At first glance, the faintly glowing crystal brought back from Eden's core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty─but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...
The fight against Titan takes place in a 40x40 yalm arena divided into a 4x4 grid of tiles. These tiles are frequently used to dictate the range and functionality of Titan's attacks and abilities.
There are no walls surrounding this arena, creating a risk of players falling to their death—after which their corpse is then placed on a safe platform after a few seconds.
The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.
Aftershock
Blue tile AoEs created by various attacks throughout the fight. Deals extreme damage and inflicts Damage Down, Healing Magic Down, and Vulnerability Up.
Weight of the Land
Eight random tiles are covered in AoEs, detonating into Aftershocks after six seconds.
Evil Earth
Places a radial square AoE on two tiles, in one of two potential patterns. Explodes into waves of Aftershocks.
Pulse of the Land
A yellow pyramid marker placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting Magic Vulnerability Up for 2 seconds.
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.
Force of the Land
An orange cube marker placed on multiple players. Tiles underneath these players act as multi-player markers, requiring at least one other player on the same tile to survive.
Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.
Geocrush
Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm radial knockback that can be resisted.
Always followed by Earthen Wheels or Earthen Gauntlets.
Earthen Wheels
Titan drives straight across the arena, creating an untelegraphed line knockback that pushes players 15 yalms away.
The tiles adjacent to Titan's path detonate into Aftershocks, which then travel to the tiles at the far edge like a wave.
Fault Line
An invisible proximity tether attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.
Any other players caught in Titan's path receive lethal amounts of damage.
Magnitude 5.0
A static donut AoE with a 5y radius safe zone centered on Titan.
Earthen Gauntlets
Titan slams all tiles to its left and right, dealing extreme damage and knockback to all players not in the same row as Titan.
Shortly after the initial AoE, the previously safe tiles detonate with Aftershock AoEs.
Landslide
Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive line AoEs in all cardinal directions from the landing point—covering all but 4 tiles.
Left/Rightward Landslide
Titan covers half the arena in a massive static line AoE. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of Aftershocks.
Bomb Boulder
Functions identically to its original incarnation: small boulders drop in preset patterns that detonate into 10y radius static circle AoEs in order of appearance.
Crumbling Down
A random support and a random DPS player are marked with a red arrow, dropping a small proximity AoE after six seconds. A second support and DPS player are marked shortly afterwards.
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:
With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.
If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.
All massive boulders placed closer than 20 yalms to another will crumble.
Titan slams its fists together before gathering aether twice into its left and/or right arms.
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm's glowed—dealing high damage and extreme amounts of knockback.
Weight of the World
A blue pyramid marker placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts Magic Vulnerability Up for 8 - 12 seconds.
Dual Earthen Fists
A large epicentral knockback created in front of Titan Maximum. Knockback can be resisted. Always combined with one Weight of the World and Earthen Anguish.
Earthen Anguish
An untelegraphed 10y radius circle AoE tankbuster hitting the highest two enmity players.
Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.
The AoEs deal no damage. Players standing in the AoEs are harmlessly knocked upwards onto the raised platforms.
Rock Throw
Both healers are marked, then Fettered into destructible Granite Gaols after a few seconds. Granite Gaols begin a 24 second cast of Explosion, which will kill all players if successful.
If the two Granite Gaols are within 25 yalms of each other, they will be buffed with Vulnerability Down and become functionally indestructible.
If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful Damage Up.
Plate Fracture
Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.
It is not possible to tell whether the first cast will target the north or south half of the arena.
The second and third cast will always target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.
Phase 3 Abilities
Rotating Fury
Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.
Simultaneously, four players are marked with Pulse of the Land and four others with Force of the Land.
The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.
Aftershock
Blue tile AoEs created by various attacks throughout the fight. Deals extreme damage and inflicts Damage Down, Healing Magic Down, and Vulnerability Up.
Weight of the Land
Eight random tiles are covered in AoEs, detonating into Aftershocks after six seconds.
Evil Earth
Places a radial square AoE on two tiles, in one of two potential patterns. Explodes into waves of Aftershocks.
Pulse of the Land
A yellow pyramid marker placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting Magic Vulnerability Up for 2 seconds.
