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Sigmascape V4.0 (Savage)

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This article is about the (Savage) version. For the level 70 story-mode raid, see Sigmascape V4.0. For the second tier of Omega (Savage) in general, see Omega: Sigmascape (Savage).

Sigmascape V4.0 (Savage)

Level
70 (Sync: 70)
Item Level
350
Difficulty
Savage
Party size
Full Party
8 man 2 2 4
Unsyncing
Allowed
Time limit
120 minutes
Phoenix Down
Not Available
Duty Finder
Savage Raids (Stormblood)
Tomestones
Allagan Tomestone of Poetics 15 
Req. quest
Interact with the Magitek Terminal after completing Test World of Ruin
Location
Upper Tower of Ruin, Sigmascape V4.0
Region
Gyr Abania
S/S/S
Available
Patch
4.2
The Echo
Permanent +20%
Links
EDB GT TC

The urge to flip switches is almost irresistible...even when you know full well the consequences for doing so. Once more your finger moves as if of its own accord, and activates the second phase of the Savage Initiative. As the gentle arrangement drifts from the terminal, you are transported to a remembered vista of the Sigmascape, each lapping wave of the song swelling the boundary of your memories...

— In-game description

Sigmascape V4.0 (Savage) is a level 70 raid introduced in patch 4.2 with Stormblood. The raid is also known as O8S. Completing this duty, which can be done with an Unrestricted Party (unsynced), is needed to unlock The Weapon's Refrain (Ultimate).

Strategy

Players will find themselves suspended over an endless drop into inter-dimensional space atop a circular platform. Should any player fall over the edge for any reason, they will suffer an immediate KO, though they can be raised after a moderate delay.

After some playful boasting, Kefka gives his signature laugh from Final Fantasy VI. Once engaged in battle, Kefka will employ deceitful abilities and eventually summon the infamous Statue of the Gods to a glorious rendition of Dancing Mad.

Just like normal mode, Kefka will employ trickery and deceit to confuse players throughout the encounter. As a rule of thumb - whenever you see question marks within a telegraph or notice question-marked orbs floating around Kefka during upcoming mechanics, all players should do the opposite of what is expected from those mechanics.

  • For example, a static circle AoE with question marks should be stood inside, as the attack will instead hit the areas outside the AoE markings.

Similar to Deltascape V4.0 Savage, this fight contains a checkpoint and a time limit of 120 minutes. Should players reach Phase 2, any party wipes will restart from the beginning of Phase 2 until the party leaves the instance or the duty timer expires.

Phase 1


Prior to the Fight:

Clock spot positions should be assigned.

Each tank and healer should be assigned a different DPS partner to create four pairs.

Each pair should have an assigned stack spot for Graven Image #1.

Each pair should have an assigned stack spot for Graven Image #3. Color coded spots corresponding to each pairs on cardinal or intercardinal edge of the arena is also recommended.

Phase 1 Abilities
Name Description
Ultima Upsurge Unavoidable party-wide damage.
Light of Judgment Unavoidable party-wide damage.
Hyperdrive A circle AoE tankbuster.
Mana Charge A self-buff that causes Kefka to store an exact copy of any Fire, Thunder, or Blizzard spells cast afterwards into his buff list.
Flagrant Fire Will either mark all players with spread circle arrows, or one player with a Stack marker.
  • Jester's Antics causes the attack to be the opposite of the marker shown (i.e. spread circles will instead be an invisible Stack marker on one player).
Thrumming Thunder Creates four criss-crossing static line AoE markers.
  • Jester's Antics shifts the positions of the lines diagonally, causing only the cross-sections of the static line AoE markers to be safe.
Blizzard Blitz Creates either a static circle AoE or a static donut AoE centered on Kefka.
  • Jester's Antics swaps the attack, causing the marked areas to be safe instead.
Mana Release Kefka casts all spells stored by Mana Charge simultaneously, removing all his buffs.
  • If the copied spell was under the effect of Jester's Antics, the resulting spell will also be—but no question marks will appear.
Timely Teleport A black circle appears under Kefka and at a random edge of the arena. Kefka teleports to the second black circle in a flash of light and casts Revolting Ruin towards the center of the arena—a 120-degree static cone AoE with powerful knockback.
  • The black circle and the teleport itself do not deal any damage.
  • The direction in which Kefka will teleport is random. However, if pulled in a direction, Kefka will always attempt to teleport to the furthest side from where he starts the cast as opposed to a random direction. Ex: If pulled to the north, Kefka's Timely Teleport will always position him at the south.
Aero Assault A powerful radial knockback from Kefka with a push distance equal to a majority of the arena's length. Can be resisted with Arm's Length or Surecast.
Graven Image Prompts the massive statue north of the arena to initiate an attack sequence.

