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The Omega Protocol (Ultimate)

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Ultimate Raid.png

The Omega Protocol (Ultimate)

The Omega Protocol1.png
Level
90 (Sync: 90)
Item Level
635* (Sync: 635)
Difficulty
Ultimate
Party size
Full Party
8 man 2 Tank role.png 2 Healer role.png 4 DPS role.png
Unsyncing
Not Allowed
Time limit
120 minutes
Duty Finder
Raid Finder (Ultimate Raids)
Tomestones
Allagan Tomestone of Causality 30 
Req. quest
Feature quest I Wandered Sharlayan as a Minstrel
Location
The Interdimensional Rift
Region
???
Patch
6.31

What if Omega's relentless testing had continued, and provided the elusive answer it sought? The minstrel's words invite you to imagine this scenario─to entertain the possibility of that which may have been─and follow the experiment to its ultimate conclusion.

— In-game description

The Omega Protocol (Ultimate) is a level 90 ultimate raid introduced in patch 6.31 with Endwalker. The raid is also known as TOP and is based on the final two encounters of the Omega raid series from Stormblood.

Unlock and Requirements

Guide

Visual guide by Tessan Twintails

All throughout this battle, the arena will be surrounded by a border that will kill any player who touches it.

Failing mechanics or being hit by avoidable AoEs is usually lethal, although tanks may survive. However, they will be inflicted with a crippling -90% Damage Down icon1.png Damage Down debuff that lasts for 3 minutes. If the player does not need to be immediately alive for a mechanic, they should incapacitate themself by walking into the wall and then be resurrected to remove the Damage Down, as the Weakness icon1.png Weakness debuff is only around a 25% damage loss that lasts for half the time.

Phase 1: Omega

Program Loop: Assigns various debuffs to players.

  • All players will be given Looper icon1.png Looper with various timers (16, 25, 34, or 43 seconds). For ease of identification, each Looper timer will be denoted with a First in line icon1.pngSecond in line icon1.pngThird in line icon1.pngFourth in line icon1.png First/Second/Third/Fourth in Line debuff. Two random players will each receive a given debuff timer. Players must cleanse this debuff by soaking a yellow tower, which will also deal moderate damage (Storage Violation) and inflict a stack of Twice-come ruin icon1.png Twice-come Ruin. If this reaches two stacks (i.e., the player is is hit by another mechanic until it wears off) it will inflict Doom Doom, killing them. Failing to cleanse Looper before the timer expires will inflict the player with Memory loss icon1.png Memory Loss, causing them to uncontrollably walk into the death wall.
  • Four sets of two towers each will sequentially spawn. Towers will always spawn 90 or 180 degrees from each other between the intercardinals. Players must soak these towers in the order of their Looper / In Line debuffs or the tower will explode and wipe the raid (Storage Violation Obliteration). Players who do not have Looper are unable to soak towers.
  • The boss will also tether two random players at the start of the mechanic. These tethers can be passed between players. It will use Blaster four times in a row, hitting the currently tethered players with a massive circular AoE that inflicts HP penalty icon1.png HP Penalty debuff that decreases their maximum HP by 99% for the debuff duration and inflicts a stack of Twice-come ruin icon1.png Twice-come Ruin.
  • To prevent deaths from overlapping mechanic damage and excess stacks of Twice-come Ruin, these tethers should be grabbed in the order of 3 - 4 - 1 - 2 based on the In Line debuffs. Players who get the tethers must move away from the towers that are about be soaked. Players who are not currently soaking towers should stand near them to dodge the Blaster AoEs. Players whose HP Penalty debuffs fall off and are about to soak a tower will need to be healed, or they will die from the soak damage.

Pantokrator: Assigns various debuffs to players.

  • All players will be given Guided missile kyrios incoming icon1.png Guided Missile Kyrios Incoming with various timers and Prey icon1.png Condensed Wave Cannon Kyrios, both with various timers (12, 18, 24, or 30 seconds). For ease of identification, each Guided Missile Kyrios Incoming timer will be denoted with a First in line icon1.pngSecond in line icon1.pngThird in line icon1.pngFourth in line icon1.png First/Second/Third/Fourth in Line debuff. Two random players will each receive a given Missile debuff timer, which also determines their Wave Cannon timer. When the debuff expires, the player will be hit with a medium-sized circle AoE (Guided Missile Kyrios) that deals moderate damage, inflicts Magic vulnerability up icon1.png Magic Vulnerability Up, and knocks back and kills anyone else caught in the AoE, requiring the player to be isolated when the debuff expires.
  • When Condensed Wave Cannon Kyrios expires, the player will be targeted with a heavy-hitting line AoE that must be split among three players to prevent lethal damage. This also inflicts Magic vulnerability up icon1.png Magic Vulnerability Up.
  • The boss will telegraph two opposite, conal AoEs (Flamethrower), each covering a sixth of the room, that will rotate either clockwise or counterclockwise. Note that it is not possible to determine the rotation until the AoEs start rotating (which will all have orange indicators).
  • During this mechanic, telegraphed circular AoEs (Ballistic Missile) will periodically appear at each player's position.
  • The party must split into two groups of four players, each having four different In Line debuffs. Each group will rotate to dodge the conal and circular AoEs while remaining stacked to soak Condensed Wave Cannon Kyrios. Heavy mitigation and healing are required. Players whose Missile debuffs are about to expire must leave the stack and soak their missile alone to prevent killing others, while avoiding the concurrent Wave Cannon. They must then return to the stack.
  • When all debuffs resolve, the boss will target the two furthest players with five-hit, massive tankbuster cleaves (Diffuse Wave Cannon Kyrios). In addition, three non-tanks will be marked with an orange marker, indicating they will bait a line AoE (Wave Cannon Kyrios) that deals damage and inflicts Magic vulnerability up icon1.png Magic Vulnerability Up. After these resolve, the remaining three non-tanks will be marked and must bait the AoEs. Both tanks can stack on each other at max melee range in front of the boss and use their invulnerability cooldowns, while the rest of the party spreads and stays in fixed positions along the flanks and rear.