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.
Force of the Land
An orange cube marker placed on multiple players. Tiles underneath these players act as multi-player markers, requiring at least one other player on the same tile to survive.
Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.
Geocrush
Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm radial knockback that can be resisted.
Always followed by Earthen Wheels or Earthen Gauntlets.
Earthen Wheels
Titan drives straight across the arena, creating an untelegraphed line knockback that pushes players 15 yalms away.
The tiles adjacent to Titan's path detonate into Aftershocks, which then travel to the tiles at the far edge like a wave.
Fault Line
An invisible proximity tether attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.
Any other players caught in Titan's path receive lethal amounts of damage.
Magnitude 5.0
A static donut AoE with a 5y radius safe zone centered on Titan.
Earthen Gauntlets
Titan slams all tiles to its left and right, dealing extreme damage and knockback to all players not in the same row as Titan.
Shortly after the initial AoE, the previously safe tiles detonate with Aftershock AoEs.
Landslide
Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive line AoEs in all cardinal directions from the landing point—covering all but 4 tiles.
Left/Rightward Landslide
Titan covers half the arena in a massive static line AoE. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of Aftershocks.
Bomb Boulder
Functions identically to its original incarnation: small boulders drop in preset patterns that detonate into 10y radius static circle AoEs in order of appearance.
Crumbling Down
A random support and a random DPS player are marked with a red arrow, dropping a small proximity AoE after six seconds. A second support and DPS player are marked shortly afterwards.
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:
With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.
If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.
All massive boulders placed closer than 20 yalms to another will crumble.
A short but deadly introductory phase to the fight, players will need to be assigned positions and tiles in order to safely handle each mechanic.
Phase 1 does not follow a strict rotation—after the first Geocrush, Titan will use either Earthen Wheels (creating a vehicle) or Earthen Gauntlets at random, resulting in two possible rotations.
After the end of the first Earthen Wheels / Earthen Gauntlets rotation, Titan will begin the Crumbling Down rotation.
The second Geocrush will be followed by whichever rotation was not used prior, after which Titan will begin Phase 2.
Opening Rotation:
The two potential patterns for Evil Earth and how to dodge them.
The first rotation of the fight, players need to dodge several AoEs while simultaneously handling yellow and orange markers.
Stonecrusher can either be handled with heavy mitigations and two quick tank-swaps, or just a single invulnerability.
If tank-swapping, both tanks must be aware of their Provoke and Shirk cooldown timers.
All players are then marked by Pulse of the Land while Titan casts Weight of the Land.
The Weight of the Land AoEs will always detonate first, allowing players time to re-position afterwards for their Pulse of the Land positions.
To maximize DPS uptime, Titan should be tanked in the center while tanks and melee DPS occupy the four center tiles. All others can spread to any of the 12 outer tiles of their preference.
Next, Titan uses Evil Earth and marks all players with Force of the Land, which resolves shortly after Evil Earth's final AoE.
Evil Earth has two potential patterns, but both can be resolved in the same way; players should stand in one of the corner tiles farthest from the AoE markers, then move diagonally to the center once the neighboring center tiles detonate.
Ideally, all players should stack together during this attack to not only increase DPS uptime, but to ensure all players remain in healing range of each other.
The Opening Rotation will end with Geocrush. Players should stand on the tile marked with the radial knockback and ensure they positioned in a way to not be pushed off the edge; alternatively, a knockback resist ability can be used.
If Titan summons a vehicle, the Earthen Wheels rotation will begin. If Titan's arms become covered in armor, the Earthen Gauntlets rotation begins.
Earthen Wheels Rotation:
One random tank, healer, and DPS will receive a Pulse of the Land marker while all others receive Force of the Land.
Players marked with orange cubes should stack together on Titan's left or right side—whichever is farther from the edge.
The tank marked with an orange cube should Provoke if necessary in preparation for an upcoming attack.
Players marked with yellow pyramids should spread out to different tiles on the same row, adjacent to Titan's driving path.
To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.
Titan will drive straight across the platform, pushing all players away and killing any in it's path. A wave of Aftershock AoEs will detonate on the tiles adjacent to Titan, which players must move onto after they detonate to dodge the second wave on the far edge of the arena.
