeline===&lt;br /&gt;
-----&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; - a large straight-line AoE from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will &#039;eventually&#039; shoot across the platform before the eye changes position.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive a &#039;&#039;&#039;Limit Break&#039;&#039;&#039; tank buster. &#039;&#039;&#039;Meteor&#039;&#039;&#039; is a proximity marker, &#039;&#039;&#039;Arrow&#039;&#039;&#039; is a straight-like AoE that can be aimed away from the raid. &#039;&#039;&#039;Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive a physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039; once again (proximity + straight-line). &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory x 2&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - even more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive another physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - enrage version.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid defeats Omega-M and Omega-F before the &#039;&#039;&#039;Cosmo Memory Enrage&#039;&#039;&#039;, Omega will transition into its final form, activating a &#039;&#039;&#039;checkpoint&#039;&#039;&#039;. Should the raid wipe for any reason after this point, the fight will reset to the checkpoint (rather than reset back to the very beginning).&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1505168</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1505168"/>
		<updated>2026-07-17T08:41:06Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Fundamental Synergy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the edge towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Is always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
The saving grace of this attack is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
This results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks. Afterwards, move both Omega-M and Omega-F to the center of the arena—facing a cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Before transitioning to the second phase of the battle, Omega-M and Omega-F will bombard the raid with their own versions of common &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039;, as well as previously explained mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; - applies a proximity marker to a random tank, marking them as the upcoming victim of a ranged-magic &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, forcing them to run as far away from the group to reduce overall raid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - applies an orange marker to a random tank, making them as the upcoming victim of a ranged-physical &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. Once cast, Omega-M will unleash a column AoE from himself through the marked target. As a result, the marked tank must try to aim the attack away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - inflicts massive raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower x2&#039;&#039;&#039; - bombards the arena with unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - causes Omega-M and Omega-F to target a tank (one each) and attempt to annihilate them with a physical-melee &#039;&#039;&#039;Limit Break 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 3 Timeline===&lt;br /&gt;
-----&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; - a large straight-line AoE from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will &#039;eventually&#039; shoot across the platform before the eye changes position.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive a &#039;&#039;&#039;Limit Break&#039;&#039;&#039; tank buster. &#039;&#039;&#039;Meteor&#039;&#039;&#039; is a proximity marker, &#039;&#039;&#039;Arrow&#039;&#039;&#039; is a straight-like AoE that can be aimed away from the raid. &#039;&#039;&#039;Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive a physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039; once again (proximity + straight-line). &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory x 2&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - even more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive another physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - enrage version.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid defeats Omega-M and Omega-F before the &#039;&#039;&#039;Cosmo Memory Enrage&#039;&#039;&#039;, Omega will transition into its final form, activating a &#039;&#039;&#039;checkpoint&#039;&#039;&#039;. Should the raid wipe for any reason after this point, the fight will reset to the checkpoint (rather than reset back to the very beginning).&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1505114</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1505114"/>
		<updated>2026-07-17T08:39:35Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Prior to Phase 1: */ Static Circle to Static Cone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Cone AoE|static cone AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the edge towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Is always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
The saving grace of this attack is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
This results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Before transitioning to the second phase of the battle, Omega-M and Omega-F will bombard the raid with their own versions of common &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039;, as well as previously explained mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; - applies a proximity marker to a random tank, marking them as the upcoming victim of a ranged-magic &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, forcing them to run as far away from the group to reduce overall raid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - applies an orange marker to a random tank, making them as the upcoming victim of a ranged-physical &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. Once cast, Omega-M will unleash a column AoE from himself through the marked target. As a result, the marked tank must try to aim the attack away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - inflicts massive raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower x2&#039;&#039;&#039; - bombards the arena with unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - causes Omega-M and Omega-F to target a tank (one each) and attempt to annihilate them with a physical-melee &#039;&#039;&#039;Limit Break 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 3 Timeline===&lt;br /&gt;
-----&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; - a large straight-line AoE from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will &#039;eventually&#039; shoot across the platform before the eye changes position.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive a &#039;&#039;&#039;Limit Break&#039;&#039;&#039; tank buster. &#039;&#039;&#039;Meteor&#039;&#039;&#039; is a proximity marker, &#039;&#039;&#039;Arrow&#039;&#039;&#039; is a straight-like AoE that can be aimed away from the raid. &#039;&#039;&#039;Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive a physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039; once again (proximity + straight-line). &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory x 2&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - even more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive another physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - enrage version.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid defeats Omega-M and Omega-F before the &#039;&#039;&#039;Cosmo Memory Enrage&#039;&#039;&#039;, Omega will transition into its final form, activating a &#039;&#039;&#039;checkpoint&#039;&#039;&#039;. Should the raid wipe for any reason after this point, the fight will reset to the checkpoint (rather than reset back to the very beginning).&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1504738</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1504738"/>
		<updated>2026-07-17T08:28:13Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 3 - Cosmo Memory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Circle AoE|static circle AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the edge towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Is always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
The saving grace of this attack is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
This results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Before transitioning to the second phase of the battle, Omega-M and Omega-F will bombard the raid with their own versions of common &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039;, as well as previously explained mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; - applies a proximity marker to a random tank, marking them as the upcoming victim of a ranged-magic &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, forcing them to run as far away from the group to reduce overall raid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - applies an orange marker to a random tank, making them as the upcoming victim of a ranged-physical &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. Once cast, Omega-M will unleash a column AoE from himself through the marked target. As a result, the marked tank must try to aim the attack away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - inflicts massive raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower x2&#039;&#039;&#039; - bombards the arena with unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - causes Omega-M and Omega-F to target a tank (one each) and attempt to annihilate them with a physical-melee &#039;&#039;&#039;Limit Break 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 3 Timeline===&lt;br /&gt;