Atomic Ray: Enrage. The boss must be defeated before this short cast finishes or the party will wipe.

Phase 2: Omega-M and Omega-F

Firewall: causes Omega-M and Omega-F to inflict Packet filter f icon1.png Packet Filter F or Packet filter m icon1.png Packet Filter M onto each player, rendering them incapable of damaging the other Omega form for as long as the debuff persists. Each boss will inflict their debuff on the four closest players to it, allowing the party to preposition. It is not possible for one player to have both debuffs at once.

Solar Ray: Each boss will hit their highest enmity player with a heavy-hitting, telegraphed AoE tankbuster.

Party Synergy: Assigns all players with either Mid glitch icon1.png Mid Glitch or Remote glitch icon1.png Remote Glitch, both of which tether random pairs of players together. All players will receive the same debuff. Both debuffs require paired players to be of a certain distance from each other, or they will be inflicted with Vulnerability Up icon2.png Vulnerability Up, when the distance is not correct, making any damage taken lethal. Mid Glitch requires the tether to be of a moderate length (around half of the arena). Remote Glitch requires the tether to be fully stretched out (around the diameter of the arena). Each member of a pair will also be given an overhead marker (red circle, blue X, green triangle, purple square) for easy identification and positioning for upcoming mechanics. The symbols will disappear after several seconds. The bosses will become untargetable and begin a series of mechanics:

  • Several clones of Omega-M and Omega-F will appear in fixed patterns. These will telegraph certain AoEs based on their stance. Players will need to quickly identify and dodge into the safe spots, as the orange AoE indicators will very briefly appear.
    • An Omega-M and Omega-F clone will always be directly opposite from each other with a third clone in line in the middle. The clones at the ends of this line will attack first.
    • If the Omega-M clone has a shield, it will use Beyond Strength, a donut AoE.
    • If the Omega-M clone has a sword, it will use Efficient Bladework, a point-blank AoE.
    • If the Omega-F clone has bladed legs, it will use Superliminal Steel, which hits the sides of the clone, leaving the middle safe.
    • If the Omega-F clone has a staff, it will use Optimized Blizzard III, a cross AoE through where it is facing, leaving her relative intercardinals safe..
  • After dodging these AoEs, players will need to identify the large eye at the edge of the arena, which spawns at a random cardinal or intercardinal.
    • This eye will do a massive line AoE (Optical Laser) through the middle of the arena, requiring the party to split into two groups of four players at the edges.
    • Each player will be hit with Optimized Fire III, a large circle AoE that requires the party to be fully spread to the two safe spots at the sides of the eye. Players must also satisfy their Glitch distance requirement to prevent lethal damage. Note that if a player is dead when the AoEs resolve, a random player will receive two AoEs, killing them.
      • If Mid Glitch is active, each pair must position so their tether is perpendicular to the eye line AoE and not fully stretch it out, i.e. they must be close to the line AoE but not directly next to it.
      • If Remote Glitch is active, each pair must be opposite from each other as far as possible. The two pairs closest and furthest from the eye must stretch their tether through the center point, while the two middle pairs can go to the wall and have their tether perpendicular to the eye line AoE. Alternatively, all pairs can stretch their tether through the center point.
  • Afterwards, two random players will be given a stack marker (Spotlight), while an Omega-F clone will cast Discharger, a knockback from the middle. Five clones close to the edges will each use a point-blank AoE (Efficient Bladework), leaving three small safe spots that are 90 degrees from each other. Three clones will be directly adjacent (45 degrees) to each other, which can be used to orient to the safe spots. The party must again correctly split into two groups of four and be knocked back to different safe spots that satisfy the Glitch distance requirement to prevent lethal damage from the stack AoE.
    • If Mid Glitch is active, the light parties must be knocked back to adjacent safe spots (90 degrees apart).
    • If Remote Glitch is active, the light parties must be knocked back to opposite safe spots (180 degrees apart).
  • The Glitch debuffs will expire, concluding the mechanic.

Synthetic Shield: Omega-M casts this, equipping a shield in preparation for the next mechanic.

Limitless Synergy: A series of mechanics from untargetable Omega-M and Omega-F clones that conclude the phase.

  • Omega-F will move to the north of the arena and begin a long cast of Laser Shower, which will wipe the party if she is not defeated before this cast finishes.
  • Omega-M will remain in the middle and make Omega-F invulnerable. He must be defeated first. The party will lose the Packet Filter debuffs, so everyone should focus on Omega-M.
  • An Omega-M clone will target a random party member with Optimized Sagittarius Arrow, a telegraphed line AoE. The party should stack to bait this, then dodge.
  • An Omega-M and Omega-F clone will tether two random players. These tethers must be picked up by the tanks, who will be hit with Optimized Bladedance, a massive conal tankbuster that requires heavy mitigation and inflicts Physical vulnerability up icon1.png Physical Vulnerability Up. These must be baited away from the party, who will be dodging Optimized Sagittarius Arrow.
  • An Omega-F clone will mark 3 random players with flare markers and Prey icon1.png Prey, who will be hit with Optimized Meteor, a proximity AoE. These players can move away from the center to lower the proximity damage. Alternatively, with heavy mitigation, they can stack together near the middle.
  • The Omega-M clone with a shield will use Beyond Defense on either the closet or second-closest player, a medium-sized AoE that inflicts a stack of Twice-come ruin icon1.png Twice-come Ruin. The tanks should be close to this clone to bait this. They must also spread, because any other player hit except for the primary target will be knocked into the wall and killed.
  • The same Omega-M clone will then use Pile Pitch on the closest player, a stack AoE that inflicts a stack of Twice-come ruin icon1.png Twice-come Ruin. The tank hit with Beyond Defense must avoid baiting and stay out of the stack, or they will die. The tank not hit with Beyond Defense should stack with the party.
  • Finally, an Omega-M and Omega-F clone will use Cosmo Memory, a heavy-hitting raidwide AoE that requires mitigation.
  • The mechanics for this phase conclude here, so the party should focus on defeating Omega-M then Omega-F before the Laser Shower enrage is allowed to finish casting.