DPS and Healers should only move one tile towards Titan, however, as Titan will follow up with a cast of Fault Line at the highest enmity player and kill any others inbetween.
After the knockback, the tank that was marked by an orange cube should quickly run two tiles to where Titan began. If this is done correctly, Titan should drive across the same row of tiles as before from the opposite side of the arena.
This rotation ends with Magnitude 5.0, which is simply a static donut AoE. All players should use whatever mobility tools they have to move underneath Titan as soon as possible.
Earthen Gauntlets Rotation:
One random tank, healer, and DPS will receive a Pulse of the Land marker while all others receive Force of the Land.
Players marked with orange cubes should stack directly underneath Titan.
Players marked with yellow pyramids should spread out along the other three tiles Titan is facing.
To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.
After Titan slams the tiles to both sides, players should immediately move off the safe tiles, as they detonate with Aftershock AoEs shortly after.
Soon after, Titan begins a cast of Landslide at either the north, east, west, or south edge of the arena.
The tank should move Titan to the center of the arena prior to the start of the Landslide cast. If this is not done, it may be difficult or impossible to accurately see which side Titan is jumping to.
All players must run to one of the two corner tiles at Titan's back, as they will be the only areas safe from the massive AoEs.
Titan then casts Left/Rightward Landslide covering the left or right half of the arena in a massive AoE. This must be dodged, then quickly moved into to avoid the Aftershock AoEs that erupt on the opposite half of the arena.
Lastly, Players simply need to avoid the detonation of the Bomb Boulders to survive the rotation.
Crumbling Down Rotation:
Waymarks for the four Crumbling Down markers.
A random support and a random DPS will receive a red arrow marker. These players should run to pre-assigned markers to place the proximity AoEs, and the resulting Massive Boulder, in the desired locations.
The party should assign DPS to either the north or south waymarks, and thus support to the other side.
The party should decide on whether to drop the first pair of markers on the east or the west waymarks.
This is to prevent Titan from potentially crumbling both east or both west Massive Boulders, which could force the party into the second set of Bomb Boulders.
The lethal-range of the proximity AoEs is fairly small. Being more than a tile away is often enough to survive.
A total of four Massive Boulders will be dropped, and all must be placed at least 20 yalms apart from each other to prevent them from crumbling—which would result in no safe place to stand against Seismic Wave.
One of each pair of Massive Boulders will always crumble, and which two crumble is completely random.
Additionally, players will have to dodge Bomb Boulders, which drop in three columns. The center column always drops first, but the order of the east and west column of bomb boulders is random.
Once the four Massive Boulders are placed, players will want to hide behind the one on the same side of the arena that the third set of Bomb Boulders dropped onto, dodging Titan's Seismic Wave before running to the center of the arena once it's safe.
After another Stonecrusher, Titan will follow up with the fight's second Geocrusher combined with whatever attack rotation (Earthen Wheels or Earthen Gauntlets) was not used prior.
Opening Rotation
Stonecrusher
Weight of the Land +
Pulse of the Land x8
Evil Earth +
Force of the Land x8
Voice of the Land
Geocrush
Earthen Wheels Rotation
Earthen Wheels +
Pulse of the Land x3
Force of the Land x5
Fault Line
Magnitude 5.0
Earthen Gauntlets Rotation
Earthen Gauntlets +
Pulse of the Land x3
Force of the Land x5
Voice of the Land
Landslide
Left/Rightward Landslide
Bomb Boulder Detonation
Crumbling Down Rotation
Crumbling Down
Seismic Wave
Bomb Boulder Detonation
Voice of the Land
Stonecrusher
Geocrush
Phase 2 - Titan Maximum
Titan Maximum
Titan will become untargetable and float away from the arena, beginning a transitory cutscene exclusive to the Savage version of the fight.
After combining with the nearby mountain spires, Titan will become an enormous entity known as Titan Maximum, remaining at the north side of the arena for the entirety of the phase and removing any positional requirements for melee DPS.
Phase 2 Abilities
Name
Description
Earthen Fury
High unavoidable party-wide damage.