While similar to the normal version of the fight, Kefka's first phase is not only significantly longer, but Jester's Antics will no longer place question marks on the ground AoEs. Players will either have to pay attention to the orbs floating around Kefka, or to his debuffs.

  • If Kefka is being truthful about his attack, he will be buffed with Jester's Truths and the orbs around him will be a pale blue.
  • If Kefka is trying to fake the players out, he will be buffed with Jester's Antics and two question marks in red orbs will circle around him.

With the addition of Mana Charge and Mana Release, players will have to memorize which spells Kefka casts, as they will be combined together or cast in quick succession.

Remember that Mana Charge stores an exact copy of the spell cast. If the original spell was under the effect of Jester's Antics, then the copy will also be, despite no question marks appearing.

Phase 1 Rotation
Attack Strategy
Mana Charge Remember what the next spell cast is.
Flagrant Fire Will either be a stack or a spread attack. Watch out for Jester's Antics swapping its effect.
Hyperdrive Mitigate and heal.
Mana Release Will be the same Flagrant Fire that was cast earlier.
Thrumming Thunder Correctly identify the safe zone while handling Flagrant Fire.
Ultima Upsurge --
Graven Image #1

Graven Image #1 and #2


Having displayed most of his basic abilities, the Statue of the Gods will violently erupt in the background and loom over the entire raid. From this point onward, Kefka will occasionally cast Graven Image, prompting the statue to unleash its own mechanics that will overlap with abilities from Kefka himself. Certain Graven Image casts will cause Kefka to become temporarily untargetable.

The First Graven Image

Players should stack in the center initially to consolidate the static circle AoEs before having the DPS spread equally across the center to prevent overlap on the spread line lasers.

While avoiding the other sets of static circle AoEs, players with tethers should move towards the statue to avoid being pushed off the platform. Those without tethers should be prepared to stack with their assigned Stack marker partner immediately after the knockback ends.

Knockback can be resisted with Arm's Length or Surecast. (Note: while it is possible to knockback invul this, it is usually recommend not to, as the timeline of the fight will leave Arm's Length or Surecast barely off cooldown for the knockback for Graven Image #3)

This onslaught will be immediately be followed by Timely Teleport, requiring players to quickly run towards the teleport destination.

Soon after, Kefka will cast the Second Graven Image. This cast will simply creates a large orb on the west side of the arena that deals a powerful directional knockback away from it. This orb has a random chance to teleport to the east side of the arena after 1 second—the party must be ready to adjust should this happen.

This knockback will also resolve during the cast of Mana Release, so the party will need to immediately adjust to the correct position to dodge Kefka's AoEs afterwards.

Graven Image #1 and #2 Rotation
Attack Strategy
Graven Image #1 Stack in the center, then DPS must spread out in a line. Tethered players should run towards the statue preparing to be knocked back towards their stack partner in their assigned spot.
Timely Teleport Run to and behind the teleport destination.
Light of Judgment --
Mana Charge Remember the next two spells cast by Kefka.
Thrumming Thunder Dodge and remember which area is safe.
Blizzard Blitz Dodge and remember which area is safe.
Graven Image #2 Wait a second to check if the orb switches sides before running towards it.
Mana Release Find a safe zone that overlaps between the two previously casted Thunder and Blizzard spells.
Ultima Upsurge --
Hyperdrive Kefka should be moved to the north edge of the arena in preparation for the next attack sequence.
Graven Image #3

Graven Image #3 and #4


Third Graven Image
  • All tanks and healers will be tethered to one half of the statue and all DPS tethered to the other half. Which half targets which role is random.
    • The western tethers resolve first with Gravitas, a 2-player enumeration that leaves a Bleeding gravity puddle on the ground.
      • Any Gravitas that does not hit 2 players will explode for party-wide damage and inflict a 30 second Damage Down.
    • The eastern tethers resolve two seconds after with Vitrophyre, a spread circle that inflicts extreme knockback to any other players hit—but does not knockback its target.
    • The statue will create either a giant purple orb on its west side, or a giant golden orb on its east side. The western of eastern half of the arena will erupt in a damaging AoE matching the side of the orb.
    • All players will be tethered once again, being hit by Gravitas and Vitrophyre in the same manner as before.
    • Kefka will quickly follow up with Aero Assault.