-----&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; - a large straight-line AoE from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will &#039;eventually&#039; shoot across the platform before the eye changes position.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive a &#039;&#039;&#039;Limit Break&#039;&#039;&#039; tank buster. &#039;&#039;&#039;Meteor&#039;&#039;&#039; is a proximity marker, &#039;&#039;&#039;Arrow&#039;&#039;&#039; is a straight-like AoE that can be aimed away from the raid. &#039;&#039;&#039;Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive a physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039; once again (proximity + straight-line). &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory x 2&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - even more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive another physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - enrage version.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid defeats Omega-M and Omega-F before the &#039;&#039;&#039;Cosmo Memory Enrage&#039;&#039;&#039;, Omega will transition into its final form, activating a &#039;&#039;&#039;checkpoint&#039;&#039;&#039;. Should the raid wipe for any reason after this point, the fight will reset to the checkpoint (rather than reset back to the very beginning).&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1504698</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1504698"/>
		<updated>2026-07-17T08:27:07Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Circle AoE|static circle AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the edge towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Is always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
The saving grace of this attack is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
This results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Cosmo Memory ===&lt;br /&gt;
----Before transitioning to the second phase of the battle, Omega-M and Omega-F will bombard the raid with their own versions of common &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039;, as well as previously explained mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; - applies a proximity marker to a random tank, marking them as the upcoming victim of a ranged-magic &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, forcing them to run as far away from the group to reduce overall raid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - applies an orange marker to a random tank, making them as the upcoming victim of a ranged-physical &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. Once cast, Omega-M will unleash a column AoE from himself through the marked target. As a result, the marked tank must try to aim the attack away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - inflicts massive raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower x2&#039;&#039;&#039; - bombards the arena with unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - causes Omega-M and Omega-F to target a tank (one each) and attempt to annihilate them with a physical-melee &#039;&#039;&#039;Limit Break 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 2 Timeline===&lt;br /&gt;
-----&lt;br /&gt;
* &#039;&#039;&#039;Firewall&#039;&#039;&#039; - both forms inflict &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; onto nearby players, rendering them incapable of damaging the other form.&lt;br /&gt;
* &#039;&#039;&#039;Resonance&#039;&#039;&#039; - casts either (Local) or (Remote) &#039;&#039;&#039;Resonance&#039;&#039;&#039;, forcing the raid to split both forms (Local) or keep them together (Remote). &lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - both forms mark their half of the raid with numbers from 1-4. Odd-numbered players from each group should retreat to opposite sides of the arena, with the entire raid ensuring they do not stack with any other player. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land about midway through &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - bombards the entire raid with unavoidable damage.&lt;br /&gt;
* &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - simultaneously blasts each tank with a tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; followed by &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;. A mini-phase will follow depending on whether &#039;&#039;&#039;Shield&#039;&#039;&#039; or &#039;&#039;&#039;Blades&#039;&#039;&#039; was cast.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Shield Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; + &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Blades Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; + &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; + &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Firewall&#039;&#039;&#039; - both forms inflict &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; onto nearby players once again.&lt;br /&gt;
* &#039;&#039;&#039;Resonance&#039;&#039;&#039; - casts either (Local) or (Remote) &#039;&#039;&#039;Resonance&#039;&#039;&#039; - whichever was &#039;&#039;not&#039;&#039; used previously.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - both forms mark their half of the raid with numbers from 1-4. Handled in the same way as before. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will once again land about midway through &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - unavoidable raid damage.&lt;br /&gt;
* &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - unified tankbusters.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; (whichever was &#039;&#039;not&#039;&#039; used before the previous &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;), leading to the alternate mini-phase (see above).&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; - a large straight-line AoE from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will &#039;eventually&#039; shoot across the platform before the eye changes position.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive a &#039;&#039;&#039;Limit Break&#039;&#039;&#039; tank buster. &#039;&#039;&#039;Meteor&#039;&#039;&#039; is a proximity marker, &#039;&#039;&#039;Arrow&#039;&#039;&#039; is a straight-like AoE that can be aimed away from the raid. &#039;&#039;&#039;Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive a physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039; once again (proximity + straight-line). &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory x 2&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - even more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive another physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - enrage version.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid defeats Omega-M and Omega-F before the &#039;&#039;&#039;Cosmo Memory Enrage&#039;&#039;&#039;, Omega will transition into its final form, activating a &#039;&#039;&#039;checkpoint&#039;&#039;&#039;. Should the raid wipe for any reason after this point, the fight will reset to the checkpoint (rather than reset back to the very beginning).&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1503798</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1503798"/>
		<updated>2026-07-17T08:01:10Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Fundamental Synergy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Circle AoE|static circle AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the edge towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Is always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
The saving grace of this attack is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
This results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards a cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts safely towards the cardinals.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
----Before transitioning to the second phase of the battle, Omega-M and Omega-F will bombard the raid with their own versions of common &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039;, as well as previously explained mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; - applies a proximity marker to a random tank, marking them as the upcoming victim of a ranged-magic &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, forcing them to run as far away from the group to reduce overall raid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - applies an orange marker to a random tank, making them as the upcoming victim of a ranged-physical &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. Once cast, Omega-M will unleash a column AoE from himself through the marked target. As a result, the marked tank must try to aim the attack away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - inflicts massive raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower x2&#039;&#039;&#039; - bombards the arena with unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - causes Omega-M and Omega-F to target a tank (one each) and attempt to annihilate them with a physical-melee &#039;&#039;&#039;Limit Break 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 2 Timeline===&lt;br /&gt;
-----&lt;br /&gt;