Tumult
Five instances of unavoidable party-wide damage.
Earthen Fists
Titan slams its fists together before gathering aether twice into its left and/or right arms.
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm's glowed—dealing high damage and extreme amounts of knockback.
Weight of the World
A blue pyramid marker placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts Magic Vulnerability Up for 8 - 12 seconds.
Dual Earthen Fists
A large epicentral knockback created in front of Titan Maximum. Knockback can be resisted. Always combined with one Weight of the World and Earthen Anguish.
Earthen Anguish
An untelegraphed 10y radius circle AoE tankbuster hitting the highest two enmity players.
Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.
The AoEs deal no damage. Players standing in the AoEs are harmlessly knocked upwards onto the raised platforms.
Rock Throw
Both healers are marked, then Fettered into destructible Granite Gaols after a few seconds. Granite Gaols begin a 24 second cast of Explosion, which will kill all players if successful.
If the two Granite Gaols are within 25 yalms of each other, they will be buffed with Vulnerability Down and become functionally indestructible.
If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful Damage Up.
Plate Fracture
Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.
It is not possible to tell whether the first cast will target the north or south half of the arena.
The second and third cast will always target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.
With the addition of Weight of the World, players will need to organize quickly based on markers and roles throughout the phase. The party should plan strategies ahead of time to handle the more complex attack rotations.
Phase 2 Opening:
The first attack to look out for is Earthen Fist + Weight of the Land. Players should keep track of the attack order by watching the order that Titan's fists glow.
Weight of the Land will detonate shortly after the second punch. After dodging the first punch, players must make their way to a safe tile that is also not in range of the second punch.
Titan will then follow up with Dual Earthen Fists, combined with Weight of the World and Earthen Anguish.
The party should decide on whether the player marked with a blue pyramid is knocked towards the east or the west. All other players should be on the opposite half of the platform.
The player marked with a blue pyramid should be knocked towards and stand in a corner to prevent the AoE from extending towards the rest of the party.
The two tanks should be knocked towards the other corner before splitting apart and using heavy mitigations for Earthen Anguish. All other players should run away from the tanks.
Alternatively, the tanks can stand on the north side of the arena and use Arm's Length to avoid the knockback completely.
Lastly, Titan will cast Megalith, which both tanks must take together. Healers will need to top up both tanks quickly due to the high damage output from the back-to-back tankbusters.
Players should not be fooled by the regular stack marker visual, Megalith is only intended to be taken by tanks, and will only deal damage to two players at most.
Tectonic Uplift #1:
A strategy board showing how to survive Tectonic Uplift #1.
Akin to a puzzle, players will need to organize in a specific way to survive the following onslaught of abilities and markers.
The party should split into groups via roles. DPS should be assigned to one half of the arena while support are on the other half.
One random DPS and one random support player will be marked by Weight of the World. These players should stand in the far corners on the unmarked quadrants while all other players split into groups of three on the marked quadrants.
When the platforms raise, there should be one player in each lower quadrant and three players on each upper quadrant.
On the lower quadrants, one will have two tiles covered in an Aftershock AoE while the other lower quadrant has only one tile covered.
Another random DPS and a random support (that weren't marked prior) will be marked by Weight of the World, while two other players are marked by Pulse of the Land and two Force of the Land.
The players marked with blue pyramids should stay up top and move to the far corners of their quadrant.
Players marked with yellow pyramids should look for the lower quadrant with only one AoE (and thus three safe tiles) and drop down into it, placing one player on each of the three tiles.
Players marked with orange cubes should look for the lower quadrant with two AoEs (and thus two safe tiles) and drop down into it, stacking on one safe tile while the unmarked player with Magic Vulnerability Up stands safely on the other tile.
The platform will reform to its normal state after a cast of Earthen Fury.
Plate Fracture #1:
Both healers will be marked with Rock Throw, getting locked into Granite Gaols after several seconds.
Healers should split to the far north and south half of the arena, but shift over to avoid the half of the arena Titan is targeting with the first cast of Plate Fracture.
The party will need to destroy the Granite Gaol neighboring the quadrant Titan destroyed, as that will be the Gaol Titan attempts to smash with the second cast of Plate Fracture.