Intermission: Reconfiguration

Omega reconfigures itself into a more powerful form, similar to the phase transition in Raid Alphascape V4.0 (Savage). Unlike the original fight, the party must handle a brief mechanic during this transition.

  • Four random players will receive Sniper cannon fodder icon1.png Sniper Cannon Fodder (purple). When the debuff expires, the players will emit a medium-sized circular AoE that deals high damage and inflicts Magic vulnerability up icon1.png Magic Vulnerability Up, requiring them to be spread.
  • Two random players will receive High-powered sniper cannon fodder icon1.png High-powered Sniper Cannon Fodder (white). When the debuff expires, the players will emit a medium-sized circular AoE that deals high damage, inflicts Magic vulnerability up icon1.png Magic Vulnerability Up, and must be split with one other player.
  • The remaining two players will receive no debuff. Each will stack with a player inflicted with High-powered Sniper Cannon Fodder.
  • A telegraphed circular AoE will appear in the middle, which will leave a puddle that will inflict a lethal Bleed icon1.png Bleeding debuff. The initial AoE will also cascade outward as donut AoEs (Wave Repeater) twice, requiring players to dodge into the previously unsafe area. The puddle will disappear at the end of the mechanic.
  • Six Left/Right Arm Unit adds will spawn in two sets of three, 120 degrees from each other. These will telegraph a large circular AoE (Colossal Blow) in the order they spawned.
  • To resolve this mechanic, the party will spread to areas between the first set of Arms that spawn, with each no-debuff player stacking with a white debuff player. Players will dodge the first set of Wave Repeater AoEs while spread. Afterwards, they will position directly next to the AoE telegraphs from the first set of Arms. They will then move diagonally into the previously unsafe area to avoid the second Arm AoEs while dodging the second Wave Repeater AoEs. During this dodge, the debuffs will resolve, so players should spread and stack as needed.
  • Note that if a player with a debuff dies before their debuff expires, it will automatically detonate on another random player, likely resulting in more deaths.

Phase 3: Reconfigured Omega

Hello, World: High raidwide damage that should be mitigated. Also assigns several debuffs to each player:

  • All players receive Local code smell icon1.png Local Code Smell in four sets of timers, pairing random players. Player pairs whose timers will soon expire will be tethered with a semi-transparent red and green tether. When the debuff expires, it will turn into Local regression icon1.png Local Regression. The tether will then become opaque. The tethered players must break the tether by moving close together, which will cause both players to emit a raidwide AoE (Patch) that deals damage and inflicts a stack of Magic vulnerability up icon2.png Magic Vulnerability Up and a stack of Twice-come ruin icon1.png Thrice-come Ruin, each lasting a second. Failing to break the tether in time will cause the players to explode and wipe the raid. Breaking more than one tether at once will also wipe the raid due to excess debuff stacks and damage.
  • All players receive Remote code smell icon1.png Remote Code Smell in four sets of timers dependent on the Local timers. Player pairs whose timers will soon expire will be tethered with a semi-transparent blue tether. When the debuff expires, it will turn into Remote regression icon1.png Remote Regression. The tether will then become opaque. The tethered players must break the tether by moving apart, which will cause both players to emit a raidwide AoE (Patch) that deals damage and inflicts a stack of Magic vulnerability up icon2.png Magic Vulnerability Up and a stack of Twice-come ruin icon1.png Thrice-come Ruin, each lasting a second. Failing to break the tether in time will cause the players to explode and wipe the raid.
  • All players receive Latent synchronization bug icon1.png Latent Synchronization Bug. These debuffs must be cleansed by being hit with the stack AoE from Critical synchronization bug icon1.png Critical Synchronization Bug. Failing to cleanse it will cause the player to explode and wipe the raid.
  • Two random players receive Overflow code smell icon1.png Overflow Code Smell. When the 2s debuff expires, it will turn into Critical overflow bug icon1.png Critical Overflow Bug (i.e., "defamation"). When this debuff expires, the player will emit a massive AoE that deals damage, inflicts Magic vulnerability up icon1.png Magic Vulnerability Up, and transfers the debuff to all other players in range of the AoE. The originally debuffed player will also receive Overflow debugger icon1.png Overflow Debugger, preventing them from receiving Critical Overflow Bug again.
  • Two random players receive Synchronization code smell icon1.png Synchronization Code Smell. When the 2s debuff expires, it will turn into Critical synchronization bug icon1.png Critical Synchronization Bug (i.e., "stack"). When this debuff expires, the player will small AoE that deals damage, inflicts Magic vulnerability up icon1.png Magic Vulnerability Up, and must be shared with one other person, which will also transfer the debuff to that person. The originally debuffed player will also receive Synchronization debugger icon1.png Synchronization Debugger, preventing them from receiving Critical Synchronization Bug again.
  • Either the two players with Overflow Code Smell or Synchronization Code Smell will both receive Underflow code smell icon1.png Underflow Code Smell. When the 2s debuff expires, it will turn into Critical underflow bug icon1.png Critical Underflow Bug (i.e., "red rot"). Players with this debuff will be indicated with a red aura and overhead marker consisting of two cubes. Players with Critical Underflow Bug must soak red puddles that spawn, or they will explode and wipe the raid.
  • The other two players with Overflow Code Smell or Synchronization Code Smell will both receive Performance code smell icon1.png Performance Code Smell. When the 2s debuff expires, it will turn into Critical performance bug icon1.png Critical Performance Bug (i.e., "blue rot"). Players with this debuff will be indicated with a blue aura and overhead marker consisting of a diamond. Players with Critical Underflow Bug must soak blue puddles that spawn, or they will explode and wipe the raid.
    • If players with these debuffs contact another player without it, it will propagate the debuff to the new player. It is possible for a player to have both color-coded debuffs at once, although this is a failure state.
    • Soaking a color-coded puddle will inflict either Cascading latent defect icon1.png Cascading Latent Defect (red) or Latent performance defect icon1.png Latent Performance Defect (blue). These debuffs can be cleansed by allowing Critical Underflow Bug or Critical Performance Bug to expire, respectively. Failing to cleanse them will cause the players to explode and wipe the raid. This requires that the duration of Critical Underflow Bug or Critical Performance Bug is shorter than the Defects, i.e. players cannot wait too long to obtain Underflow / Performance Bugs before soaking a puddle.
    • When Critical Underflow Bug or Critical Performance Bug expire, the players will emit a medium-sized AoE that will kill anyone else caught in it, requiring them to be isolated. The players will also be inflicted with Underflow debugger icon1.png Underflow Debugger or Performance debugger icon1.png Performance Debugger, preventing them from receiving the respective color-coded debuffs again.
  • Two random players not inflicted with the above debuffs will receive Latent defect icon1.png Latent Defect. They will always have the shortest duration Local code smell icon1.png Local Code Smell timer (23 seconds). These players must take damage before the debuff expires, or they will die.
  • The remaining two players will not receive additional debuffs. They will always have the shortest duration Remote code smell icon1.png Remote Code Smell timer (23 seconds).
  • The boss will cast Latent Defect four times in a row. Two red and two blue puddles will spawn 90 degrees from each other in a box pattern (with puddles of the same color always being directly adjacent), requiring players with Critical Underflow Bug and Critical Performance Bug to soak red and blue puddles, respectively, before the cast bar finishes, or they will explode and wipe the raid.
  • Essentially, there are four roles to handle in this mechanic. Pairs of players will each be randomly assigned a starting role based on their debuffs, which will determine their next role. All players will cycle through all four roles.
  1. Defamation: Players with Critical overflow bug icon1.png Critical Overflow Bug will each soak the puddles matching the color of their Critical underflow bug icon1.pngCritical performance bug icon1.png Rot, making sure to stand at max melee range to avoid hitting anyone with their AoE except for the players with Local code smell icon1.png Local Code Smell (semi-transparent red and green tether) about to expire. They will then stand still and allow the players with the active Local regression icon1.png Local Regression to collect their Rot. They will then spread to avoid hitting anyone with their Rot expiration AoE. Their next role will be Blue Tether.
  2. Blue Tether: Players with Remote code smell icon1.png Remote Code Smell about to expire will have a semi-transparent blue tether. They will each stand outside the puddles but next to the players with Critical underflow bug icon1.pngCritical performance bug icon1.png Rot and Critical synchronization bug icon1.png Critical Synchronization Bug to take the stack AoE. After the puddles are soaked, they will move apart and obtain the Rot from these players, which will also break the Remote regression icon1.png Remote Regression blue tether. Their next role will be Stack.
  3. Stack: Players with Critical synchronization bug icon1.png Critical Synchronization Bug will each soak the puddles matching the color of their Critical underflow bug icon1.pngCritical performance bug icon1.png Rot, while standing next to the players with Remote code smell icon1.png Remote Code Smell about to expire for the stack AoE. They will then stand still and allow the players with the active Remote regression icon1.png Remote Regression to collect their Rot. They will then spread to avoid hitting anyone with their Rot expiration AoE. Their next role will be Red and Green Tether.
  4. Red and Green Tether: Players with Local code smell icon1.png Local Code Smell about to expire will have a semi-transparent red and green tether. They will each stand outside the puddles that are being soaked by players with Critical underflow bug icon1.pngCritical performance bug icon1.png Rot and Critical overflow bug icon1.png Critical Overflow Bug to share the large "defamation" AoE, making sure to only be hit by one. After the puddles are soaked, they will obtain the Rot from these players, then move together to break the Local regression icon1.png Local Regression red and green tether. Their next role will be Defamation.
  • In a given pull, only one Rot color will always be associated with Defamation, while the other color will always be associated with Stack.
  • During the fourth set of puddles, the remaining player pair with Local code smell icon1.png Local Code Smell (red and green tether) will stack behind the blue tether players to avoid being hit by Critical Overflow Bug (defamation).
  • The boss remains targetable during the mechanic and will auto-attack the main tank if not in a cast.
  • During this mechanic, the party should use mitigation and healing actions appropriately due to the heavy incoming damage.

Critical Error: High raidwide damage that should be mitigated. Also inflicts Critical overflow bug icon1.png Critical Overflow Bug on anyone without Overflow debugger icon1.png Overflow Debugger. Because all players should have this debugger if they correctly resolved Hello World, no one should receive Critical Overflow Bug unless if there were deaths.

Oversampled Wave Cannon: Several blue monitors will appear on either the east or west side of the boss (which will always face north), while three random players receive Oversampled wave cannon loading icon1.png Oversampled Wave Cannon Loading. These players will also be indicated with blue monitors on one side. When the cast bar fills, two random players on the side of the blue monitors from the boss or from the debuffed players will be hit with an AoE that deals damage and inflicts a stack of Twice-come ruin icon1.png Twice-come Ruin, making overlap lethal. The party must position and the debuffed players must face the correct direction to ensure that each player is only hit by one AoE.

