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Alphascape V3.0 (Savage)

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This article is about the (Savage) version. For the level 70 story-mode raid, see Alphascape V3.0. For the third tier of Omega (Savage) in general, see Omega: Alphascape (Savage).

Alphascape V3.0 (Savage)

Level
70 (Sync: 70)
Item Level
380
Difficulty
Savage
Party size
Full Party
8 man 2 2 4
Unsyncing
Allowed
Time limit
90 minutes
Phoenix Down
Not Available
Duty Finder
Savage Raids (Stormblood)
Tomestones
Allagan Tomestone of Poetics 30 
Req. quest
Interact with the Magitek Terminal after completing To Kweh under Distant Skies
Location
Final Verification, The Interdimensional Rift
Region
Gyr Abania
S/S/S
Available
Patch
4.4
The Echo
Permanent +20%
Links
EDB GT TC

The switch taunts you. You cannot resist. A satisfying "click" 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.

— In-game description

Alphascape V3.0 (Savage) is a level 70 raid introduced in patch 4.4 with Stormblood. The raid is also known as O11S.


Unlike normal mode, players can fall off the edge of the arena to their death—although they can be resurrected after a short delay.

In addition, the Omega Jammer Duty Action is unavailable to use in the Savage encounter.

Phase 1


Prior to Phase 1:

Clock spot positions will need to be assigned.

Player pairs and/or a strategy should be prepared for Peripheral Synthesis (Phase 1).

Phase 1 Abilities
Name Description
Atomic Ray Unavoidable party-wide damage.
Mustard Bomb A circle AoE tankbuster that inflicts Bleeding for 6 seconds.
Wave Cannon A 210 degree static cone AoE towards Omega's left or right side, cast twice in succession—which side is attacked depends on whether the cast is Starboard or Larboard. Deals extreme damage and Vulnerability Up.
  • Larboard will be on Omega's left side, while Starboard will be on Omega's right side.
  • The first Wave Cannon will spin Omega 180 degrees around, with the second spinning them back to their original rotation.
  • The first cast is 5 seconds long, but the second cast is only 2.5 seconds.
Flame Thrower Hits all players with 30 degree spread cones, then fires lethal knockback cones in the same exact positions.
Peripheral Synthesis Creates several fists with unique mechanics. The functionality of this ability changes with each phase.

A simple introduction to Omega's primary attacks, players will want to familiarize themselves with these core abilities to ensure survival in later phases.

Wave Cannon:

The most common cause of player death in this fight, players will need to not only be able to quickly distinguish which is Omega's left and right side, but also be able to do so after Omega has rotated 180 degrees around from the first cast.

A simple aid to remember the direction names is that Larboard is Left and thus Starboard is Right.

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 Wave Cannon.

Remember that the AoE extends to Omega's front and back, players will want to move a safe distance to Omega's side to fully dodge the attack.

Flame Thrower:

Similar to Protean Wave from A3S, players will need to spread out to clock spots prior to the attack to prevent cones from overlapping.

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.

The first cone of fire has a clear visual indicating its range, making it easier to see where the safe spaces between are.

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.

Peripheral Synthesis (Phase 1):

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.

Each fist will then place a small static circle AoE underneath its target, slamming into that area. Players hit by a fist will take high damage and a 7 second Confused debuff. If two fists slam into the same spot, however, they will collide and explode.

  • If two fists of matching colors collide, or slam five times without colliding, they will deal extreme party-wide damage and inflict Vulnerability Up on all players.
  • If two fists of opposite colors collide, they are harmlessly destroyed and leave a glowing blue orb of electricity on the ground.
    • Touching the blue orb will absorb it, granting the player Live Wire for 20 seconds. This buff increases damage dealt to Omega.

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.

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:

  • 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.
  • A player in each pair should be designated as a swapper in the case that their group has two matching-color fists.
  • 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.
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.


After 90 seconds, Omega will cast Program Loop, leaving the arena and beginning the next phase.

Phase 1 Rotation
Attack Strategy
Atomic Ray --
Mustard Bomb Mitigate and heal.
Flame Thrower Spread out to clock spots, then immediately rotate to the areas the flames did not hit.
Peripheral Synthesis Ensure fists of opposite colors collide, then ensure DPS pick up the Live Wire buff.
Mustard Bomb Mitigate and heal.
Program Loop

Phase 2: Program Loop


A combined puzzle phase and DPS check, players will need to organize themselves properly while doing consistent damage to avoid defeat.

