Other Mechanics
These are various mechanics that require unique methods to safely avoid or resolve.
Types
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.
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A proximity AoE in the center of the arena.
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A proximity AoE marker that is placed by a player.
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.
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Left: A gaze attack from an enemy. Right: A gaze attack emitting from a player.
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A Gaze Cone AoE. Players can either look away or simply sidestep the AoE.
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 untarget 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.
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.
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Close bait marker
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Far bait marker
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.

Ice Floor
The floor will freeze solid, causing players to slide uncontrollably in a straight line in whatever direction they attempt to move in.
The distance players will slide will vary depending on the fight. Some Ice Floors will require players to hold completely still, while others may simply increase the difficulty of dodging upcoming AoE attacks.