Players will want to create four pairs, grouping a DPS with a tank or healer. Each pair should have a designated area to stand, and a designated direction to spread out to after Gravitas

There's 2 popular way to assign spots for pairing:

  1. The most popular way is to assign 4 pairs into a box: tanks stack with the melee DPS of the party at northeast and northwest, with healers stack with physical range/magic DPS of the party at southeast and southwest. Alternatively, tank/melee pairs will occupied the spots at northeast and southeast, while healer/range will take the northwest and southwest spots instead - as this strategy works in conjunction with God Kefka's Forsaken #2.
    Box spots for Graven Image #3, this formation allows for more melee uptime
  2. The second, least popular way is to form a line stack vertically at the middle of the arena, leaving center slightly open for half of the party to go through during the half arena cleave.
    Vertical line formation for Graven Image #3. This variation leaves a small safe spot at the middle for players to pass through.

Each pair will want to stack in their designated spot for Gravitas, then spread out to ensure Vitrophyre does not hit anyone else but its intended targets. The general consensus is support spreading east/west box formation (or west for line formation), while dps will spread north/south for box formation (or east for line for formation)

The statue will create an orb on either its east or west side which players must avoid.

A second round of Gravitas and Vitrophyre occurs that can be handled in the same way, finalized by Kefka casting Aero Assault.

Players should run towards Kefka to avoid being pushed off the platform. If Kefka was not positioned to the edge of the arena prior, Arm's Length or Surecast may be required to survive. If knockback invul ( Arm's Length or Surecast) was already used during Graven Image #1, they will not be available during this set of mechanic, proceed with cautions.

Kefka will go through another standard rotation of attacks with the Fourth Graven Image simply being another purple/golden orb attack. Avoid the half of the arena the orb is towards and continue the fight as normal.

Graven Image #3 and #4 Rotation
Attack Strategy
Graven Image #3 Stack in pairs, then spreading out in different directions after Gravitas hits. Avoid the half-arena orb AoE, then repeat the paired stack-and-spread again.
Aero Assault Run to Kefka or use a knockback resist ability.
Light of Judgment --
Mana Charge Remember the next spell Kefka casts.
Flagrant Fire Remember whether this is a spread or a stack.
Ultima Upsurge --
Graven Image #4 Avoid the half of the arena the orb will hit.
Mana Release Will be an exact copy of the previous Flagrant Fire.
Thrumming Thunder Correctly dodge the AoE while handling the Fire spell.
Ultima Upsurge --
Hyperdrive Mitigate and Heal.
Graven Image #5

Graven Image #5 and #6


Fifth Graven Image
  • The statue will emit a gaze attack and a static circle AoE placed under every player.
    • Main tank can move directly behind Kefka at the start of this mechanic and stack with party to both bait the AoEs as well as ease in dodging the resulting gaze.
    • The statue's gaze may be randomly be afflicted by Jester's Antics, turning the eye yellow with a question mark. A gaze must instead be looked at, rather than avoided.
  • All players will be tethered again, with tanks/healers receiving one type of tether and DPS receiving a different type of tether. Which role receives which type of tether is random.
    • The first tether type will be from a purple eye on the statue's hand/right statue. All targeted players will be inflicted with Sleep for 5 seconds.
    • The second tether type will be from a yellow eye on the statue's face at the very top/left statue. Targeted players are inflicted with Confused, Damage Up, and Heavy for 5 seconds. Confused players will uncontrollably move towards the nearest player until the confused status expires. If they reach their target, they will instantly defeat them with an auto-attack. It is imperative that players with Confused tether shouldn't, in any circumstance, using Sprint, as the buff will be active during Confused duration, killing any other players the confused person reaches.
      • Should that player pop Sprint, they can right-click on the buff icon to remove it (PC), using macro to remove it on console (/statusoff Sprint) - or, in the most dire or offhand situation, kill themself by jumping off the platform.