  • Note that if fewer than two players are to the side of a blue monitor, the respective blue monitors will target random players instead, likely resulting in deaths.

Ion Efflux: Enrage. The boss must be defeated before this cast finishes or the party will wipe.

Phase 4: Damaged Omega

Omega revives itself to full health (with a decreased max HP) but in a damaged condition, beginning a short mini-phase.

Wave Cannon: Each player is targeted with a line AoE that inflicts Magic vulnerability up icon1.png Magic Vulnerability Up, requiring the party to be spread. A few seconds after the AoEs resolve, a follow-up line AoE that must be avoided will appear in each player's original location. Prior to the first line AoEs resolving, two random players will receive a line stack marker. The party must correctly split into two groups of four to take each stack while avoiding the follow-up line AoEs. Each stack inflicts heavy damage and Magic vulnerability up icon1.png Magic Vulnerability Up, requiring mitigation.

This attack will be used three times in a row. The Wave Repeater cascading donut AoEs from the Intermission will also appear again, so the party must dodge these while handling Wave Cannon. Note that these AoEs are offset from Wave Cannon, so the dodge timing will change between the second and third line stacks.

  • During the second set of line AoEs, the party should stay out of the hitbox and then dodge in to avoid the donut AoE after taking the individual line AoEs.
  • During the third and final set of line stack AoEs, the party should take the stacks outside of the hitbox, then dodge in to avoid the donut AoE.

Blue Screen: Enrage. The boss must be reduced to less than 20% health before this cast finishes or the party will wipe. If the party meets the DPS check, it will do high raidwide damage instead, requiring mitigation. It will also remove all Overflow debugger icon1.pngSynchronization debugger icon1.pngUnderflow debugger icon1.pngPerformance debugger icon1.png Debugger buffs from the party.

Phase 5: Dynamis Omega-M and Omega-F

Only Omega-M is targetable at the start of the phase. This phase consists of "trio"-style mechanics in which the boss is untargetable, while the party focuses on handling combinations of mechanics from Beetle Omega, Omega-M, Omega-F, and Reconfigured Omega, using attacks previously seen in this encounter and in the original Savage fights. Note: Beetle Omega and Reconfigured Omega are both referred to as Omega in game, but are named as such in this page for clarity.

The primary goal of this phase is to obtain stacks of Quickening dynamis icon1.png Quickening Dynamis, which is obtained from two new debuffs: Hello near world icon1.png Hello, Near World and Hello distant world icon1.png Hello, Distant World, which are used repeatedly in the major mechanics. Each player must obtain 3 stacks of Quickening Dynamis in order to progress through the final phase.

  • When Hello near world icon1.png Hello, Near World expires, the target player will emit a large AoE. It will then "bounce" to the closest player to them, who will be hit with a medium-sized AoE. It will "bounce" again to the closest player from the second target, who will also be hit with a medium-sized AoE. Anyone except for the intended targets of the AoEs who are caught in them will die, which will also cause them to explode (Hello, World) and wipe the raid.
  • Hello distant world icon1.png Hello, Distant World functions similarly except it targets the furthest players.
  • Each player hit with an AoE from the debuff will receive a stack of Quickening dynamis icon1.png Quickening Dynamis, so each debuff resolution should give one stack to three players, if handled correctly.
  • These AoEs inflict Magic vulnerability up icon1.png Magic Vulnerability Up so it is important to not overlap with other sources of damage (e.g., Patch tether breaks).
  • If any player with these debuffs die before they expire, they will explode (Hello, World) and wipe the raid.

Solar Ray: A telegraphed, heavy-hitting AoE tankbuster that hits twice and inflicts Magic vulnerability up icon1.png Magic Vulnerability Up, requiring a tank swap or invulnerability cooldown.

Run: ****mi* (Delta Version): Massive raidwide damage, requiring heavy mitigation, and begins a series of mechanics:

  • Four random players (two pairs) will receive Remote code smell icon1.png Remote Code Smell and be indicated with a semi-transparent blue tether.
    • Among these players, Hello near world icon1.png Hello, Near World will be assigned to one, and Hello distant world icon1.png Hello, Distant World will be assigned to another.
  • The other four players (two pairs) will receive Local code smell icon1.png Local Code Smell and be indicated with a semi-transparent red-and-green tether.
  • The large eye in Phase 2 will spawn on a random cardinal, which is considered the relative north. Beetle Omega will spawn relative west, and Reconfigured Omega will spawn relative east.
  • A yellow or blue colored fist add (Rocket Punch) will spawn next to each player. Several seconds after they spawn, they will telegraph a small circular AoE (Explosion) at their target player's location that should be dodged. These fists need to be disarmed by stacking two opposite colored fist AoEs on each other. Failing to do so will cause them to explode (Unmitigated Explosion) and wipe the raid.
    • For each tether type, the four players will always receive 2 blue and 2 yellow fists. In addition, the following combination of fist colors will always be assigned to the tethered pairs: 1 yellow-yellow, 1 blue-blue, and 2 yellow-blue.
    • If players are not stacked with a partner or are moving when the fists lock on, the AoE telegraphs will not appear, and the fists will explode and wipe the raid.
  • The eye will use Optical Laser, hitting the middle of the arena with a large line AoE.
  • Around this time, Remote code smell icon1.png Remote Code Smell will turn into Remote regression icon1.png Remote Regression, requiring the blue tethered players to break them sequentially by moving apart. Local code smell icon1.png Local Code Smell will also turn into Local regression icon1.png Local Regression, although the duration of this debuff is longer. Therefore, the red/green tether players will avoid breaking their tethers until the end of the mechanic.
  • Six Left/Right Arm Units will spawn outside the arena, 60 degrees from each other. These will telegraph either a clockwise or counterclockwise rotation according to the arrows. They will aim a telegraphed line AoE (Hyper Pulse) to the nearest player that will rotate according to the telegraph. These will need to be baited so they rotate away from the inside of the arena to avoid hitting anyone.
  • Omega-M at the center of the arena will use Beyond Defense on either the closest or second-closest player. Afterwards, it will use Pile Pitch on the closest player, a stack AoE that needs to be shared by three players, while the player hit by Beyond Defense stays out.
  • At the same time, Reconfigured Omega will cast Oversampled Wave Cannon, while a random player that originally had Remote code smell icon1.png Remote Code Smell will receive Oversampled wave cannon loading icon1.png Oversampled Wave Cannon Loading, making for 2 sets of "monitor" AoEs. These will need to be baited by the four players not soaking Pile Pitch or hit by Beyond Defense to prevent overlapping damage.
  • Finally, Beetle Omega will use Swivel Cannon, a large cleave that hits more than half of the arena based on which side of the boss has glowing orbs. This will be briefly telegraphed by an orange indicator. The party will need to dodge to the safe side while positioning for Hello, Near World and Hello, Distant World baits, which will resolve.
  • Around this time, Local regression icon1.png Local Regression will soon expire, requiring the red/green tethered players to break them sequentially by moving towards their tether partner. One pair will break after the Thrice-come Ruins from Oversampled Wave Cannon / Beyond Defense / Pile Pitch have expired, and the final pair will break after the Magic Vulnerability Ups from Hello, Near/Distant World have expired.
  • If the mechanic is correctly resolved, six players will have one stack of Quickening dynamis icon1.png Quickening Dynamis.