* &#039;&#039;&#039;Firewall&#039;&#039;&#039; - both forms inflict &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; onto nearby players, rendering them incapable of damaging the other form.&lt;br /&gt;
* &#039;&#039;&#039;Resonance&#039;&#039;&#039; - casts either (Local) or (Remote) &#039;&#039;&#039;Resonance&#039;&#039;&#039;, forcing the raid to split both forms (Local) or keep them together (Remote). &lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - both forms mark their half of the raid with numbers from 1-4. Odd-numbered players from each group should retreat to opposite sides of the arena, with the entire raid ensuring they do not stack with any other player. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land about midway through &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - bombards the entire raid with unavoidable damage.&lt;br /&gt;
* &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - simultaneously blasts each tank with a tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; followed by &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;. A mini-phase will follow depending on whether &#039;&#039;&#039;Shield&#039;&#039;&#039; or &#039;&#039;&#039;Blades&#039;&#039;&#039; was cast.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Shield Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; + &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Blades Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; + &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; + &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Firewall&#039;&#039;&#039; - both forms inflict &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; onto nearby players once again.&lt;br /&gt;
* &#039;&#039;&#039;Resonance&#039;&#039;&#039; - casts either (Local) or (Remote) &#039;&#039;&#039;Resonance&#039;&#039;&#039; - whichever was &#039;&#039;not&#039;&#039; used previously.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - both forms mark their half of the raid with numbers from 1-4. Handled in the same way as before. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will once again land about midway through &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - unavoidable raid damage.&lt;br /&gt;
* &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - unified tankbusters.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; (whichever was &#039;&#039;not&#039;&#039; used before the previous &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;), leading to the alternate mini-phase (see above).&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; - a large straight-line AoE from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will &#039;eventually&#039; shoot across the platform before the eye changes position.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive a &#039;&#039;&#039;Limit Break&#039;&#039;&#039; tank buster. &#039;&#039;&#039;Meteor&#039;&#039;&#039; is a proximity marker, &#039;&#039;&#039;Arrow&#039;&#039;&#039; is a straight-like AoE that can be aimed away from the raid. &#039;&#039;&#039;Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive a physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039; once again (proximity + straight-line). &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory x 2&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - even more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive another physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - enrage version.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid defeats Omega-M and Omega-F before the &#039;&#039;&#039;Cosmo Memory Enrage&#039;&#039;&#039;, Omega will transition into its final form, activating a &#039;&#039;&#039;checkpoint&#039;&#039;&#039;. Should the raid wipe for any reason after this point, the fight will reset to the checkpoint (rather than reset back to the very beginning).&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1502384</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1502384"/>
		<updated>2026-07-17T07:20:29Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Fundamental Synergy */ Reformatting text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Circle AoE|static circle AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the edge towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Is always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
The saving grace of this attack is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with the target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
This results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts in a safe direction.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
----Before transitioning to the second phase of the battle, Omega-M and Omega-F will bombard the raid with their own versions of common &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039;, as well as previously explained mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; - applies a proximity marker to a random tank, marking them as the upcoming victim of a ranged-magic &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, forcing them to run as far away from the group to reduce overall raid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - applies an orange marker to a random tank, making them as the upcoming victim of a ranged-physical &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. Once cast, Omega-M will unleash a column AoE from himself through the marked target. As a result, the marked tank must try to aim the attack away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - inflicts massive raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower x2&#039;&#039;&#039; - bombards the arena with unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - causes Omega-M and Omega-F to target a tank (one each) and attempt to annihilate them with a physical-melee &#039;&#039;&#039;Limit Break 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 2 Timeline===&lt;br /&gt;
-----&lt;br /&gt;
* &#039;&#039;&#039;Firewall&#039;&#039;&#039; - both forms inflict &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; onto nearby players, rendering them incapable of damaging the other form.&lt;br /&gt;
* &#039;&#039;&#039;Resonance&#039;&#039;&#039; - casts either (Local) or (Remote) &#039;&#039;&#039;Resonance&#039;&#039;&#039;, forcing the raid to split both forms (Local) or keep them together (Remote). &lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - both forms mark their half of the raid with numbers from 1-4. Odd-numbered players from each group should retreat to opposite sides of the arena, with the entire raid ensuring they do not stack with any other player. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land about midway through &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - bombards the entire raid with unavoidable damage.&lt;br /&gt;
* &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - simultaneously blasts each tank with a tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; followed by &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;. A mini-phase will follow depending on whether &#039;&#039;&#039;Shield&#039;&#039;&#039; or &#039;&#039;&#039;Blades&#039;&#039;&#039; was cast.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Shield Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; + &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Blades Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; + &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; + &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Firewall&#039;&#039;&#039; - both forms inflict &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; onto nearby players once again.&lt;br /&gt;
* &#039;&#039;&#039;Resonance&#039;&#039;&#039; - casts either (Local) or (Remote) &#039;&#039;&#039;Resonance&#039;&#039;&#039; - whichever was &#039;&#039;not&#039;&#039; used previously.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - both forms mark their half of the raid with numbers from 1-4. Handled in the same way as before. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will once again land about midway through &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - unavoidable raid damage.&lt;br /&gt;
* &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - unified tankbusters.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; (whichever was &#039;&#039;not&#039;&#039; used before the previous &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;), leading to the alternate mini-phase (see above).&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; - a large straight-line AoE from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will &#039;eventually&#039; shoot across the platform before the eye changes position.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive a &#039;&#039;&#039;Limit Break&#039;&#039;&#039; tank buster. &#039;&#039;&#039;Meteor&#039;&#039;&#039; is a proximity marker, &#039;&#039;&#039;Arrow&#039;&#039;&#039; is a straight-like AoE that can be aimed away from the raid. &#039;&#039;&#039;Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive a physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039; once again (proximity + straight-line). &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory x 2&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - even more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive another physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - enrage version.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid defeats Omega-M and Omega-F before the &#039;&#039;&#039;Cosmo Memory Enrage&#039;&#039;&#039;, Omega will transition into its final form, activating a &#039;&#039;&#039;checkpoint&#039;&#039;&#039;. Should the raid wipe for any reason after this point, the fight will reset to the checkpoint (rather than reset back to the very beginning).&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1502287</id>