Finally once tethers resolve, the statue will immediatly emit another gaze attack while Kefka casts Timely Teleport.

Players should stack together to consolidate the AoEs, then resolve the statue's gaze—looking out for potential Jester's Antics.

Once tethers attach to players, those with Sleep tethers should stack in the center while the other four run to cardinal or intercardinal positions on the outer edge of the arena. Due to the Heavy debuff, the players on the edges of the arena should not be able to reach the center before the Confusion expires.

A second gaze attack occurs from the statue again, which players should resolve before running towards Kefka's Timely Teleport.

Kefka will once again attack as normal, with the final Sixth Graven Image being another gaze attack from the statue.

If Kefka is not brought to 60% HP before 6 minutes and 50 seconds, he will become untargetable and enrage with a lethal attack of Light of Judgment.

Graven Image #5 and #6 Rotation
Attack Strategy
Graven Image #5 Dodge the gaze, then players tethered to the lower purple eye should stack center while the rest run to clock spots on the outer edge. Afterwards, dodge the gaze again.
Timely Teleport Run towards the teleport location while dodging the gaze.
Light of Judgment --
Ultima Upsurge --
Mana Charge Memorize the next two spell casts.
Thrumming Thunder Dodge and memorize.
Blizzard Blitz Dodge and memorize.
Graven Image #6 Avoid the gaze.
Mana Release Will be the same Thunder and Blizzard as was cast prior.
Hyperdrive Mitigate and heal.
Ultima Upsurge x3 This is the party's last chance to defeat Kefka's first phase.
Light of Judgment (Enrage)

Phase 2: God Kefka


Reaching this stage of the encounter activates a checkpoint; meaning that if you wipe for any reason, the battle will reset back to the God Kefka phase (instead of the very beginning). Despite the arena containing a very obvious shift to luminous yellow, there are no actual terrain differences. Players will remain atop a circular platform and can still fall over the edge to their immediate doom.

Prior to the fight:

  • Players will want to decide whether to tank Kefka in the center or at the edge for Celestriad.
  • Tanks and healers should decide which role takes the eastern and western towers for Forsaken #2 and Forsaken #3.
  • Each tank and healer will want an assigned waymark for Future's End / Past's End in Forsaken #2.
Phase 2 Abilities
Name Description
Heartless Angel Sets all player's HP to 1. Barriers, however, will still remain.
Ultima Unavoidable party-wide damage.
Ultimate Embrace A shared tankbuster.
Celestriad Kefka casts a static circle AoE underneath himself, a cross of static line AoEs from the arena's center, and places a Stack marker on a healer.

This is immediately followed by a static donut AoE underneath himself and hitting all DPS with unmarked spread circles.

Trine (Small) A total of seven yellow triangles will descend from the sky in 3 separate sets. The 3 endpoints of each triangle will burst into static circle AoEs in the same order they fell.
Trine (Big) Three small triangles and one massive triangle descend from the sky in one of two random patterns, with each endpoint detonating into static circle AoEs. The AoEs created by the massive triangle are, similarly, much larger than usual.
Wings of Destruction (One Wing) One of Kefka's wings will glow white, though which of the two wings glow is random. Kefka will fire a massive 180 degree static cone AoE from his glowing side.
Wings of Destruction (Two Wings) The closest and farthest players are hit by large circle AoE tankbusters.
Futures Numbered / Pasts Forgotten A Stack attack followed by All Things Ending two seconds later—a 180 degree static cone AoE from Kefka's front or back.
  • If Kefka cast Futures Numbered, then All Things Ending will be a frontal cone AoE. If Pasts Forgotten was cast, it will be a rear cone AoE.
Forsaken Deals extreme party-wide damage and begins a new sequence of attacks—indicating the start of a mini-phase.
Positioning for Celestriad by moving Kefka north.
A common strategy for Celestriad.

Phase 2 will require precise positioning and constant awareness from each role. Tanks will need repeatedly need to move and face Kefka in preparation for certain attacks while DPS handle various types of AoEs.

The first obstacle players will encounter is Celestriad, which is all of Kefka's Fire, Thunder, and Blizzard spells cast in quick succession. Healers and Tanks will need to stack together while DPS will need to spread out, all while avoiding the static circle and static donut AoEs.

