Common mechanics and markers

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Many duties in the game use common markers to help communicate to players how to resolve certain mechanics without needing prior knowledge of the specific encounter.

By understanding these markers, players will learn the game's encounter design "language" and be able to apply their knowledge to unfamiliar encounters.

Standard Area of Effects (AoE)

The most common type of attack, these attempt to damage players in an area of varying shapes and sizes. These are often indicated by bright orange highlights on the ground, but are sometimes indicated through cast names, enemy motions, or other visual warnings.

In high-end content and higher-level normal-difficulty content, these orange telegraphs will often not appear until right before the attack resolves, requiring players to pay attention to the enemy's animation or cast name to determine where to avoid the attack. This is most often the case with content seen in Shadowbringers and later.

In general, these attacks register ("snapshot") when the telegraph disappears, not when the AoE animation finishes. However, some duties feature red-colored AoEs; these attacks will register substantially later than usual after disappearing, and players should mind their positions.

Simple Circle AoE

An unmoving circle AoE of varying size. Will typically be placed directly under an enemy, a player, or preset locations around an arena. Players are generally expected to move out of the highlighted areas in time to avoid taking damage.

Simple Donut AoE

An unmoving donut AoE of varying size. Will typically be placed directly under an enemy, a player, or preset locations around an arena. Players must to move into the epicenter of the AoE to avoid damage.

Simple Line AoE

An unmoving rectangular AoE of varying size. Is often used to indicate an enemy firing a powerful projectile or preparing a running charge. Players are generally expected to side-step these attacks, as their length typically extend the full length of the arena.

Simple Cone AoE

An unmoving conal AoE of varying size. Most often originates from the front of an enemy but, in some cases, can come from the rear or sides. Players are generally expected to circle around the enemy to escape danger. As cones expand outwards from its epicenter, these AoEs are easier to dodge by being closer to the enemy casting it.

Cleave

A common term for an unmarked frontal cone AoE aimed at the highest enmity target. These are often undodgeable high-damage attacks only intended for the tanks to take— as such, it is common for DPS and healers to stay behind the boss at all times, while only the tank stays in front.

Puddle

A long-lasting AoE that can apply damage, debuffs, or even buffs when stood inside. Generally a stage hazard that limits movement space. Will often be the after-effects of a Simple Circle AoE or a Spread Circle. Players will typically want to avoid standing in these, but can often control where Puddles are created.

Landmine

A long-lasting mine that explodes if a player gets too close. Typically must be avoided, but in some cases must be exploded by a tank to avoid a larger explosion later. Sometimes will also knockback players hit by the explosion, which can cause chain reactions.

Homing AoE

An attack that will drop multiple AoEs on a player sequentially. The player must continuously move in a certain direction to avoid the attack. Indicated by trailing yellow chevrons and a pulsating circle around the targeted player.

Moving AoEs

Circle or line AoEs that will cascade outwards as follow-up AoEs in the direction(s) indicated by the arrows on the AoE telegraph.

Circular moving AoEs are commonly referred to as exaflares by players.

Radial Line AoE

An advanced variant of the Line AoE. This attack fires multiple (usually 4) line AoEs out from an epicenter in indicated directions, creating a starburst-like pattern. Indicated by a ring of chevrons on the ground pointing outwards. The size of this telegraph is usually much shorter than the length of the AoEs.

Line of Sight AoE

A room-wide AoE that hits every player that has a direct, unblocked line of sight to the enemy casting this. Players must stand behind an object, often a large rock, to shield themselves from the incoming blast. Failure to take cover is often fatal.

In later expansions, these attacks are telegraphed by a room-wide radial wave emanating from the center. Older duties will have no visual telegraph, typically only being indicated by a long 10 second cast.

The most common and notable Line of Sight AoE is Ecliptic Meteor.

Spread markers

Spread markers usually consist of an attack marker over a player and a circle that marks a specific area around that player. These markers will appear on multiple players in the party or alliance at the same time and indicate an attack dealing slight or medium damage. In high-end content and rarely in normal-difficulty content, these attacks also often apply a vulnerability to damage of the same type (often Magic Vulnerability Up) for a very short amount of time.

Any player getting hit by two or more of these attacks will take a very high or lethal amount of damage due to the vulnerability, requiring the marked players to spread their positions across the arena to survive.