		<title>Alphascape V4.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alphascape_V4.0_(Savage)&amp;diff=1502287"/>
		<updated>2026-07-17T07:17:49Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2 - Fundamental Synergy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Alphascape V4.0|the third tier of [[Omega (Savage)]] in general|Omega: Alphascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alphascape V4.0 (Savage)&lt;br /&gt;
| description = The switch taunts you. You cannot resist. A satisfying &amp;quot;click&amp;quot; and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.&lt;br /&gt;
| image = Alphascape V4.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette =&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| location = Creation, The Interdimensional Rift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-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 V4.0 (Savage)&lt;br /&gt;
| id-gt = 30076&lt;br /&gt;
| id-edb = 33360b27f26&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O12S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
{{evt|service=youtube|id=cD4S1L0wD9A|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part One}}&lt;br /&gt;
{{evt|service=youtube|id=mRLBmuiFnO4|dimensions=285|align=right|description=Alphascape V4.0 (Savage) Guide Part Two}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega-M]] &amp;amp; [[Omega-F]] ==&lt;br /&gt;
The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Alphascape V4.0|normal mode]], players will also notice that a massive &#039;&#039;&#039;Optical Unit&#039;&#039;&#039; is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F.&lt;br /&gt;
&lt;br /&gt;
As with prior tiers, this finale duty timer of 120 minutes and a checkpoint after the defeat of Omega-M and Omega-F. Should players be defeated after the checkpoint, they will not need to fight Omega-M and Omega-F again until the instance is abandoned or the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Subject Simulation ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Prior to Phase 1: ====&lt;br /&gt;
Players should assign light parties for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Healers may want to decide which one of them runs towards the Optical Unit and which runs to the side for &#039;&#039;&#039;Electric Slide&#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;
!Attacker&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;line-right&amp;quot;|Optical Unit&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a massive [[Area of Effect#Static Line AoE|static line AoE]] down the center of the arena from where it is facing. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;&lt;br /&gt;
|After 6 seconds, the eye fires a large [[Area of Effect#Static Circle AoE|static circle AoE]], covering half of the arena closest to it. Inflicts {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;[[Reduced Immunity|Healing Magic Down]]&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-M&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed 5y [[Area of Effect#Spread Circle|spread circle]] that inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 6 seconds. Always followed by &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|Hits one random player with an untelegraphed {{I|Stack marker}}. Will never target the player previously targeted by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* This attack can still target players that were struck by another player&#039;s AoE from Beyond Defense.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|A 10y [[Area of Effect#Static Circle AoE|static circle AoE]] centered on &#039;&#039;&#039;Omega-M&#039;&#039;&#039;. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; before transforming into &#039;&#039;&#039;Omega-F&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;|Omega-F&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Cone AoE|330-degree static cone AoE]] from Omega&#039;s front.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Hits all players with untelegraphed 5y [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Extreme [[Knockback#Radial Knockback|radial knockback]] centered on &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. Push strength is equal to 70% of the arena&#039;s length. Always cast immediately after reforming from {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|Omega becomes untargetable {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; and places a {{I|Stack marker}} on both healers. Electric Slide inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 3 seconds.&lt;br /&gt;
The fluid splits into two, landing on each stack marker. One will become &#039;&#039;&#039;Omega-F&#039;&#039;&#039; and the other &#039;&#039;&#039;Omega-M&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
A short introduction of mechanics, Phase 1 involves a quick scuffle with &#039;&#039;&#039;Omega-M&#039;&#039;&#039;, followed by an equally brief fight with &#039;&#039;&#039;Omega-F&#039;&#039;&#039;. The phase will end with Omega splitting into two with &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, indicating the start of Phase 2.&lt;br /&gt;
&lt;br /&gt;
The party will need to keep an eye out for the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, as while it always starts in the north, it will move to a random cardinal position after every cast of &#039;&#039;&#039;Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tanks will need to be proactive about where Omega is placed, as attacks such as &#039;&#039;&#039;Discharger&#039;&#039;&#039; can easily result in death if poorly placed.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Omega-M=&lt;br /&gt;
====== Omega-M: ======&lt;br /&gt;
Tanks should start by pulling Omega-M to either the east or west edge of the arena. This not only ensures safety from the Optical Unit, but will leave room for players to be knocked back from &#039;&#039;&#039;Discharger&#039;&#039;&#039; later.&lt;br /&gt;
&lt;br /&gt;
Omega-M will cast &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;, and &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; in quick succession. All players should spread out on one side of the arena to avoid the former two attacks.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; hits a player, everyone &amp;lt;u&amp;gt;except the injured player&amp;lt;/u&amp;gt; should quickly stack together for &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;. The damage snapshot on Pile Pitch is early, so it is recommended to stack closer to the center of the arena rather than where Omega-M jumped.&lt;br /&gt;
&lt;br /&gt;
Omega-M will then cast &#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;, transforming into Omega-F. If Omega is not on the edge of the arena during this, a knockback resist ability may be required to prevent death.&lt;br /&gt;
|-|Omega-F=&lt;br /&gt;
====== Omega-F: ======&lt;br /&gt;
After transforming into Omega-F, she will immediately cast &#039;&#039;&#039;Discharger&#039;&#039;&#039;. Players should either use a knockback resist or ensure there is a long length of arena behind themselves.&lt;br /&gt;
&lt;br /&gt;
The tank should move Omega-F to the center of the arena and aim her to face towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will have moved to a random cardinal side.&lt;br /&gt;
&lt;br /&gt;
She will cast &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;, and &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, in quick succession.&lt;br /&gt;
&lt;br /&gt;
All players should stand behind Omega-F to start, with the exception of the tank, who must ensure Omega-F is facing towards the Optical Unit until the AoE for &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; becomes visible. If the tank moves too early, Omega-F may turn towards the tank and aim the AoE in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
After the AoE disappears, all players must immediately spread out to avoid &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;. [[Clock spots]] may help with organizing where to spread to.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-F will cast &#039;&#039;&#039;Subject Simulation M&#039;&#039;&#039; (which is actually &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;), placing a {{I|Stack marker}} on both healers.&lt;br /&gt;
&lt;br /&gt;
Each healer should run to a different cardinal edge, splitting into two light parties to ensure stack markers are shared equally.&lt;br /&gt;
&lt;br /&gt;
The {{Status effect|buff|File:superfluid buff.png|link=File:superfluid buff.png}} &#039;&#039;&#039;Superfluid&#039;&#039;&#039; will jump onto both healers, with one becoming Omega-F and the other Omega-M. Players will need to immediately run towards Omega-F to survive &#039;&#039;&#039;Discharger&#039;&#039;&#039;.&lt;br /&gt;
* If using a knockback resist ability, remember to stay away from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Phase 2 will begin.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&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;Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;&lt;br /&gt;
|Bring Omega-M to the east or west edge and spread out to one side, staying out of range of &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|All players except the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Subject Simulation F&#039;&#039;&#039;&lt;br /&gt;