The two primary methods to handling Celestriad is either positioning Kefka in the center of the arena, or at the far northern edge.

  • If tanking Kefka at the north edge, Tanks and healers typically stack together in one of the northern corners of the safezone. One DPS will be south of the stack while the other three DPS are spread out on the opposite side of the circle AoE.
    • Once the static circle AoE disappears, the DPS players will move into the safe zone, staying at its outer edge to maximize the distance between each other until the spread circles detonate.
  • If tanking Kefka in the center, players will need to be assigned different intercardinal safe zones. Tanks and healers will occupy one, and two DPS will have to share another. Once the static line AoEs disappear, the DPS sharing a corner will have to quickly separate before the spread circles detonate 1 second later.
Phase 2 Opening Rotation
Attack Strategy
Heartless Angel Heal all the players quickly.
Ultima If planning to use the northern Celestriad strat, start moving Kefka to the north.

This Ultima, and only this, can be taken with no mitigation, although healing to full is still needed.

Hyperdrive Mitigate and heal.
Celestriad Healers and tanks must stack together while DPS spread apart, all while avoiding the circle, line, and donut AoEs.
Ultima During or after this Ultima cast, the main tank can preposition Kefka to slightly center of the arena in preparation for Forsaken #1
Forsaken #1

Forsaken #1


Forsaken #1 Abilities
Name Description
Heartless Archangel Sets all player's HP to 1. Players not at full health will receive a 12 second Incurable debuff, preventing any and all healing. Players at full HP will only be debuffed for 4 seconds.
Path of Light A multi-player tower requiring exactly 2 or 4 players inside, matching the number of small glowing orange orbs circling its ring. Deals no damage.

If an incorrect number of players are inside the tower, all players are debuffed with a stack of Damage Down for 30 seconds.

Mad Heads Floating heads that attach a chase tether to each DPS player. Explodes on contact with any player for moderate magic damage and inflicts Magic Vulnerability Up for 3 seconds.

If its target dies or 15 seconds pass, Mad Heads will self-destruct, dealing no damage but inflicting a stack of Damage Down on all players for 30 seconds.

A deceptive phase in that while players will be repeatedly set to 1 HP, most attacks do not deal any damage. Failed mechanics will often result in Damage Down stacks rather than death, but the loss of damage output can easily result in a failure to defeat Kefka before they enrage.

Kefka can be tanked in the center of the arena for the duration of this phase.

Healers must start this phase by ensuring all players are healed to 100% HP immediately. Any players not at full HP will have their Incurable debuff timer tripled, likely resulting in their death.

Kefka will cast Heartless Archangel; a 2-player Path of Light tower appears in the east, west, and center of the arena; two Mad Heads appear in the east; and two Mad Heads appear in the west.

DPS players should fill the Path of Light towers on the east and west, taking the tower closest to their tethered Mad Head to prevent it from crossing over the center and colliding with others. There are two ways to do this: Cross tethers and Near tethers

  • Cross tethers/cross skulls: DPS take the tower furthest away from their skull. If doing this, the DPS should take care not crossing their tether inside the middle tower.
  • Far tethers/skulls: DPS take the tower nearest to their skull, but stretches the tether as far as possible.
DPS cross skull tethers for Forsaken #1
Each DPS takes the tower nearest to their skull

Both healers should take the center tower and prepare to use heavy AoE healing the instant Incurable expires.

Once the towers resolve, DPS should avoid their Mad Heads until they have been sufficiently healed enough to intentionally collide with their Mad Head and detonate it.

This will be followed up by Wings of Destruction (Two Wings), requiring DPS and healers to avoid being the closest and farthest players, and additionally avoiding standing near the tanks.

Kefka will then repeat the process a second time with a cast of Ultima into Heartless Archangel.

Handle the sequence the same way as before and the onslaught will end with a cast of Light of Judgment.