Spread Circle

A circle AoE targeting and following a varying number of players. Often indicated by a colored arrow and circle on top of players, but in some cases are only indicated by a cast bar or debuff. Players will need to move away from the marked to minimize damage to themselves and the party.

It is important to note that while having multiple players in a Spread Circle should be avoided, it is safe to have the edges of multiple Spread Circles overlap.

Spread Line

A Line AoE targeting one or more players. Often indicated by a colored arrow or mark on the target, but in some cases may be a moving Simple Line AoE that is attached to a player. Players will need to spread in a circle around the boss to avoid overlapping attacks.

Stack markers

Stack markers are indicated with multiple arrows pointing at a party member or location in the arena with a rhythmic high-pitched pulsing sound. They usually indicate an attack wherein unsurvivable damage is divided amongst party members into more manageable amounts, but are occasionally used to indicate positioning to evade a mechanic (for example, Xande's earthquake in Syrcus Tower Syrcus Tower).

Standard Stack Marker

An circular attack that divides its damage across all players grouped under the marker. This is identified by one arrow pointing down and four arrows at 90-degree angles with a ring encircling the targeted character. The more players stand inside the ring around the marked player, the more the damage will be divided, making it much easier to survive and heal through.

Starting in Heavensward, multiple Stack Markers may appear simultaneously that inflict a form of Vulnerability Up to those hit. In these situations, Stack Markers must be split apart and the party divided into groups, as the debuff prevents players from surviving a second hit.

Line Stack Marker

A Stack Marker that divides its damage across a straight line rather than a small circle. This is identified by the single orange arrow above and three orange arrows to either side of the targeted party member. Stand in the line AoE to share the damage. It is not necessary to be close to the targeted party member or even within the marker, but merely within the line AoE.

  • Blue line AoE stack markers will target a fixed location instead of being directed at a player.

Multi-Stack Marker

A Stack Marker attack that hits repeatedly in a short span of time. Identified by four orange inward-pointing arrows stacked on top of each other. Stand inside the ring to share the damage multiple times, staying in place until the attack ends completely. Healers will need to focus completely on repeatedly casting heals to keep themselves and the group alive.

Commonly known as an Akh Morn-style attack.

Tankbuster Stack Marker

This is identified by a regular stack marker with a red coloration and a variable number of orbs above the targeted tank. The requisite number of tanks must position themselves inside the ring to share the damage.

An example of this is Twin Pom Meteor in Thornmarch (Hard) Thornmarch (Hard).

Numbered Stack

An attack that requires an exact number of players to group together or else face punishment. Indicated by a circle with a varying amount of spheres floating above it. The amount of spheres indicate the amount of players that must be inside the circle.

Wild Charge

An advanced variant of the Line Stack Marker. One player is targeted and will take increased damage, requiring the group to stand in front of them to save their life. Additionally, the player closest to the boss often takes increased damage, requiring the tanks to be the closest to the boss while the DPS and Healers stand between them and the targeted player.

Tankbusters

This marker warns of an incredibly powerful attack. Typically, it targets the player with the most enmity, and because it deals tremendous damage, most non-tank jobs are unlikely to survive it. Should you be targeted, your defensive abilities can help keep you safe.

Tankbusters are often indicated with a high-pitched sound and a red arrow pointed down with some sort of marker encircling the tank, but are sometimes only indicated by the name of the enemy's spell or a visual tell.

The official name for these indicators are "Lethal attack markers", but this term is rarely used colloquially.

Standard Tankbuster

The most common type and are indicated with red rings encircling the tank and a chevron pointing downwards. Tanks should use some form of mitigation and healers should be prepared to respond to the incoming damage.

AoE Tankbuster

Will look similar to the standard tankbuster indicator with the addition of a solid red area on the ground originating from the tank. Players must move away from the targeted tank to avoid being hit.

AoE tankbusters in older duties do not display the red area.

Some AoE tankbusters in newer high-end duties will not display the red area (indicating the exact AoE size) but will have a red ring that expands and contracts, indicating that the AoE size is untelegraphed.

Caution Tankbusters

Will look similar to the standard tankbuster indicator with the addition of a yellow-and-black striped ring akin to caution tape. This typically indicates a line AoE or cone AoE aimed at the tank, but can also indicate a circle AoE tankbuster as well. Players should avoid standing near the marked tank entirely, as the AoE size is usually not indicated.