|Ensure Omega is on the edge of the arena.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Discharger&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega or use a knockback resist ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Suppression +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|Move Omega-F to the center of the arena facing towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;. Once the AoEs appear, group up behind her.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|Immediately spread out.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Slide&#039;&#039;&#039;&lt;br /&gt;
|One healer should run to the edge towards the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, and the other to the cardinal edge at its left or right.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discharger +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|Stand near Omega-F or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Fundamental Synergy ===&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;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] cast simultaneously by both Omega-M and Omega-F.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|The four players closest to Omega-M are debuffed with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039;, and the four closest to Omega-F are debuffed with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039;, preventing the afflicted from dealing damage to the listed Omega.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Firewall&#039;&#039;&#039; instead swaps all player&#039;s Packet Filter debuffs to their opposite.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Buffs both Omega-M and Omega-F with either {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039; or {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039; at random.&lt;br /&gt;
The former buffs Omega with {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; and {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; if the two are too close to each other, while the latter does the same if the two are too far apart.&lt;br /&gt;
&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Resonance&#039;&#039;&#039; will always be the buff that was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|All players will receive [[Other Mechanics#Number Markers|number markers]] 1 through 4. The players with {{Status effect|debuff|File:Packet filter F debuff.png|link=File:Packet filter F debuff.png}} &#039;&#039;&#039;Packet Filter F&#039;&#039;&#039; will receive blue markers while those with {{Status effect|debuff|File:Packet filter M debuff.png|link=File:Packet filter M debuff.png}} &#039;&#039;&#039;Packet Filter M&#039;&#039;&#039; receive purple markers.&lt;br /&gt;
Omega-M will charge at blue numbers in order while Omega-F simultaneously charges at purple numbers—dealing proximity damage and inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The farther the targeted player was from the initial position of Omega&#039;s charge, the less damage they will take.&lt;br /&gt;
* When charging a target, Omega will stop the instant they touch the targeted player with the edge of their hitbox ring.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|A lethal combination attack utilizing Omega-M&#039;s and Omega-F&#039;s Phase 1 abilities. Can be one of two attack series indicated by a prior cast of either &#039;&#039;&#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The second cast will always be the combination not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|[[Area of Effect#Static Line AoE|Static line AoEs]] from Omega-F&#039;s front, back, and sides, aimed towards the direction she is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|Two [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Omega-F&#039;s left and right, leaving a safe zone down the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|Omega-M jumps to a random player and prepares a high damage [[Area of Effect#Static Donut AoE|static donut AoE]]. Is always followed immediately by &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The two light parties that stacked for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; will now each be fighting a separate boss. The positioning of Omega-M, Omega-F, and all players is &#039;&#039;extremely&#039;&#039; crucial. A single piece on the board being in the wrong place can lead to the entire game falling apart.&lt;br /&gt;
&lt;br /&gt;
Omega-M and Omega-F should start a middling distance away from each other—commonly on two adjacent cardinal edges—to give time to respond to &#039;&#039;&#039;Resonance&#039;&#039;&#039;. Once &#039;&#039;&#039;Resonance&#039;&#039;&#039; is cast, the two bosses will either need to be brought together or apart before their buffs take effect.&lt;br /&gt;
&lt;br /&gt;
After Resonance, Omega-M and Omega-F must be brought to a cardinal edge to the left and/or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;, which will be in a random position.&lt;br /&gt;
&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, both will have to be split to completely opposite sides of the arena, avoiding the cardinals aligned with the Optical Unit.&lt;br /&gt;
* If Omega is buffed with {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, both will have to be brought together to either cardinal not aligned with the Optical Unit.&lt;br /&gt;
&lt;br /&gt;
Resonance buffs will expire after &#039;&#039;&#039;Solar Ray&#039;&#039;&#039;, after which both Omega-M and Omega-F should be brought to the very center of the arena and faced towards a cardinal direction.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fundamental Synergy=&lt;br /&gt;
====== Fundamental Synergy: ======&lt;br /&gt;
[[File:O12S ex1.gif|thumb|Limit cut with local resonance and purple triangles closer to eye|249x249px]]An infamous party killer, players will need to coordinate quickly and position precisely to survive. A single death or a player on the wrong side can easily doom their comrades.[[File:O12S ex2.gif|thumb|Limit cut with remote resonance and purple triangles closer to eye|250x250px]]&lt;br /&gt;
&lt;br /&gt;
The key component to Fundamental Synergy is the charge&#039;s proximity damage. The damage fall-off is &#039;&#039;extremely&#039;&#039; precise, with 5y potentially being the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
Players will need to ensure both Omega-M and Omega-F charges back-and-forth across the full length of the arena without accidentally hitting other players.&lt;br /&gt;
&lt;br /&gt;
The saving grace of this attack is Omega&#039;s charge hitbox. While it is wide, Omega&#039;s front will only barely collide with their target—leaving the space behind the target completely safe and untouched.&lt;br /&gt;
&lt;br /&gt;
This results in one common strategy:&lt;br /&gt;
&lt;br /&gt;
* When &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; is cast and [[Other Mechanics#Number Markers|number markers]] are assigned, all players with odd numbers run to opposite end of the arena, away from the boss they were attacking. Those with even numbers will stay on the same side as their boss.&lt;br /&gt;
* One color (either blue or purple) will be assigned to stand on the cardinal [[waymarks]] while the other color will stand a short distance off to the side, &amp;lt;u&amp;gt;but not on the side with the Optical Unit&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Enough distance must be given between the two colors to prevent Omega&#039;s wide hitbox from colliding with the player&#039;s neighbor. Half-way between the cardinal and inter-cardinal position is ideal.&lt;br /&gt;
* On both sides of the arena, the players with 1 and 2 numbers will stand on the line between the 1st and 2nd outer ring of the arena. Players numbered 3 and 4 will stand behind them, with 3s behind same-colored 1s and 4s behind same-colored 2s.&lt;br /&gt;
* Every time a player is hit by a charge, they will swap positions with the player behind them.&lt;br /&gt;
&lt;br /&gt;
Should players position correctly, everyone should survive the attack.&lt;br /&gt;
|-|Operational Synergy (Blade)=&lt;br /&gt;
====== Operational Synergy (Blade): ======&lt;br /&gt;
Prior to to the cast of Operational Synergy, Omega-F should be placed in the center and aimed towards cardinal direction. This is to ensure &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; casts in a safe direction.&lt;br /&gt;
&lt;br /&gt;
Additionally, an inter-cardinal should be agreed upon as a location stack together in for &#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;. The tank should face Omega-F away from this inter-cardinal (but still in a cardinal direction) so that players can run into the &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; safe zone afterwards.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Blade) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework + Optimized Fire III&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While this attack combo primarily revolves around pre-positioning by the tank, players will still need to know where to move, and quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; can be dodged simply by standing under Omega-F, but all players should run to the assigned inter-cardinal afterwards to survive &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; and &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players can run back towards the center and stack together in the safe zone of &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, Omega-M will jump on a random player and begin casting &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;. Players should spread out towards [[Clock spots|clock spot]] directions around this AoE to ensure an equal spread in time for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;.&lt;br /&gt;