Solar Ray is used again when the boss becomes targetable.

Run: ****mi* (Sigma Version): Massive raidwide damage, requiring heavy mitigation, and begins a series of mechanics:

  • One random player will receive Hello near world icon1.png Hello, Near World and another random player will receive Hello distant world icon1.png Hello, Distant World.
  • Similar to Party Synergy in phase 2, the party will receive either Mid glitch icon1.png Mid Glitch or Remote glitch icon1.png Remote Glitch. These function as before, and all players will receive the same debuff. The colored overhead "playstation" markers to identify tethered player pairs will also appear.
  • Reconfigured Omega will spawn in the middle of the arena. Omega-M will spawn at a random cardinal, which will be considered the new north. Two Left Arm Units will spawn, one relative southwest and the other relative southeast.
  • The Arm Units will target and automatically tether the furthest players from them. These players will be hit with Hyper Pulse, a line AoE that deals damage and inflicts Magic vulnerability up icon1.png Magic Vulnerability Up.
  • Six players will be marked with an orange marker, indicating that Reconfigured Omega will target them with Wave Cannon, a conal AoE that deals damage and inflicts Magic vulnerability up icon1.png Magic Vulnerability Up.
    • Two tethered player pairs will always receive a marker. For the remaining two tethered player pairs, one player in each pair will receive a marker, while the other is unmarked.
  • The party will need to spread to clock positions that are determined by the pattern of orange markers to take the conal and line AoEs, while positioning to satisfy the distance requirement of Glitch and avoid lethal damage.
    • The two double marked pairs will spread to the relative cardinals (north, south, east, west) around Reconfigured Omega in the center.
    • The two single marked pairs will spread to the relative intercardinals (northwest, northeast, southeast, southwest). The unmarked players will bait Hyper Pulse, requiring them to position to relative northwest and northeast to ensure they are the furthest player from their respective Arm Unit. Their Glitch tether partner will be directly opposite them and behind the Arm Unit.
    • If Mid Glitch is active, all players will position between the third and fourth "ring" of the arena.
    • If Remote Glitch is active, all players will position at the wall.
  • During this, all players will be inflicted with Looper icon1.png Looper from Beetle Omega. After baiting the AoEs, either five or six towers will spawn based on the active Glitch debuff. Towers will be at the wall. The two possible tower patterns will always be oriented "north" or "south" based on where Omega-M spawned at the start. These must be soaked by either one or two players, as indicated by the number of orbs rotating around each tower. Omega-F will appear and cast Discharger, knocking all players back from the center. The party must position to be knocked back into their assigned tower that also satisfies the Glitch distance requirement to prevent lethal damage from soaking the tower.
    • If Mid Glitch is active, six towers will spawn in a "smiley face" pattern. Two towers (the ones at the ends of the "smile") require two players to soak, while the remaining four towers require one player each. Each player should be in the center of their tower to help satisfy Glitch.
    • If Remote Glitch is active, five towers will spawn in a "pentagon" pattern. Three towers (the northmost and two southmost) require two players, while the remaining three towers require one player each. Each player should be at the wall in their tower to satisfy Glitch.
  • After soaking the towers and cleansing Looper, the Glitch debuffs will also expire, and the second half of this mechanic will begin.
  • A Rear Power Unit will spawn in the center and face a random cardinal or intercardinal. It will also telegraph either a clockwise or counterclockwise rotation. This add will use a persistent line AoE (Rear Lasers) through where it is facing that will rotate according to the arrows, approximately 100 degrees.
  • Omega-F will spawn in front of the Rear Power Unit and is considered the relative north of this mechanic. She will either have a staff, telegraphing a cross AoE (Optimized Blizzard III) or bladed legs, telegraphing two AoEs that hit her flanks (Superliminal Steel) as in Phase 2.
  • Two Right Arm Units will spawn outside of the arena at relative southwest and relative southeast. These will each use a Hyper Pulse line AoE baited to the furthest player.
  • The party will need to split up to dodge the AoEs and end up in positions that correctly bait Hyper Pulse from the arms and Hello, Near/Distant World, which will resolve after the AoEs finish.
    • Three players need to start near Omega-F. To qualify for this role, these players must have 1 stack of Quickening dynamis icon1.png Quickening Dynamis and NOT have Hello near world icon1.pngHello distant world icon1.png Hello, Near/Distant World.
    • The five remaining players will start away from Omega-F near relative south. This group will include the two players with Hello, Near/Distant World.
    • All players should preposition away from the path of the Rear Power Unit initial line AoE and rotation.
    • In the north group, the three players should determine two players to bait Hyper Pulse and the remaining person to bait Hello, Distant World.
    • In the south group, the three players without Hello, Near/Distant World should determine two players to bait Hello, Near World and the remaining person to bait Hello, Distant World.
    • When Rear Lasers begin firing, players should be mindful of Omega-F's AoE. If she has a staff, the party should wait until the cross AoE resolves before moving with the laser rotation. If she has bladed legs, the party should move in line with her immediately when safe.
    • Afterwards, the party should go to their final positions.
      • One player each in the north group will go relative northwest and relative northeast at the wall to bait Hyper Pulse, as they will be the furthest players from the Arm Units.
      • The remaining north group player should be relative north at the wall (where Omega-F was located) to bait Hello, Distant World.
      • The Hello, Distant World debuff player in the south group will be relative south, around a quarter into the arena.
      • The Hello, Distant World baiter in the south group will be relative south at the wall.
      • The Hello, Near World debuff player in the south group either be relative east or west (depending on the laser rotation), around a quarter into the arena.
      • The two Hello, Near World baiters in the south group be near the Hello, Near World debuff player but at the wall.
  • If this mechanic is correctly resolved, four players will have 2 stacks of Quickening dynamis icon1.png Quickening Dynamis and the remaining four players will have 1 stack.