Both the outer edges and the very center of the arena will be covered in death puddles. Players will need to watch their footing for the majority of the phase.

Prior to Phase 2:

Player positions should be agreed upon for quick magnetic tether positioning in Executable #1.

Two players will need to be assigned to the east and west edge of the arena to handle the Chains of Memory in Executable #2.

Phase 2 Abilities
Name Description
Storage Violation A 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 Damage Down for 30 seconds.

Unlike typical towers, Storage Violation towers will only recognize players afflicted by Looper or Chains of Memory, lighting up when occupied by valid players.

  • Towers will cleanse the Looper debuff, but not Chains of Memory.
    • If Looper is not cleansed, it will inflict Memory Loss for 6 seconds on expiration.
  • Each correctly resolved tower fills a bit of the Limit Break Gauge.
Chains of Memory The two farthest players are debuffed with Chains of Memory for 34 seconds, with a purple line AoE connecting the two for the duration of the debuff.

Any other players that come into contact with the line AoE are inflicted with Memory Loss for 6 seconds, causing them to run in completely random directions and likely die.

  • If the two players with Chains of Memory move too close to each other, they will begin to build stacks of Memory Degradation. If six stacks are acquired, they will be inflicted with Memory Loss and likely die.
Reset A large static circle AoE centered on Level Checker. Deals high damage.
Reformat A large static donut AoE centered on Level Checker. Deals high damage.
Delta Attack Lethal party-wide damage that can only be survived with a tank's Limit Break 3.
  • Inflicts all players with Gradual Petrification for 10 seconds, which will kill the afflicted on expiration. The debuff is cleansed by being at full health.

A Level Checker enemy will appear in the center of the arena that must be killed in time before it enrages with Force Quit.

It will go through two attack combinations labeled as Executable #1 and Executable #2 before starting its enrage cast.

Once defeated, Omega will re-appear outside the arena and prepare Delta Attack. Once Delta Attack is finished, Omega will return to the field and begin their next phase.

Executable #1:
Tower positions in Executable #1.
The two potential Storage Violation placements.

All players are inflicted with Looper for 13 seconds and four 2-player Storage Violations are created—one in each cardinal direction. Two will be adjacent to the center and two will be against the edge of the arena.

Additionally, each tank and healer will have a magnetic tether attached to a different DPS player. Two will have opposite polarities and two will have matching polarities.

Players will need to quickly analyze the type of tether they have, and either position to be pulled into the center towers (if opposite polarities) or pushed to the outer towers (if matching polarities).

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.

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.)

Executable #2:
A gif showing how to handle Executable #2.
If Executable #1's center towers were east+west, the party will want to start on the south half instead.

The two farthest players with be afflicted with Chains of Memory while all other players are afflicted with Looper.

  • Two players will have a 13 second Looper, two others will have a 21 second version, and the final two have a 29 second version.

Three 2-player Storage Violations appear around the center over time, and three pairs of 1-player Storage Violation appear on outer edges of the arena. The pairs of 1-player towers always are on opposite ends of the arena.

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 Executable #1.

Prior to the start of Executable #2:

  • If the two towers close to the center in Executable #1 were north+south, the first tower of Executable #2 will be northwest, and all players should start on the north half of the arena.
  • If the two center towers were east+west, the first tower of Executable #2 will be southeast, and all player should start on the south half of the arena.

The two players assigned to handle Chains of Memory 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 Memory Degradation.

Once players are positioned correctly, the strategy follows a simple pattern:

  1. The two players with the lowest Looper timers take the Storage Violation in the center, waiting for the tower to resolve.
  2. All players rotate clockwise to allow the Chains of Memory players to reach the next set of outer towers.
  3. Repeat two more times. After the third center tower resolves, Level Checker casts Reset, followed by Reformat once the final set of outer towers resolves and Chains of Memory expires.
  4. Level Checker begins a 16 second cast of Force Quit, giving players one last chance to defeat it before wiping the party.
As the most dangerous mechanic of this attack is the Line AoE between the Chains of Memory players, the chained player rotating towards the group should be careful not to run too early.