|-|Operational Synergy (Shield)=&lt;br /&gt;
====== Operational Synergy (Shield): ======&lt;br /&gt;
[[File:O12S Optimized Fire III Positions.jpg|thumb|alt=The most space-efficient positions to spread to for Optimized Fire III.|The most space-efficient positions to spread to for Optimized Fire III.]]&lt;br /&gt;
Two players should be assigned to each inter-cardinal for &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, a spread pattern should be decided for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; followed by &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039;. As the latter jumps on a random player, the group will want to spread out as close to the center of the arena as possible without overlapping.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Operational Synergy (Shield) Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Beyond Defense + Optimized Blizzard III&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pile Pitch&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Optimized Fire III + Beyond Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
As Omega-F will reposition herself for this combo, the tanks do not need to worry about manually positioning her prior.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; being immediately followed by &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;, this attack combo deals extreme amounts of damage very quickly. Healers will need to use well timed burst heals to keep the party alive through this attack chain.&lt;br /&gt;
&lt;br /&gt;
To start, players must run to pre-assigned inter-cardinals, spreading out to ensure multiple players aren&#039;t hit by &#039;&#039;&#039;Beyond Defense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Immediately after, all players except for the one with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stack in the center.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; lands, all players must spread out for &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039;—however, one random player will be the location for &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; after. The closer the party can spread, the less running players will need to reach the [[Area of Effect#Static Donut AoE|donut AoE]].&lt;br /&gt;
* Some groups may elect to keep a healer in the center for better AoE healing coverage.&lt;br /&gt;
&lt;br /&gt;
Lastly, the &#039;&#039;instant&#039;&#039; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; AoE disappears, all players must flee from Omega-M to avoid &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the first use of &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;, Omega will cast &#039;&#039;&#039;Firewall&#039;&#039;&#039; a second time, requiring all players to swap targets and both tanks to {{Action icon|Provoke}} the other Omega.&lt;br /&gt;
&lt;br /&gt;
Omega will attack with a second round of Fundamental Synergy and Operational Synergy before beginning their third phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 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;Firewall&#039;&#039;&#039;&lt;br /&gt;
|Stick with the light parties from &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|If {{Status effect|buff|File:Local resonance buff.png|link=File:Local resonance buff.png}} &#039;&#039;&#039;Local Resonance&#039;&#039;&#039;, separate the two to opposite sides of the arena. If {{Status effect|buff|File:Remote resonance buff.png|link=File:Remote resonance buff.png}} &#039;&#039;&#039;Remote Resonance&#039;&#039;&#039;, bring them together. Always tank Omega on the cardinals to the left or right of the &#039;&#039;&#039;Optical Unit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Have odd numbers run opposite of their boss and even numbers stay. With 1s and 2s in front and 3s in 4s behind, swap with the player behind after each hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will either be blade combo or shield combo. Plan ahead and execute properly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Firewall&#039;&#039;&#039;&lt;br /&gt;
|All players must switch targets. Tanks must use {{Action icon|Provoke}} to swap their enmity targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resonance&#039;&#039;&#039;&lt;br /&gt;
|Will be the resonance buff opposite to what was used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solar Ray&#039;&#039;&#039;&lt;br /&gt;
|Mitigate. Players should avoid standing near the tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;&lt;br /&gt;
|Will be the combo that was not used before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Shower&#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;Phase 3 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
----Before transitioning to the second phase of the battle, Omega-M and Omega-F will bombard the raid with their own versions of common &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039;, as well as previously explained mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; - applies a proximity marker to a random tank, marking them as the upcoming victim of a ranged-magic &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, forcing them to run as far away from the group to reduce overall raid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - applies an orange marker to a random tank, making them as the upcoming victim of a ranged-physical &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;. Once cast, Omega-M will unleash a column AoE from himself through the marked target. As a result, the marked tank must try to aim the attack away from the rest of the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - inflicts massive raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Shower x2&#039;&#039;&#039; - bombards the arena with unavoidable raidwide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - causes Omega-M and Omega-F to target a tank (one each) and attempt to annihilate them with a physical-melee &#039;&#039;&#039;Limit Break 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 2 Timeline===&lt;br /&gt;
-----&lt;br /&gt;
* &#039;&#039;&#039;Firewall&#039;&#039;&#039; - both forms inflict &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; onto nearby players, rendering them incapable of damaging the other form.&lt;br /&gt;
* &#039;&#039;&#039;Resonance&#039;&#039;&#039; - casts either (Local) or (Remote) &#039;&#039;&#039;Resonance&#039;&#039;&#039;, forcing the raid to split both forms (Local) or keep them together (Remote). &lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - both forms mark their half of the raid with numbers from 1-4. Odd-numbered players from each group should retreat to opposite sides of the arena, with the entire raid ensuring they do not stack with any other player. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land about midway through &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - bombards the entire raid with unavoidable damage.&lt;br /&gt;
* &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - simultaneously blasts each tank with a tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; followed by &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;. A mini-phase will follow depending on whether &#039;&#039;&#039;Shield&#039;&#039;&#039; or &#039;&#039;&#039;Blades&#039;&#039;&#039; was cast.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Shield Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Beyond Defense&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Beyond Strength&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; + &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Synergy (Blades Version):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Superliminal Steel&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Optimized Blizzard III&#039;&#039;&#039; + &#039;&#039;&#039;Pile Pitch&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Superliminal Motion&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Efficient Bladework&#039;&#039;&#039; &amp;gt;&amp;gt; &#039;&#039;&#039;Optimized Fire III&#039;&#039;&#039; + &#039;&#039;&#039;Laser Shower&#039;&#039;&#039;. The mini-phase ends with an additional &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; from both forms.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Firewall&#039;&#039;&#039; - both forms inflict &#039;&#039;&#039;Packet Filter&#039;&#039;&#039; onto nearby players once again.&lt;br /&gt;
* &#039;&#039;&#039;Resonance&#039;&#039;&#039; - casts either (Local) or (Remote) &#039;&#039;&#039;Resonance&#039;&#039;&#039; - whichever was &#039;&#039;not&#039;&#039; used previously.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039; - both forms mark their half of the raid with numbers from 1-4. Handled in the same way as before. &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will once again land about midway through &#039;&#039;&#039;Fundamental Synergy&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower&#039;&#039;&#039; - unavoidable raid damage.&lt;br /&gt;