Once the first Granite Gaol is destroyed, players can focus on destroying the second Gaol as soon as possible.
An extremely effective strategy is to place both healers 30 yalms away from each other and use a Ranged DPS Limit Break to hit both Granite Gaols as well as Titan. This not only deals a high amount of damage to three critical targets, but massively increases the time all players have to attack Titan directly.
Soon after, Titan will reform the platform and begin another Dual Earthen Fists attack that can be resolved in the same way as before.
This attack will then be followed up with Earthen Fist combined with a single radial square AoE. This square AoE will always be on one of the four center tiles of the platform.
The first punch will happen at the same time the first square AoE detonates, and the second punch at the same time as the second AoE detonation.
To dodge both attacks, players will want to watch to see if the second punch is on the same half as the radial square AoE.
If the second punch is not aimed at the AoE's source, players can dodge both attacks by dodging the first punch, then simply moving into the radial square AoE's source tile.
If the second punch is aimed at the AoE's source, players will need to stand two tiles away from the source, dodging both punches first before then dodging the third radial square AoE detonation.
Tectonic Uplift #2:
A strategy board showcasing how to survive Tectonic Uplift #2.
At the same time as Tectonic Uplift begins casting, one tank, one healer, and two DPS will be marked by Force of the Land.
The party should split into two light parties, both being sent to different raised quadrants. The group marked with orange cubes should stand on one AoE while the unmarked players stand on the opposite AoE.
With both light parties split on two different raised platforms, both healers will be marked by Rock Throw. Healers should make sure to quickly heal the party to full before they are locked into the Granite Gaol.
Healers should stand on the far corner tiles away from the arena's center, but still in close range of the neighboring tiles. This is to allow tanks and melee DPS to attack the Granite Gaols without leaving their own tiles.
All players are then marked with Pulse of the Land, including the gaoled healers, forcing everyone to occupy different tiles on the upper platforms.
Should the healers be freed in time, Titan will mark either both healers or both tanks with Weight of the World.
Both marked players will want to drop down into different lower quadrants while all others stay up top. The party should decide ahead of time which direction marked players should drop to ensure they do not accidentally choose the same quadrant.
One of the lower quadrants will have three tiles covered in Aftershock AoEs while the other has two tiles covered. The other two support players are then marked with Weight of the World while all DPS are marked with Force of the Land.
While the blue pyramid marked support should stay up top and move to the far corners, the DPS players should drop down into the quadrant with two AoEs (thus two safe tiles) and all stack on the same tile—the second tile being for the unmarked support.
The platform will once again return to normal after a cast of Earthen Fury.
Plate Fracture #2:
Titan begins this final rotation with a single Plate Fracture followed by a Megalith.
During Titan's second Plate Fracture, one player will be marked by Weight of the World, three players Pulse of the Land, and four players Force of the Land.
The platform will either be two horizontal quadrants or two vertical quadrants depending on which sections Titan destroyed with Plate Fracture.
The party should decide on a consistent two potential directions (South / West or South / East) for the blue pyramid marked player to run based on the platform shape, while all others move to the opposite side.
The four orange cube players will have to quickly decide on a tile to occupy while the three yellow pyramid players spread to the remaining three safe tiles.
Titan will end Phase 2 with a final cast of Earthen Fury that once again repairs the platform.
After the end of the Plate Fracture #2 rotation, Titan will cast Orogenesis, marking the beginning of the final phase.
Phase 2 Opening
Earthen Fury
Earthen Fist +
Weight of the Land
Dual Earthen Fists +
Weight of the World
Earthen Anguish
Megalith
Tectonic Uplift #1
Tectonic Uplift +
Weight of the World x2
Weight of the World x2 +
Pulse of the Land x2
Force of the Land x2
Earthen Fury
Plate Fracture #1
Rock Throw
Plate Fracture x3
Earthen Fury
Tumult
Dual Earthen Fists +
Weight of the World
Earthen Anguish
Earthen Fist +
Evil Earth
Tectonic Uplift #2
Tectonic Uplift +
Force of the Land x4
Rock Throw
Pulse of the Land x8
Weight of the World x2
Weight of the World x2 +
Force of the Land x4
Earthen Fury
Tumult
Plate Fracture #2
Plate Fracture
Megalith
Plate Fracture
Weight of the World +
Pulse of the Land x3
Force of the Land x4
Earthen Fury
Phase 3 - Orogenesis
Titan Maximum will spit out the smaller form of Titan from Phase 1, forcing players to contend with abilities from both forms of Titan simultaneously.