After the mechanic concludes, Omega-F will be the targetable boss and will share the same health as Omega-M. She will use Solar Ray, which is handled as before.

Run: ****mi* (Omega Version): Massive raidwide damage, requiring heavy mitigation, and begins a series of mechanics. Unlike the previous versions, the boss remains targetable and will continue to auto-attack the main tank.

  • Two random players will be given First in line icon1.png First in Line and two other random players will be given Second in line icon1.png Second in Line. For each numbered debuff, one player will receive Hello near world icon1.png Hello, Near World and the other will receive Hello distant world icon1.png Hello, Distant World, making for a total of four Hello, Near/Distant World debuffs.
  • Reconfigured Omega will spawn in the middle, while an Omega-M and Omega-F clone will appear at two random opposite intercardinals. Another Omega-M and Omega-F clone will then appear at the remaining opposite intercardinals.
  • Reconfigured Omega will begin casting Diffuse Wave Cannon, two wide conal AoEs that will hit north/south or east/west based on the orientation of its glowing "fins", leaving the cardinals at the tips of the fins safe. After the first set of conal AoEs, it will cleave the previously safe cardinals.
  • The Omega-M and Omega-F clones will telegraph attacks based on their stances, similar to in Party Synergy, in the order the clone pairs spawned.
  • The party must locate the first safe spot to dodge the first sets of clone AoEs and Diffuse Wave Cannon, then rotate 90 degrees to the second safe spot for the next set of AoEs.
  • Once both sets of AoEs resolve, Omega-F will disappear and become untargetable.
  • Reconfigured Omega will begin casting Oversampled Wave Cannon, with monitors to either its east or west, requiring two people to bait the "monitor" AoEs, while the rest of the party is on the non-monitor side. Players not baiting the monitor AoEs will instead bait the first sets of Hello near world icon1.pngHello distant world icon1.png Hello, Near/Distant World from the players with First in line icon1.png First in Line.
    • Players with 2 stacks of Quickening dynamis icon1.png Quickening Dynamis and Second in line icon1.png Second in Line are required to soak monitors, because they will be receiving their third Dynamis stack in the last part of this mechanic. If there is only one or if no player meets these conditions, players with 2 stacks of Quickening dynamis icon1.png Quickening Dynamis should be prioritized.
  • Beetle Omega will appear at the wall and tether two players, who will be hit with Blaster. The two players with 3 stacks of Quickening dynamis icon1.png Quickening Dynamis will need to pick these up and position near the relative intercardinal sides of Beetle Omega. The remaining players will bait the second sets of Hello near world icon1.pngHello distant world icon1.png Hello, Near/Distant World from the players with Second in line icon1.png Second in Line.
  • If this mechanic series is correctly resolved, all players will have 3 stacks of Quickening dynamis icon1.png Quickening Dynamis.
  • While the clone attacks in the first part of the mechanic are not lethal to anyone if they are shielded, it will inflict a 90% Damage Down icon1.png Damage Down. Anyone hit should run into the death wall and then be resurrected once the mechanic series is over, to cleanse this debuff.

Omega-F will use Solar Ray a final time. The death wall will then disappear before the enrage cast.

Blind Faith: Enrage. The boss must be reduced to less than 20% health or the party will wipe. If the party meets the DPS check, it will do high raidwide damage and knock everyone back to the wall, although they will not fall off. Instead, a cutscene ensues of Alpha attempting to comfort the seemingly defeated Omega-F before fusing with it and transforming into Alpha Omega

Phase 6: Alpha Omega

After the cutscene, the death wall will respawn, so the party should quickly move out of it before they die, as they will be invulnerable for a short while.