Forsaken #1 Rotation
Attack Strategy
Forsaken #1 Heal all players to full immediately.
Heartless Archangel DPS should take the towers closest to their Mad Heads while healers take the center towers. Heal all DPS once the debuff expires, then DPS can detonate their Mad Heads.
Wings of Destruction (Two Wings) Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.
Ultima Heal all players to full immediately.
Heartless Archangel Repeat as before.
Light of Judgment --
Trine (Small) +

Wings of Destruction (One Wing)

Move to where the third set of Trines fell that is also opposite to Kefka's glowing wing, then move into where the first set of Trines appeared after they exploded.
Wings of Destruction (Two Wings) Tanks must be the closest and farthest players from Kefka. All others should stay away from the tanks.
Ultima --
Futures Numbered / Pasts Forgotten Stack together. Afterwards, if Future was cast, avoid Kefka's front. If Past, avoid Kefka's rear.
Ultimate Embrace Tanks must stack together and mitigate.
Hyperdrive The off-tank should move away while healers focus on healing the main tank.
Ultima The main tank can now preposition Kefka to center of the arena to prepare for Forsaken #2.
Forsaken #2

Forsaken #2


Forsaken #2 Abilities
Name Description
Starstrafe The two farthest DPS players are marked with Prey, dropping 4 consecutive lava puddles over time. Two other DPS will be chased by 5 Homing AoEs.
Future's End / Past's End Kefka splits into four, jumping onto each tank and healer's position and dealing AoE damage.

Three seconds after, each Kefka will face his target's current location and cast All Things Ending, being either a frontal (future) or rear (past) 180 degree static cone AoE depending on the prior cast.

Meteor A proximity AoE is placed underneath a DPS player, who is simultaneously targeted by a Stack marker.
A strategy for Forsaken 2.
If Future's End is cast instead, Tanks and Healers will want to face the Kefka clones towards the edges until All Things Ending begins casting.

Kefka will utilize an extremely restrictive combination of AoE attacks, forcing all players to move in very specific directions while simultaneously resolving towers.

  • A 2-player Path of Light tower appears on the east and west side of the arena.
  • Kefka casts Starstrafe, followed immediately by either Future's End or Past's End.
  • A 4-player Path of Light appears on the north edge of the arena.
  • Kefka begins casting All Things Ending, and a 2-player Path of Light appears on the east and west edges of the arena.
  • A second set of 2-player Path of Light towers appears on the east and west sides of the arena while a DPS player is targeted by Meteor.
  • The mini-phase is ended with a cast of Light of Judgment.

To start, both tanks and healers will want to assign positions: One role should take the west towers and the other the east towers.

Additionally, each tank and healer will need a unique position on the south edge of the arena to spread to for Future's End / Past's End.

Tanks and Healers will first resolve their assigned towers, then spread to their assigned position in the south. After Kefka splits into four, tanks and healers will either need to hold still (if Future's End was cast) or run through Kefka towards the center (if Past's End) to avoid All Things Ending from hitting the entire party. Once Kefka begins casting All Things Ending, tanks and healers can simply focus on taking their assigned towers again.

The ranged DPS marked by Prey will want to split to the east and west cardinal edges to start baiting the mechanic, slowly inching towards the north where the 4-player Path of Light is—waiting until the 4th puddle drops before entering the tower.

The unmarked melee DPS will want to stack in the south and run together, slowly dropping their AoEs closer to the north until the 5th and final one appears—after-which they can enter the tower as well.

  • If players want to increase DPS uptime, the melee DPS can stack together and rotate clockwise or counter-clockwise together around Kefka. Healers and Tanks will have to dodge their AoEs inside the towers, however.

Once the DPS resolves their 4-player Path of Light, they should run next to (but not into) the tank's 2-player Path of Light to include the tanks in the stack marker.

The two potential patterns for Trine (Big).
The two potential patterns for Trine (Big).

The mini-phase will end with Light of Judgment.

Afterwards, Kefka will follow up with another Celestriad that can be handled the same as before.

The final attack of note is a cast of Trine (Big).

This ability has two potential patterns, resulting in a safe zone on an empty edge of the arena, or directly in the center.

Position and dodge accordingly until Kefka's third Forsaken cast.

Forsaken #2 Rotation
Attack Strategy
Forsaken #2 Heal up the party. Tanks and Healers should split to opposite east / west sides.
Starstrafe The two DPS responsible for baiting Prey should split to opposite east/west edges, while the other two move south. DPS must dodge AoEs while slowly moving north towards the tower.

If the inner DPS chooses to rotate CW/CCW, it's recommended to start from the North side of the arena.