* &#039;&#039;&#039;Solar Ray&#039;&#039;&#039; - unified tankbusters.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Shield&#039;&#039;&#039; or &#039;&#039;&#039;Synthetic Blades&#039;&#039;&#039; (whichever was &#039;&#039;not&#039;&#039; used before the previous &#039;&#039;&#039;Operational Synergy&#039;&#039;&#039;), leading to the alternate mini-phase (see above).&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; - a large straight-line AoE from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; will &#039;eventually&#039; shoot across the platform before the eye changes position.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive a &#039;&#039;&#039;Limit Break&#039;&#039;&#039; tank buster. &#039;&#039;&#039;Meteor&#039;&#039;&#039; is a proximity marker, &#039;&#039;&#039;Arrow&#039;&#039;&#039; is a straight-like AoE that can be aimed away from the raid. &#039;&#039;&#039;Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive a physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; - a large conal-AoE will &#039;eventually&#039; shoot from &#039;&#039;&#039;Omega&#039;s Eye&#039;&#039;&#039; (covering about 1/2 of the platform).&lt;br /&gt;
* &#039;&#039;&#039;Optimized Meteor&#039;&#039;&#039; + &#039;&#039;&#039;Optimized Sagittarius Arrow&#039;&#039;&#039; - both tanks receive &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039; once again (proximity + straight-line). &#039;&#039;&#039;Advanced Suppression&#039;&#039;&#039; will land whilst the limit breaks are being executed.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory x 2&#039;&#039;&#039; - extreme raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Laser Shower x 2&#039;&#039;&#039; - even more raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Optimized Bladedance&#039;&#039;&#039; - both tanks receive another physical Limit Break tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Cosmo Memory&#039;&#039;&#039; - enrage version.&lt;br /&gt;
&lt;br /&gt;
Assuming the raid defeats Omega-M and Omega-F before the &#039;&#039;&#039;Cosmo Memory Enrage&#039;&#039;&#039;, Omega will transition into its final form, activating a &#039;&#039;&#039;checkpoint&#039;&#039;&#039;. Should the raid wipe for any reason after this point, the fight will reset to the checkpoint (rather than reset back to the very beginning).&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[Omega (boss)|Omega]] ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1 - Mechanics &amp;amp; Abilities===&lt;br /&gt;
Having transformed into its ultimate form, all further wipes will reset the battle to phase 2 (rather than the very beginning). Here&#039;s a list of all mechanics and abilities used throughout the phase, followed by a mechanical timeline which lists those abilities in the order they are used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; debuff. Once applied, Omega will immediately prepare to blast its primary target with &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - which involves magic damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - a vicious tankbuster against Omega&#039;s primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (&#039;&#039;&#039;Target Analysis&#039;&#039;&#039;) should make sure they are standing &#039;&#039;behind&#039;&#039; the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patch&#039;&#039;&#039; - tethers each tank and healer to a random damage dealer with one of two color tethers - either &#039;&#039;&#039;blue&#039;&#039;&#039; (&#039;&#039;&#039;Remote Regression&#039;&#039;&#039;) or &#039;&#039;&#039;reddish-green&#039;&#039;&#039; (&#039;&#039;&#039;Local Regression&#039;&#039;&#039;). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).&lt;br /&gt;
&lt;br /&gt;
Seeing as they cannot be removed too quickly thanks to the damage and debuffs per explosion, players will be dealing with &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers throughout multiple upcoming mechanics. Also, a future mechanic will forcefully detonate any remaining tethers and instantly kill players, thus the group should organize a timely and efficient tether-popping rotation that will not overwhelm their healers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - causes Omega to fire beams across the arena from either its front &amp;amp; rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega&#039;s front &amp;amp; rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; will be fired from its sides.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage &#039;&#039;can&#039;&#039; overlap, so make sure you do not stack with your fellow tank whilst being blasted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers will be forcefully detonated by &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, causing tethered players to instantly die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.&lt;br /&gt;
*EXAMPLE SOLUTION : https://streamable.com/24iuj&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a &#039;&#039;&#039;Debugger&#039;&#039;&#039; debuff, rendering them immune to further &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; applications - (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers (unaffected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; to anyone caught in the blast. Just like &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;, exploded players will receive &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to further applications of &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; debuffs (see above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - a 10-second durability debuff against a random tank (whichever is not effected by &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, afflicted players must be hit by (any) source of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; One healer and one damage dealer will receive absolutely no debuffs from &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Seeing as two &#039;&#039;&#039;Bug&#039;&#039;&#039; debuffs can re-apply themselves to anyone without &#039;&#039;&#039;Debugger&#039;&#039;&#039;, and seeing as two players can only cleanse &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; by taking damage, the raid will need to organize a plan to resolve all debuffs successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. In the beginning, only one player (a tank) will have the massive (&#039;&#039;&#039;Overflow&#039;&#039;&#039;) explosion, whereas two players (damage dealers) will have the medium (&#039;&#039;&#039;Synchronization&#039;&#039;&#039;) explosions and will need to share this damage with at least one other player each. Players with &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; can choose to share the medium explosion or take damage from the large explosion - bearing in mind that they will receive the same debuff as a result and will need to use the safe zones for their explosions. Alternatively, players with &#039;&#039;&#039;Debugger&#039;&#039;&#039; (previously exploded players) can help soak freshly created &#039;&#039;&#039;Synchronization&#039;&#039;&#039; debuffs as they will no longer be able to receive the debuff.&lt;br /&gt;
&lt;br /&gt;
How you choose to handle the overlap is entirely optional, though utilizing extreme cardinal points as explosive safe-spots will give you the freedom to assign positions and orders for each debuff type.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Error&#039;&#039;&#039; - afflicts raidwide damage and applies &#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; to all players that do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039;, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, &#039;&#039;&#039;Critical Error&#039;&#039;&#039; typically results in three players being debuffed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a &#039;rotation&#039; indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039;, Omega will also cast &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039;, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Players will need to quickly identify which direction the beam will rotate, as well as which direction Omega is facing for &#039;&#039;&#039;Electric Slide&#039;&#039;&#039;. Once these factors are recognized, the raid can identify which mechanical arm is (a) on the opposite side of &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; collision and (b) will not be cleaved by the rotating beam. Once identified, the raid will need to destroy the mechanical arm as soon as possible to create a safe spot. Alas, Omega will complicate this matter further by using &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating &#039;&#039;&#039;Archive All&#039;&#039;&#039; beam (and the need to destroy the chosen mechanical arm before &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; will detonate shortly after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.&lt;br /&gt;