During Phase 3, Titan Maximum becomes untargetable. Players instead must target and defeat the smaller Titan, who inherits Titan Maximum's remaining health from Phase 2.
Phase 3 Abilities
Name
Description
Rotating Fury
Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.
Simultaneously, four players are marked with Pulse of the Land and four others with Force of the Land.
The movement pattern for Rotating Fury's AoEs.
This final phase is extremely taxing on the healers, with frequent bursts of high party-wide damage output in very short periods of time. Players should attempt to space out their party mitigations to the best of their abilities.
Tanks and healers will need to be ready to handle the combination of Stonecrusher followed immediately by Megalith.
Additionally, players will need to watch out for the two casts of Earthen Fist. While not combined with any other abilities, failure to dodge will launch players off the platform to their death—making it more difficult for the party to defeat Titan before enrage.
The most dangerous attack in Phase 3 is Rotating Fury. The AoE rotation pattern and which roles are targeted are not random, but which tiles detonate first is.
The first cast of Rotating Fury will mark all support with orange cubes and all DPS with yellow pyramids.
The second cast of Rotating Fury will reverse the selection, marking support with yellow pyramids and DPS with orange cubes.
The third and final cast of Rotating Fury will once again mark support with orange cubes and DPS with yellow pyramids.
All shape markers resolve at roughly the same time as the fourth detonation of Rotating Fury.
There are multiple ways for the party to dodge the Rotating Fury AoEs, but many choose to assign the orange cubes to one of the center tiles.
As the AoEs only rotate five times, the inner tiles that detonate second and third are then safe for the remainder of the attack.
After 13 minutes and 30 seconds, Titan will begin a 10 second cast of Earthen Fury that will wipe the party if successful.
Rotating Fury #1
Earthen Fury
Rotating Fury +
Pulse of the Land x4
Force of the Land x4
Dual Earthen Fists +
Weight of the World
Earthen Anguish
Voice of the Land
Tumult
Voice of the Land
Rotating Fury #2
Earthen Fury
Rotating Fury +
Pulse of the Land x4
Force of the Land x4
Earthen Fist
Stonecrusher
Megalith
Rotating Fury #3
Earthen Fury
Rotating Fury +
Pulse of the Land x4
Force of the Land x4
Earthen Fist
Voice of the Land
Tumult
Voice of the Land
Tumult
Voice of the Land
Earthen Fury (Enrage)
Condensed Timeline
Attack
Strategy
Stonecrusher
Mitigate and tank-swap twice, or use an invulnerability.
Weight of the Land + Pulse of the Land x8
Dodge the AoEs, then spread into separate tiles.
Evil Earth + Force of the Land x8
Move into one of the two corners farthest from the Evil Earth AoE, then move diagonally into the center after it detonates, stacking with others.
Voice of the Land
--
Geocrush
Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.
Earthen Wheels / Earthen Gauntlets Rotation
+ Pulse of the Land x3
+ Force of the Land x5
If Earthen Wheels, players should stand on the row of tiles adjacent to Titan's driving path. If Earthen Gauntlets, stand on the line of tiles Titan is facing. Orange cubes must stack together while the yellow pyramids spread to the three other safe tiles.
Earthen Wheels will be followed with Fault Line and Magnitude 5.0.
Earthen Gauntlets will be folllowed by Landslide, Left/Rightward Landslide, and Bomb Boulders.
Crumbling Down
Marked players should drop their Massive Boulders on pre-assigned waymarks, keeping them 20 yalms away from each other or more.
Seismic Wave
Stand behind a Massive Boulder to block line of sight from Titan.
Bomb Boulder Detonation
Dodge the Bomb Boulder detonations.
Voice of the Land
--
Stonecrusher
Mitigate and tank-swap twice, or use an invulnerability.