Delta Attack:

Omega will re-appear outside the north edge of the arena and begin charging Delta Attack. Without the shield from normal mode, players will have to rely on a tank Limit Break 3 to survive.

As Omega is not targetable at the time, the cast bar for the attack must be viewed from the enmity list. A safe time to use the limit break is at about half-way through Delta Attack's cast bar.

Once the attack fires, healers will need to remember to quickly fill everyone's health bars to ensure they do not die to Gradual Petrification.

Phase 3:


Omega will use a series of attacks similar to Phase 1, but with additional complexities that make them much more deadly.

Prior to Phase 3:

A consistent rotation direction should be agreed on after Flame Thrower for placement of Ballistic Missile puddles.

Positions should be designated to stand for Peripheral Synthesis (Phase 3).

Phase 3 Abilities
Name Description
Ballistic Missile Spread circles placed on all players during Flame Thrower. Creates large fire puddles that inflict a powerful Burns damage-over-time debuff.
Blaster A transferable tether placed from Omega onto a random healer. After 6 seconds, detonates into a 15y AoE that inflicts Doom Doom on those not at full health, or a 22 second HP Penalty to those that are.
Electric Slide A Stack marker placed on a random healer.

While most abilities may seem similar to the start of the fight, the key attacks to look out for this phase will be Ballistic Missile + Flame Thrower, Blaster, and Peripheral Synthesis (Phase 3).

Ballistic Missile:

All players will be marked by spread circles and Flame Thrower cast. Players will want to position in clock spots, then all rotate in the same direction to dodge the knockback fires.

While rotating, all players should move back towards the edges of the arena and wait for their spread circles to resolve, dropping the fire puddles as far away from the center as possible.

This will always be followed up with Wave Cannon, hence the need to clear a space in the center to safely dodge.

Blaster:

A tether attack often paired with Mustard Bomb, the healer should ensure that the off-tank can safely take the transferable tether and move it to the corner away from all other players.

All other players should avoid being near both the off-tank and Omega's center to prevent accidental transference of the tether.

The off-tank must also be at full health to ensure they are not Doom Doomed afterwards. They will still be afflicted by HP Penalty, and may need extra barriers to survive the Atomic Ray that follows after.

Peripheral Synthesis (Phase 3):
Two potential positions for Peripheral Synthesis (Phase 3).
Two potential positions for the fists. Note the triangle markings at the edge of the arena for reference.

Four giant fists will appear on the edges of the arena and tether to four random players: one tank, one healer, and two DPS.

  • There will be one fist on each edge of the arena. Each Fist will strafe along its edge to line up with its target.
  • Which fist tethers to which player is completely random.
  • The highest enmity player will always receive a tether from the first cast of Peripheral Synthesis. The off-tank should Provoke while the main tank handles their tether.

Tethered players will be inflicted with Biohacked for 9 seconds, stunning them once the debuff expires.

The fists will then charge in a straight line at their target, doing near-arena length knockback, high damage, and inflicting Blunt Resistance Down for 6 seconds. Being hit by two fists will kill the player regardless of positioning.

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.

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.

  • 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.

Once the fists resolve, Omega will cast Electric Slide, forcing players to quickly stack together again.

Soon after, Omega will cast Peripheral Synthesis again, tethering the four people who were previously untethered. The tank that was tethered previously should Provoke the boss.

The same process can be repeated, but Omega will follow up with Wave Cannon afterwards, requiring the tethered players to immediately run to Omega's safe side after the knockback.


After a second cast of Peripheral Synthesis, Omega will cast Update Program, indicating the start of the next phase.

Phase 3 Rotation
Attack Strategy
Ballistic Missle +

Flame Thrower

Spread out to clock spots, then after the Flame Thrower's first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their puddles.
Wave Cannon Dodge to the correct side, assuming puddles were safely placed away from the center.
Mustard Bomb +

Blaster

Mitigate and heal. The off-tank must grab the tether and run it to a corner. Healers should ensure the off-tank is full health before the tether explodes.
Atomic Ray Ensure that the player with HP Penalty from Blaster has barriers.
Peripheral Synthesis The off-tank should Provoke while all tethered players run to their assigned position closest to their fist. Untethered players must stack in the center.
Electric Slide Stack in the center.
Peripheral Synthesis The main tank should Provoke while the other players position themselves.
Wave Cannon Quickly identify the safe side and sprint to it.
Update Program

Phase 4: Pantokrator #1


Unleashing its full might, Omega adds a new series of attacks to its repertoire in an attempt to destroy the party through overwhelming firepower.