Tethers

Tethers are lines of varying appearance attached between two entities— often a player and the boss, or two players together. Tether visuals will not always be consistent to their functionality across fights and expansions.

Spread / Far Tether

A tether most often attached between two players. Typically deals continuous damage to the tethered players until they spread apart far enough to snap their bindings. When possible, player should start stacked with their expected tether partner before the tether is applied to reduce the distance they have to move.

These types of tethers often appear as burning chains or vines. If the tether is blue with arrows pointing away from the middle, the tether will remain active until a debuff expires.

Paired / Close Tether

A tether most often attached between two players. Requires the tethered players to stay close together to survive. Moving too far apart often leads to continuous damage or instant defeat to both players.

These types of tethers may appear as red and green chains ("Christmas tethers"). If the tether is green only with arrows pointing to the middle, the tether will remain active until a debuff expires.

Transferable Tether

These tethers are commonly yellow and have a pulsating circle attached to the target, indicating they can be transferred to a player by walking through it. Depending on the encounter, transferrable tethers have various effects, for example:

  • A tether to an object or enemy that will cause a detrimental effect if the tether is not collected by a player.
  • A tether to a player, indicating they will be targeted by an attack that may require the tethers to be handed off in a specific order, or for tanks to pick up the tethers because the attack is a tankbuster.

Proximity Tether

A tether from an enemy to a player. The tethered players will take damage based on how close they are to the enemy. Tethers will often change appearance to indicate once a safe distance has been reached. If the tether is too short, it will have a pink spiky appearance.

Chase Tether

A tether from an enemy or attack to a player. Whatever is tethered to the player will chase them relentlessly, even ignoring enmity. In many cases, the player will want to find a way to avoid or break their tether.

Sticky Tether

A tether that immobilizes or stuns both attached players. Requires a third player to break the tether by running through it, freeing the two from their bindings.

Magnetic Tethers

A tether that applies a positive or negative charge to the player and the other tethered target. If both charges are the same, the player will be pushed away from the target after some time. If the charges are opposite, the player will be drawn to the target.

Towers

Tower markers indicate an attack that will do damage to anyone standing inside of it. If there are not enough players inside a tower to take the attack, the tower explodes and deals a high amount of party-wide damage. Unlike stacks, the damage done by towers is usually not split between players.

There are many variations of towers with non-standard visual indicators in the game. They are typically indicated by a small, stationary, circular glyph on the ground, but often have a tower-like structure inside them.

As towers explode for often-fatal amounts of party-wide damage if empty, it is still advantageous to have a player stand in a tower that would defeat them in order to protect the rest of their party.

Standard Tower

This tower deals varying amounts of damage and simply requires one player to stand inside. Often can be handled by any role.

Some older high-end duties may require tanks to handle towers despite a lack of unique marker.

Tank Tower

This tower usually combines the visual indicator for a tankbuster with the tower itself. It requires one player and deals a very high amount of damage, usually only allowing a tank to survive the attack.

Some older high-end duties do not display the tankbuster indicator on tank towers.

Multi-player Tower

This tower usually has a visual indicator showing how many people are required to prevent the tower from exploding. Common indicators are small circles on the ground or tower-like structures appearing multiple times inside the marker. Some tower indicators visually react when a player steps inside of it.

Multi-player towers may also be paired with a stack marker, indicating that damage will be split between all players in the tower.

Summoning Circle

These are single or multi-player towers that will disappear as soon as the requisite number of players stand inside. Unlike regular towers, which require those inside to wait, Summoning Circles can be left the instant their conditions are met.

Knockbacks

Attacks that push players back a varying distance. These attacks often deal little-to-no damage themselves but attempt to push players into potentially lethal traps and AoEs.

These attacks can often be completely resisted with Arm's Length Arm's Length or Surecast Surecast, but not always. In newer duties (since patch 6.4), knockback telegraphs that cannot be resisted will usually be purple.

Knockback attacks typically require players to run towards the source of the knockback or position themselves in such a way that they are pushed into a safe zone afterwards.

Warriors Warriors in particular should be aware of a duty's knockback mechanics, as Inner Release Inner Release may interfere with being pushed into a safe zone.