Geocrush
Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.
Earthen Wheels / Earthen Gauntlets Rotation
+ Pulse of the Land x3
+ Force of the Land x5
Will be whichever rotation was not used prior. (i.e if Earthen Wheels was cast earlier, this will be Earthen Gauntlets)
Phase 2 Start
Earthen Fury
--
Earthen Fist + Weight of the Land
Pay attention to the charging order of the fists. Dodge the first fist, then dodge the second fist while moving into a safe tile.
Dual Earthen Fists
+ Weight of the World
+ Earthen Anguish
The Blue Pyramid player should move to one side of epicentral knockback while the rest of the party moves to the opposite side. The tanks should mitigate and either spread along the south edge of the arena, or use a knockback resist to stay at the far north.
Megalith
Only tanks should stack together while mitigating.
Tectonic Uplift + Weight of the World x2
Split the party into support and DPS groups on the two AoE quadrants. Players with blue pyramids should instead stay off the AoEs and run to the far corners of the unmarked quadrants.
Weight of the World x2
+ Pulse of the Land x2
+ Force of the Land x4
Players with blue pyramids stay up top and move to the far corners of their quadrants. Players with yellow pyramids must drop into the lower quadrant with 3 safe tiles and spread, while players with orange cubes drop into the quadrant with 2 safe tiles.
Earthen Fury
--
Rock Throw
Healers should split to the north and south (ideally 30 yalms apart), shifting over to the opposite side of the platform Titan is winding up to punch.
Plate Fracture x3
Break the Granite Gaol closest to the quadrant Titan broke first, then the other Gaol. A Ranged DPS Limit Break aimed at both Granite Gaols is highly recommended.
Earthen Fury
--
Tumult
--
Dual Earthen Fists
+ Weight of the World
+ Earthen Anguish
Handle the same as before.
Earthen Fist + Evil Earth
Check to see if the second punch is aimed at the same half Evil Earth is on.
If it is not, dodge the first first, then move into the Evil Earth tile.
If it is, stand two tiles away from Evil Earth, dodge both fists, then Evil Earth.
Tectonic Uplift + Force of the Land x4
The four players marked with orange cubes should stand on one AoE while the four others stand on the other.
Rock Throw
Both healers should stand on the far corner tiles, but still stay in melee range of the three neighboring tiles.
Pulse of the Land x8
Spread out to different tiles.
Weight of the World x2
Have the two blue pyramid players drop down to different quadrants, moving to the far corner tiles.
Weight of the World x2 + Force of the Land x4
The two blue pyramid players should stay up top and move to the far corners. The four orange cube players must stack in the lower quadrant that has 2 safe tiles.
Earthen Fury
--
Tumult
--
Plate Fracture
Dodge the side being punched.
Megalith
Only tanks must stack together and mitigate.
Plate Fracture
Dodge the side being punched.
Weight of the World
+ Pulse of the Land x3
+ Force of the Land x4
While the blue pyramid player runs to one half of the arena, the others must occupy the remaining four tiles—yellow pyramids spreading out while orange cubes stacking together.
Earthen Fury
--
Orogenesis (Phase 3 Start)
Earthen Fury
--
Rotating Fury +
Pulse of the Land x4
Force of the Land x4
Dodge the rotating AoEs while orange cubes (support) stack together and yellow pyramids (DPS) spread out. The center tiles that detonate second and third are the safest to stand in.
Dual Earthen Fists
+ Weight of the World
+ Earthen Anguish
Handle the same as usual. Quickly heal the tanks afterwards.
Voice of the Land
Extreme party-healing required.
Tumult
--
Voice of the Land
--
Earthen Fury
--
Rotating Fury
+ Pulse of the Land x4
+ Force of the Land x4
DPS will receive orange squares and support yellow pyramids this time.
Earthen Fist
--
Stonecrusher
Mitigate and tank-swap twice, or use an invulnerability.
Megalith
Tanks must stack together. Healers should heal the tanks up quickly.
Earthen Fury
--
Rotating Fury
+ Pulse of the Land x4
+ Force of the Land x4
Handle the same as the first cast of Rotating Fury.