Future's End / Past's End Healers and Tanks should spread along the south edge, then face Kefka outwards (future) or inwards (past) relative to the arena center.
All Things Ending + Meteor Resolve towers while DPS bring the Stack marker towards the tanks.
Light of Judgment Tanks should bring move Kefka towards either a cardinal edge or to the center in preparation for Celestriad.
Celestriad Handle as before.
Wings of Destruction (One Wing) Avoid the side of Kefka the glowing wing is on.
Ultima The main tank can now pull Kefka to slightly center of the arena in preparation of Trine (big).
Trine (Big) +

Futures Numbered / Pasts Forgotten

Stack together in the safe zone, then dodge Kefka's All Things Ending.
Wings of Destruction (Two Wings) Ensure tanks are the closest and farthest players.
Ultimate Embrace Tanks must stack together and use heavy mitigations.
Hyperdrive Tanks must spread apart again.
Ultima The main tank now can pull Kefka to center of the arena in preparation of Forsaken #3.
Forsaken #3

Forsaken #3


While no new attacks will be used here, Kefka will combine several attacks from both Phase 1 and 2 in a final onslaught of terror.

  • A 2-player Path of Light is created on the east and west side of the arena, and a 4-player Path of Light on the south side. Four random players are also targeted by knockback tethers.
  • Kefka casts Ultima followed quickly by Ultimate Embrace shortly after the towers resolve.
  • Graven Image #5 (Sleep and Confusion tethers) is cast, with another set of 2-player Paths of Light appearing in the east and west.
  • Kefka casts Ultima then begins his Forsaken #1 attack rotation with Heartless Archangel, Mad Heads, and three Paths of Light.
  • Shortly after, a 4-player Path of Light is created in the south while Kefka casts Wings of Destruction (Two Wings).
  • After another cast of Ultima, Kefka combines Graven Image #4 (yellow/purple half-arena orb) with a cast of Wings of Destruction (One Wing).
  • The onslaught ends, as usual, with Light of Judgment.

To start, similar to Forsaken #2, healers and tanks will want to split to two different sides of the arena to take the two 2-player towers. DPS should take the 4-player tower in the south.

Knockback tethers can be handled either by standing a short distance to the north of the tower, or by simply using Arm's Length or Surecast.

Tanks must be in the same tower for Ultimate Embrace, which happens shortly after towers resolve.

Next mini-phrase of Graven Image 3 will happens, this time with 2 towers:

  • Sleep is removed by the Path of Light towers, allowing players to run closer to the center and away from their confused comrades.
  • For ease of handling this mechanic, party can take note of their pair positions on the previous Graven Image #3: Pairs on northwest and southwest will handle the West tower, while pairs on northeast and southeast will handle the East tower. Players with Sleep tethers will occupied the towers while Confusion tethers spread out to the edges of the arena.
    • If doing the box positions strat, players with Confusion tethers can spread to their color coded waymark on cardinal or intercardinal of the arena.

Healers will need to quickly heal the party to full after the Ultima in preparation for Heartless Archangel, which can be handled in the same way as Forsaken #1.

DPS will need to quickly resolve their Mad Heads, as a 4-player tower appears in the south that tanks can not occupy due to Kefka's Wings of Destruction (Two Wings). Healers can account for two of the four players required.

Lastly, tanks will need to face Kefka either east or west to prevent the combination of Graven Image #4 and Wings of Destruction (One Wing) from potentially covering both halves of the arena. With the former hitting east/west and the latter hitting north/south, there will always be one safe quadrant to stand in.

With a cast of Light of Judgment, Forsaken will end.

Kefka will rotate through his usual series of attacks before repeating Forsaken #3 a second time.

At the end of the repeat Forsaken #3, Kefka will cast Ultima four times, gaining a stack of Damage Up with each. Should players survive, Kefka will enrage with a final cast of Light of Judgment that wipes the party.