This phase requires that all party members had 3 stacks of Quickening dynamis icon1.png Quickening Dynamis at the end of phase 5. Players with 3 stacks will obtain Brilliant dynamis icon1.png Brilliant Dynamis, allowing them to freely use a level 3 limit break corresponding to their role (i.e., the limit break gauge will be refund by 3 full bars when a limit break is used by a player with this buff). When they use their free limit break, their buff will turn into Spark of dynamis icon1.png Spark of Dynamis. Any player without Brilliant Dynamis or Spark of Dynamis will also take lethal damage from any of the boss's attacks. These buffs are lost on death, so it is critical to not die. A total of 10 level 3 limit breaks should be used during this phase: 3 from tanks, 2 from healers, 1 from magical ranged DPS, and 1 from physical ranged DPS to handle certain mechanics. The remaining 3 limit breaks from 2 remaining (preferably melee) DPS should be used to help meet the DPS check. The 2 limit breaks not covered by Brilliant Dynamis are enabled by natural limit break gauge generation during this phase. The party is required to have 3 full limit break bars coming into the phase, because the first mandatory level 3 limit break is at the start, and the buff does not allow players to limit break without a filled gauge (it refunds the gauge cost afterwards).

  • Cosmo Memory: Catastrophic raidwide damage that requires a level 3 tank limit break and some additional party mitigation to survive.
  • Flash Gale (auto-attacks): The boss will use two sets of auto-attacks between each mechanic. These will hit both the highest enmity player and the furthest player with a small AoE that inflicts Magic vulnerability up icon1.png Magic Vulnerability Up, requiring both tanks to be isolated and for the off-tank to be the furthest player (outside the hitbox) to bait the auto-attacks, while the party is inside the hitbox.
  • Cosmo Arrow: Telegraphs two wide line AoEs that form a plus shape through the middle of the arena followed by four line AoEs that form a box on the outside, or vice versa. These AoEs will cascade outwards as narrower line AoEs multiple times, resulting in two possible dodge patterns depending on the pattern of the initial AoE spawns. Anyone hit by the AoEs will die.
  • Cosmo Dive: The furthest player is targeted with a large AoE that inflicts stack damage, while the two closest players are each hit with a large tankbuster AoE. The two tanks should be well inside the hitbox while the remaining 6 players stack slightly inside. Each hit inflicts massive damage and requires heavy mitigation or invulnerabilty cooldowns.
  • Unlimited Wave Cannon: Four "exaflare" AoEs will sequentially spawn on adjacent cardinals/intercardinals, while six large circular AoEs will sequentially appear at each player's location. Starting from the center, the party will move next to the first "exaflare" that spawns and into the previously unsafe areas while remaining stacked to bait the ground AoEs.
  • Wave Cannon: While the cast bar is filling, four random players will be targeted with a line AoE that inflicts high damage and Magic vulnerability up icon1.png Magic Vulnerability Up, followed by the four remaining players. When the cast bar fills, a random player will be targeted with a line stack AoE that inflicts massive damage and requires heavy mitigation. The two tanks must be in front of the party stack as they will take significantly increased damage, requiring heavy personal mitigation or invulnerability cooldowns.
  • Cosmo Arrow will be used again, immediately followed by another Wave Cannon. This requires the party to spread while dodging the Cosmo Arrow AoEs, as four players will be hit with Wave Cannon before the previous AoE sets fully resolve.
  • After two more auto-attacks, Unlimited Wave Cannon will be used again, immediately followed by another Cosmo Dive.
  • Cosmo Meteor: Begins a series of mechanics.
    • A large telegraphed AoE will spawn under each player. The party should stack in the middle to bait these, then spread to their clock positions, with the physical ranged DPS going north.
    • Four random players will be hit with an untelegraphed circular AoE that inflicts high damage and Magic vulnerability up icon1.png Magic Vulnerability Up, followed by the other four players.
    • Two large Cosmo Meteor adds will spawn at the north and south, while six small Cosmo Comet adds will spawn at east, west, and the intercardinals. These must be destroyed in time or they will explode and wipe the party. To destroy these, a level 3 magical ranged DPS limit break must be used to hit all the adds. Afterwards, a level 3 physical ranged DPS limit break must be used to finish off the Cosmo Meteor adds, which have more health.
    • During this sequence, the random untelegraphed AoEs that hit four players, followed by the other four players will repeat.
    • Three random players will receive a flare marker. They must be taken to east, west, and opposite the physical ranged DPS at north to lower the proximity damage. The rest of the party will need to stack with the physical ranged DPS (if they do not have a flare marker) or south (if they do have a flare marker), because a random non-flare player will be hit with an untelegraphed split damage AoE that deals high damage, requiring mitigation.
  • Magic Number: Massive raidwide damage that requires a level 3 tank limit break to survive. All players will be inflicted with Magic number icon1.png Magic Number, which must be cleansed with a level 3 healer limit break or they will die. This attack will be used twice in a row.
  • Run: ****mi*: Enrage. The boss must be defeated before this long cast finishes or the party will wipe. Unlike previous ultimate raids, the enrage sequence does not consist of individual party members sacrificing themselves.

Reward

When originally released, you could receive only one reward item per week for completing The Omega Protocol (Ultimate). This restriction was removed in Patch 6.4.

The reward can be exchanged with Nesvaaz in Radz-at-Han (X:10.6 Y:10.0) for Ultimate Omega Weapons.

Completion of this duty will unlock a new Adventurer Plate design.

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
Heart to heartless icon1.png  Heart to Heartless 10 See Omega's experiment to its ultimate conclusion in the Omega Protocol (Ultimate). Achievement title icon.png The Alpha Legend 6.31

World First

The World First clear was by the static UNNAMED_ on January 30, 2023;[1] however, controversy ensued after it was discovered that third-party tools, notably zoom hacks, were used to achieve this.[2] The following day, UNNAMED_'s World First clear and rewards were revoked for all party members, and a statement was issued by producer/director YoshiP.[3]

The "new" World First was by the static Neverland on February 1, 2023.[4]

Images

Trivia

  • On May 17, 2023 (patch 6.38), the encounter was cleared with no healers.[5]

External Links

Aether/NA Party Finder Strategies (commonly referred to as "sausbin/segzbin")

References