Prior to Phase 4:

A starting point and rotation direction should be decided on for Pantokrator #1.

Four players should be assigned to take the first set of Wave Cannon Kyrios lasers.

A corner should be assigned for the party to group together in during Long Needle Kyrios.

The party may require a pair/collision order for Peripheral Synthesis (Phase 4) if not skipping it with a tank Limit Break.

Phase 4 Abilities
Name Description
Wave Cannon Surge Works similarly to Wave Cannon, except the second AoE will always happen immediately after the first—without a cast bar—hitting the previously safe side.
Pantokrator Omega fires a seemingly endless salvo of missiles, dealing constant party-wide damage and placing static circle AoEs under three random players repeatedly.
  • Omega stays in the center of the arena for the entire duration of the attack.
Engage Ballistic Systems A line stack marker placed on a random healer.
Wave Cannon Kyrios The four closest players are targeted by red spread line arrows that inflict Magic Vulnerability Up for 6 seconds. Deals high magic damage, and is cast twice in succession.
Long Needle Kyrios A powerful proximity AoE placed in the center of the arena. Indicates the end of Pantokrator.

With several new or upgraded attacks, players will need to be on alert to survive the onslaught. As Pantokrator is a lengthy, ongoing attack, it is often considered a "mini-phase" and strategies will be written as such.

Unusually, the first Flame Thrower of the phase inflicts Burns[1] on all players, dealing moderate damage-over-time. This is the only time this ability has this effect.

Wave Cannon Surge:

This attack functions as Omega casting two Larboard or two Starboard Wave Cannons in quick succession.

Players will need to identify which side is correct initially, then once the AoE fires, immediately run to the opposite side.

There is no cast for the second Wave Cannon AoE, but it will always be the same as the first (rotated 180 degrees with Omega).

Pantokrator:

A lengthy series of attacks, Omega will drop four sets of static circle AoEs before casting Engage Ballistic Systems.

Omega will then cast Wave Cannon Kyrios twice before ending with Long Needle Kyrios.

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.

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 Wave Cannon Kyrios lasers.

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.

Finally, all players will want to run to a designated corner together to survive Long Needle Kyrios, indicating the end of Pantokrator.

Peripheral Synthesis (Phase 4):

Similarly to Peripheral Synthesis (Phase 1), fists will appear over all players—but all fists are now red.

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.

Players will want to be assigned into pairs, with a set order of which pair makes their fists collides with each slam.

  • Commonly, healers pair together and collide their fists first, with tanks being the second collision. DPS will have to be given specific pairings and collision ordering for the third and fourth slams.
    • Omega will cast Mustard Bomb between the fourth and fifth slam, so attempting to assign tanks to a later collision often results in the death of their partner.

Like before, fists will only slam five times before automatically exploding, dealing their normal collision damage to the party simultaneously.

An alternate strategy some groups choose to employ is to stack together during the initial cast and use a tank Limit Break 3 to survive the explosion.


Should the party survive, Omega will begin one final onslaught with Pantokrater #2 to start the final phase.

Phase 4 Rotation
Attack Strategy
Flame Thrower Spread out to clock spots, then move to the safe zones inbetween.
Wave Cannon Surge Run to the safe side, then immediately cross to the other side once the first AoE detonates.
Pantokrator Stack together near Omega, then rotate together clockwise or counter clockwise while dodging the AoEs.
Engage Ballistic Systems Stack together and heal.
Wave Cannon Kyrios x2 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.
Long Needle Kyrios Stack together in the same corner.
Blaster 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.
Atomic Ray Place barriers on the off-tank to help them survive.
Peripheral Synthesis Spread out to start, but have healers collide their fists with the first slam. Tanks can collide the second slam, with DPS being assigned to the third and fourth.

Alternatively, all players can stack prior and a tank can use a Limit Break 3.