*EXAMPLE SOLUTION: https://streamable.com/oxyx2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Debuff: Critical Underflow Bug&#039;&#039;&#039; - 15-second duration debuff against the healer who was not affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, &#039;&#039;&#039;Underflow&#039;&#039;&#039; can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special &#039;&#039;&#039;Debugger&#039;&#039;&#039;, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Overflow Bug&#039;&#039;&#039; - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Critical Synchronization Bug&#039;&#039;&#039; - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have &#039;&#039;&#039;Debugger&#039;&#039;&#039; (just like before).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Debuff: Latent Defect&#039;&#039;&#039; - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get &#039;&#039;&#039;Overflow&#039;&#039;&#039;. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - represented by three circular pillars of light through the center of the arena that requires at least one player with &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039; to stand inside or the pillars will explode, inflicting fatal damage to the entire raid. Furthermore, players who successfully soak a pillar will be affected by &#039;&#039;&#039;Latent Defect&#039;&#039;&#039;, forcing them to intentionally take damage to cleanse themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The light pillars will spawn mid-way through expiring debuffs, forcing even more coordination as before. In short, players will need to handle the debuffs similarly to the previous &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, except now, they will also need to intentionally pass the new &#039;&#039;&#039;Overflow&#039;&#039;&#039; debuff to other players so that the light-pillars can be soaked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much like before, it is wise to keep Omega at a cardinal position (such as north, south, east, or west - right at the edge of the platform) and use all remaining cardinal points as &#039;explosion&#039; points for &#039;&#039;&#039;Critical Synchronization Bug&#039;&#039;&#039; and &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039;. How you choose to handle the overlap is mostly optional, though bear in mind that players assigned to soak light-pillars will need to take damage to cleanse their newly acquired &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Assuming the raid successfully handles the second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;, Omega will cycle through the same mechanics as it did before the first one. However, on reaching the point where another &#039;&#039;&#039;Hello, World&#039;&#039;&#039; would be cast, it will instead use &#039;&#039;&#039;Program Omega&#039;&#039;&#039; - a soft enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Program Omega&#039;&#039;&#039; - causes Omega to repeatedly cast &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;, gaining a stackable {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff with each successful cast. On reaching 5 stacks of {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;, Omega will obliterate the raid with one final cast of &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Mechanical Timeline===&lt;br /&gt;
-----&lt;br /&gt;
Here&#039;s a quick run-down of the mechanical timeline:&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - blasts the primary target with a shareable tankbuster. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should stand behind the other tank to share it or they&#039;ll likely take fatal damage.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as &#039;&#039;&#039;Patch&#039;&#039;&#039; has been cast.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their &#039;&#039;&#039;Patch&#039;&#039;&#039; tether at this point.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #1&#039;&#039;&#039; - raidwide damage accompanied by various debuffs that need to be handled in specific ways.&lt;br /&gt;
* &#039;&#039;&#039;Overflow + Synchronization&#039;&#039;&#039; - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that &#039;&#039;&#039;Synch&#039;&#039;&#039; (medium) explosions need to be soaked by an additional player each.&lt;br /&gt;
* &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.&lt;br /&gt;
* &#039;&#039;&#039;Synchronization&#039;&#039;&#039; - 12 second duration debuffs will detonate.&lt;br /&gt;
* &#039;&#039;&#039;Re-Applied Debuffs&#039;&#039;&#039; - Variable depending on how the raid decided to handle the above.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
* &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, same as before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.&lt;br /&gt;
* &#039;&#039;&#039;Index &amp;amp; Archive Peripherals&#039;&#039;&#039; - mechanical arms tether to random players and prepare to fire straight-line AoEs at them. &lt;br /&gt;
* &#039;&#039;&#039;Wave Cannon&#039;&#039;&#039; - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).&lt;br /&gt;
* &#039;&#039;&#039;Target Analysis&#039;&#039;&#039; - applies {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to one of the two players with the highest enmity.&lt;br /&gt;
* &#039;&#039;&#039;Savage Wave Cannon&#039;&#039;&#039; - shareable tankbuster. Happens during &#039;&#039;&#039;Archive Peripheral&#039;&#039;&#039; beams. Tank with {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; must be extra careful.&lt;br /&gt;
* &#039;&#039;&#039;Patch&#039;&#039;&#039; - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Oversampled Wave Cannon&#039;&#039;&#039; - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage that will also slay any players who haven&#039;t removed their &#039;&#039;&#039;Patch&#039;&#039;&#039; tethers. The final pair of tethers will need to be exploded beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Archive All&#039;&#039;&#039; - creates mechanical arms around the outer edge of the platform that will begin to cast &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039;. Players will need to destroy one as soon as possible to create a safe spot. Simultaneously, a rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion.&lt;br /&gt;
* &#039;&#039;&#039;Electric Slide&#039;&#039;&#039; - Omega turns in a specific direction and charges, inflicting proximity-based damage when it collides with the edge of the arena. All players should be focusing on a mechanical arm in the opposite direction of where Omega is about to charge.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039; - marks one player with a stack marker, four players with circle-AoEs, and causes most of the raid to drop circle AoEs beneath their feet. Players must dodge the floor circles, spread out their circle AoEs, and soak the stack marker whilst also destroying their chosen mechanical arm &#039;&#039;and&#039;&#039; avoiding the rotating beam. &#039;&#039;&#039;Colossal Blow&#039;&#039;&#039; concludes after &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;, wiping the raid if the chosen arm wasn&#039;t destroyed in time.&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Wave Cannon&#039;&#039;&#039; - Omega fires beams towards the front &amp;amp; rear, or to the sides, just like before.&lt;br /&gt;
* &#039;&#039;&#039;Hello, World #2&#039;&#039;&#039; - raid wide damage accompanied by various debuffs, just like before, except for a new debuff (&#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;) and three soakable light-pillars (&#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cascading Latent Defect&#039;&#039;&#039; - forms three light-pillars in a straight line through the arena center that can only be soaked by players affected by &#039;&#039;&#039;Critical Underflow Bug&#039;&#039;&#039;. Failure to soak a tower results in a wipe. Success inflicts &#039;&#039;&#039;Latent Defect&#039;&#039;&#039; on the soaker.&lt;br /&gt;
* &#039;&#039;&#039;Critical Error&#039;&#039;&#039; - inflicts raidwide damage and applies &#039;&#039;&#039;Critical Overflow Bug&#039;&#039;&#039; to anyone who doesn&#039;t have &#039;&#039;&#039;Debugger&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; - raidwide damage.&lt;br /&gt;
&lt;br /&gt;
Omega now loops the mechanics between the first and second &#039;&#039;&#039;Hello, World&#039;&#039;&#039;. Rather than cast a third &#039;&#039;&#039;Hello, World&#039;&#039;&#039; afterwards, Omega will soft-enrage via &#039;&#039;&#039;Program Omega&#039;&#039;&#039;, involving 5x &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; (with each one buffing Omega&#039;s damage), followed by one final &#039;&#039;&#039;Ion Efflux&#039;&#039;&#039; to wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Omega Weapons}}&lt;br /&gt;
*1 {{Item icon|Alphascape Datalog v4.0}}&lt;br /&gt;
*{{Drops item|Omega Card|fixed=y}} (drops at a fixed rate)&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 Omega Arms (IL 405)}}&lt;br /&gt;
{{Drops table row|Omega Battleaxe}}&lt;br /&gt;
{{Drops table row|Omega Claymore}}&lt;br /&gt;
{{Drops table row|Omega Bayonet}}&lt;br /&gt;
{{Drops table row|Omega Trident}}&lt;br /&gt;
{{Drops table row|Omega Zaghnal}}&lt;br /&gt;
{{Drops table row|Omega Knuckles}}&lt;br /&gt;
{{Drops table row|Omega Samurai Blade}}&lt;br /&gt;
{{Drops table row|Omega Sickles}}&lt;br /&gt;
{{Drops table row|Omega Bow}}&lt;br /&gt;
{{Drops table row|Omegafire}}&lt;br /&gt;
{{Drops table row|Omega Chakrams}}&lt;br /&gt;
{{Drops table row|Omega Rod}}&lt;br /&gt;
{{Drops table row|Omega Grimoire}}&lt;br /&gt;
{{Drops table row|Omega Smallsword}}&lt;br /&gt;
{{Drops table row|Omega Cane}}&lt;br /&gt;
{{Drops table row|Omega Codex}}&lt;br /&gt;
{{Drops table row|Omega Torquetum}}&lt;br /&gt;
{{Drops table row|Omega Wings}}&lt;br /&gt;
{{Drops table row|Omega Chest Gear Coffer (IL 400)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Omega Weapon Coffer (IL 405)}}&lt;br /&gt;
{{Drops table row|OMG}}&lt;br /&gt;
{{Drops table row|Model O Identification Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega I}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega II}}&lt;br /&gt;
{{achievement table row|I Am the Savage Alpha, I Am the Savage Omega III}}&lt;br /&gt;
{{achievement table row|Mightier than the Alpha}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Heartless}}&lt;br /&gt;
{{music table row|Phase 2|From the Heavens}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
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