Forsaken #3 Rotation
Attack Strategy
Forsaken #3 Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.
Ultima --
Ultimate Embrace Mitigate and heal.
Graven Image #5 Sleep tethers must occupy the two towers while Confusion tethers spread to the edge. Those inside the towers can run further into the center after being woken up.
Ultima Heal up the party immediately in preparation for Heartless Archangel.
Heartless Archangel Handle the same way as Forsaken #1.
Wings of Destruction (Two Wings) Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.
Ultima Face Kefka to the east or west.
Graven Image #4 +

Wings of Destruction (One Wing)

Stand in the safe quadrant.
Light of Judgment --
Trine (Small) +

Wings of Destruction (One Wing)

Dodge towards the third set of triangles while avoiding Kefka's glowing wing.
Wings of Destruction (Two Wings) Tanks should split and mitigate.
Ultimate Embrace Tanks must stack back together.
Trine (Big) +

Futures Numbered / Pasts Forgotten

Stack in the safe zone, then dodge All Things Ending.
Hyperdrive Mitigate and heal.
Ultima x2 --
Forsaken #3 Healers should take one of the east / west towers while tanks take the other. DPS should take the southern tower. Account for knockback by running north or using resists.
Ultima --
Ultimate Embrace Mitigate and heal.
Graven Image #5 Sleep tethers must occupy the two towers while Confusion tethers spread to the edge. Those inside the towers can run further into the center after being woken up.
Ultima Heal up the party immediately in preparation for Heartless Archangel.
Heartless Archangel Handle the same way as Forsaken #1.
Wings of Destruction (Two Wings) Tanks should mitigate and handle this attack while the healers and DPS handle the 4-player tower in the south.
Ultima Face Kefka to the east or west.
Graven Image #4 +

Wings of Destruction (One Wing)

Stand in the safe quadrant.
Ultima x4 Keep the party alive, this is the last chance to defeat Kefka.
Light of Judgment (Enrage)

Loot

See also: Diamond Weapons

Treasure Coffer 1

Name Type Item Level Rarity Quantity
Paladin's Diamond Arms (IL 375) Other 1 CBlue 1
Diamond Axe Marauder's Arm 375 CBlue 1
Diamond Greatsword Dark Knight's Arm 375 CBlue 1
Diamond Bayonet Gunbreaker's Arm 375 CBlue 1
Diamond Halberd Lancer's Arm 375 CBlue 1
Diamond War Scythe Reaper's Arm 375 CBlue 1
Diamond Knuckles Pugilist's Arm 375 CBlue 1
Diamond Katana Samurai's Arm 375 CBlue 1
Diamond Daggers Rogue's Arm 375 CBlue 1
Diamond Saberfangs Viper's Arm 375 CBlue 1
Diamond Bow Archer's Arm 375 CBlue 1
Diamond Musketoon Machinist's Arm 375 CBlue 1
Diamond Chakrams Dancer's Arm 375 CBlue 1
Diamond Rod Two-handed Thaumaturge's Arm 375 CBlue 1
Diamond Grimoire Arcanist's Grimoire 375 CBlue 1
Diamond Tuck Red Mage's Arm 375 CBlue 1
Diamond Fan Brush Pictomancer's Arm 375 CBlue 1
Diamond Cane Two-handed Conjurer's Arm 375 CBlue 1
Diamond Codex Scholar's Arm 375 CBlue 1
Diamond Sextant Astrologian's Arm 375 CBlue 1
Diamond Wings Sage's Arm 375 CBlue 1
Diamond Chest Gear Coffer (IL 370) Other 1 ABasic 1

Treasure Coffer 2

Name Type Item Level Rarity Quantity
Diamond Weapon Coffer (IL 375) Other 1 ABasic 1
Wind-up Kefka Minion N/A ABasic 1
Air Force Identification Key Other 1 ABasic 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
I Am the Savage Sigma, I Am the Savage Omega I 5 Complete Omega: Sigmascape (Savage). - 4.2
I Am the Savage Sigma, I Am the Savage Omega II 10 Complete Omega: Sigmascape (Savage) 5 times. - 4.2
I Am the Savage Sigma, I Am the Savage Omega III 20 Complete Omega: Sigmascape (Savage) 10 times. - 4.2
Mightier than the Sigma 5 Complete Sigmascape V4.0 (Savage) with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. - 5.45

Music

Section Theme
Phase 1 Part 1 A Battle Decisively
Phase 1 Part 2 Dancing Mad - Movement I
Phase 1 Part 3 Dancing Mad - Movement II
Phase 1 Part 4 Dancing Mad - Movement III
Phase 2 Dancing Mad - Movement IV