Mustard Bomb Mitigate and heal.
Atomic Ray --
Ballistic Missle +

Flame Thrower

Spread out to clock spots, then after the Flame Thrower's first cone, all players should rotate in the same direction the safe zones, moving towards the edge of the arena to place their puddles.
Wave Cannon Surge Run to the safe side, then immediately cross to the other side once the first AoE detonates.
Pantokrator #2

Phase 5: Pantokrator #2


Omega brings all to bear, attempting to ensure nothing will remain of the party.

Prior to Phase 5:

The party should choose to stack together on either the north or south edge with one assigned player opposite to bait Guided Missile Kyrios.

Three non-tank players will need to be assigned to take the first Wave Cannon Kyrios.

Tanks may want an assigned positions to stand for Diffuse Wave Cannon Kyrios.

Phase 5 Abilities
Name Description
Guided Missile Kyrios Targets the farthest player with a massive static circle AoE. After a few seconds, it will chase the targeted player like a homing AoE.
Diffuse Wave Cannon Kyrios Repeatedly fires two 120 degree spread cone AoEs at the two highest enmity players nine times in succession. Deals moderate magic damage.
Charybdis Sets the HP of all players to 1.

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.

Pantokrator #2:

The first half of this ability starts similarly to Pantokrator #1. The key difference is that Omega will also cast a series of rotating 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.

Additionally, the farthest player will be targeted and chased by Guided Missile Kyrios, which can easily kill nearby players.

After a full 360 rotation, Omega uses Engage Ballistic Systems, then follows it up with an onslaught of Diffuse Wave Cannon Kyrios on both tanks.

During these Diffuse Wave Cannons, Omega will cast Wave Cannon Kyrios 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 Magic Vulnerability Up.

Once again, the attack series ends with Long Needle Kyrios.

  1. All players should stack together on either the north or south wall. One player assigned to handle Guided Missile Kyrios will instead start on the opposite side of the arena, in melee range of Omega.
  2. 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.
  3. Once the AoE rotation direction is confirmed, the party can rotate with the cones while dodging the small circle AoEs. The Guided Missile player should use Sprint and rotate along the outside edge to outrun the Guided Missile. Alternatively an invulnerability can be used if the player is a tank.
  4. After a full 360 rotation, all players can stack together for Engage Ballistic Systems. The tanks should prepare to immediately run through omega to the opposite side afterwards.
  5. Tanks should stand at the edges of one half of the arena and mitigate the Diffuse Wave Cannon Kyrios hits. The rest of the party must stand opposite while three non-tank players stand close to Omega to take the first Wave Cannon Kyrios vulnerability lasers.
  6. While the vulnerable players move back, the last three non-tanks should move closer to Omega to take the final three vulnerabilities.
  7. All players should stack in the same corner for Long Needle Kyrios.

Omega will attempt to catch players off guard with a double-cast of Wave Cannon, a surprise use of Charybdis, and three Atomic Rays before enraging with a 17 second cast of Loop.

Phase 5 Rotation
Attack Strategy
Pantokrator 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.
Guided Missile Kyrios 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 Sprint and rotate across the edges of the arena.
Engage Ballistic Systems Stack together. Tanks should prepare to run to the opposite side of the boss.
Diffuse Wave Cannon Kyrios Tanks should stay away from Omega and spread apart to avoid overlapping AoEs.
Wave Cannon Kyrios x2 Only targets three players each. Non-tanks must assign three players to take the first set, with the other three taking the second set.
Long Needle Kyrios Stack in the same corner.
Wave Cannon Surge x2 Dodge and cross.
Charybdis Heal the party immediately, the tanks especially.
Mustard Bomb +

Blaster

Fully heal both tanks.
Atomic Ray x3 Keep the party alive, with extra focus on the off-tank who is afflicted by HP Penalty. This is the party's last chance to defeat Omega.
Loop (Enrage)

Loot

Treasure Coffer 1

Name Type Item Level Rarity Quantity
Omega Leg Gear Coffer (IL 400) Other 1 ABasic 1

Treasure Coffer 2

Name Type Item Level Rarity Quantity
Omega Head Gear Coffer (IL 400) Other 1 ABasic 1
Omega Hand Gear Coffer (IL 400) Other 1 ABasic 1
Omega Foot Gear Coffer (IL 400) Other 1 ABasic 1

Music

Section Theme
Main eScape
  1. Despite the name and effect being an already common, pre-existing status effect, the debuff unusually uses the Supperation icon.