Paladins Paladins should be wary of using Cover Cover during these attacks as it will cause them to take two instances of knockback instead of one, often leading to guaranteed death.

Radial Knockback

A knockback originating from either the center of the room or the boss's current position, pushing all players away from the origin of attack. Often indicated by arrows on the ground pointing outwards in all directions.

Players generally want to stand as close to the center as possible, as this attack is typically combined with a damaging edge or hole.

Directional Knockback

A knockback that pushes players in a single indicated direction, often shown by arrows pointing in the direction players will be pushed. Players should move towards the source of the knockback and ensure they will not be pushed into any dangerous AoEs behind them.

Epicentral Knockback

A blue circle will appear on the arena that will do a strong Radial Knockback, but standing inside the blue circle itself will deal high, if not fatal, damage. Players must stand as close to the circle as possible without stepping inside while also ensuring they're not being pushed into danger.

Line Knockback

Similar to an epicentral knockback, but is bi-directional from a line AoE. The line AoE has a dark red telegraph.

Other mechanics

Proximity AoE

An attack that deals increasing damage based on how close the player is to it. Indicated by a spinning yellow circle pulsing purple waves outwards. Players should move as far away from these markers as possible, using the purple waves as a visual aid to find the farthest point.

Some proximity AoEs will be lines, wherein players should move away from the glowing yellow area.

Flare Marker

An attack that marks a player and deals damage to others based on their proximity to the marked. Indicated by three white arrows pointing outwards above the marked player. The marked player should run away from their party, or if not possible, the party should run from them.

Some flares target tanks only and do tankbuster-level damage to them.

Gaze

An attack that forces players to look away, or else suffer a potentially fatal debuff. Indicated by a purple eye, players should stop attacking and rotate their characters so that their backs are to the source of the Gaze.

This attack often originates from an enemy, but can rarely be placed on other players or even the background. In the case that the Gaze is combined with an AoE, players can avoid it by either looking away or simply moving out of the AoE; it is not required to do both.

Some gaze attacks resolve when a shrinking circle with gaze markers converges on the entity.

If a gaze marker contains a question mark, players will need to look toward the entity to avoid the attack.

It is important to note that as player characters will automatically turn to face the enemy when performing an attack, it is recommended not to use any spells or abilities until the Gaze attack has ended.

Red Light

Requires players to stop all movement and actions temporarily or else face punishment. Even auto-attacking is seen as an action, so players either need to face away from the boss or holster their weapons to ensure their characters hold still.

Often referred to as Acceleration Bomb by the community. Functions similarly to the debuff Pyretic.

Some older high-end duties do not have a visual indicator for this type of attack.

Green Light

Requires the players to move continuously during the duration of this attack or else face punishment, most commonly Deep Freeze. Indicated by a right-facing arrow similar to a "play" button.

These types of mechanics are often ice-aspected.

Number Markers

Overhead markers consisting of 1-8 red or blue circles, indicating the order in which players will be targeted by an attack. One variant of these will be 1-4 markers consisting of either blue squares or purple triangles, indicating two different attack types.

Commonly referred to as Limit Cut by players.

Rotating arrows

Spinning arrows that typically denote how a series of AoEs will move.

Clockwise spinning arrows are orange, while counterclockwise spinning arrows are blue.

An example of this type of attack is Philia's Fierce Beating in Holminster Switch Holminster Switch.

Analysis marker

A yellow ring will surround the player with one or more sectors empty. Players must face their character so their empty sector is hit by a directional attack, or they will take heavy damage.

Yellow / orange / blue shape markers

Overhead yellow pyramid markers indicate that the sector (most commonly a tile) of the arena the player is on will detonate, requiring them to claim their own tile.

Orange and blue markers are only found in some Eden savage raids, while yellow pyramids have been re-used in some high-end duties.

Diamond markers

Indicates that either the closest or furthest X player(s) from the entity will be targeted by an attack. X varies based on the mechanic. Pink diamonds touching each other mean that the closest players will be targeted. Purple diamonds not touching each other mean that the furthest players will be targeted. Appears only in some high-end duties.

Playstation markers

Overhead markers consisting of red circles, blue crosses, green triangles, and purple squares, identifying pairs of players for certain mechanics. Named after buttons in a Playstation controller. Appears only in some high-end duties.