Difference between revisions of "Deltascape V2.0 (Savage)"
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==Strategy== | ==Strategy== | ||
===Mechanics=== | |||
===Mechanics | |||
Many mechanics in the fight only affect you if you are floating and vice-versa. Sometimes you have to float and sometimes you have to stay on the ground. To float, use the Duty Action, which costs an oGCD. | Many mechanics in the fight only affect you if you are floating and vice-versa. Sometimes you have to float and sometimes you have to stay on the ground. To float, use the Duty Action, which costs an oGCD. | ||
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* Assign tanks/healers OR DPS to float. This will always satisfy the Fourfold Sacrifice’s condition. We had DPS always float. | * Assign tanks/healers OR DPS to float. This will always satisfy the Fourfold Sacrifice’s condition. We had DPS always float. | ||
'''Aetherial Rift''' | |||
Inflicts the 6 Fulms Under debuff to anyone standing on the ground. If the debuff resolves, it instantly kills the player. Float to get rid of the debuff. | Inflicts the 6 Fulms Under debuff to anyone standing on the ground. If the debuff resolves, it instantly kills the player. Float to get rid of the debuff. | ||
'''Paranormal Wave''' | |||
A cleave directed towards the MT. Inflicts a stacking debuff called Gradual Petrification. If a player has three stacks, it will petrify them and likely instantly kill them. There will always be three in a row, and an Evilsphere after the second cleave. | A cleave directed towards the MT. Inflicts a stacking debuff called Gradual Petrification. If a player has three stacks, it will petrify them and likely instantly kill them. There will always be three in a row, and an Evilsphere after the second cleave. | ||
* Tank swap after the second cleave to ensure the MT does not die from the third cleave. The MT should move to the side afterwards to avoid getting cleaved. We have the OT provoke during Evilsphere. | * Tank swap after the second cleave to ensure the MT does not die from the third cleave. The MT should move to the side afterwards to avoid getting cleaved. We have the OT provoke during Evilsphere. | ||
'''Evilsphere''' | |||
A high damage magical tank buster. Mitigate as necessary. | A high damage magical tank buster. Mitigate as necessary. | ||
'''Maniacal Probe''' | |||
Marks tanks/healers or DPS with tentacle spawns. The marked players must bring their tentacles to their assigned positions. These tentacles, after Epicenter casts, will indicate where Earthquakes will spawn from. Deals slight damage to the marked players. | Marks tanks/healers or DPS with tentacle spawns. The marked players must bring their tentacles to their assigned positions. These tentacles, after Epicenter casts, will indicate where Earthquakes will spawn from. Deals slight damage to the marked players. | ||
'''Epicenter''' | |||
The tentacles begin to react to where the Earthquakes are. The very edge of the arena where the first tentacle to stop glowing will be safe. | The tentacles begin to react to where the Earthquakes are. The very edge of the arena where the first tentacle to stop glowing will be safe. | ||
'''Death’s Gaze''' | |||
A standard gaze type attack that will kill anyone looking at the boss when the cast bar resolves. | A standard gaze type attack that will kill anyone looking at the boss when the cast bar resolves. | ||
'''-100Gs''' | |||
Catastrophe summons three Antilight Blue and Yellows across the centre of the arena. The very North and South is safe. Additionally, he marks a few players with an AoE - be careful not to overlap these. When the cast bar resolves, all players will be flung into the air. | Catastrophe summons three Antilight Blue and Yellows across the centre of the arena. The very North and South is safe. Additionally, he marks a few players with an AoE - be careful not to overlap these. When the cast bar resolves, all players will be flung into the air. | ||
* Stand in the very North and South of the arena, and spread out in that small space to avoid overlapping AoE markers. | * Stand in the very North and South of the arena, and spread out in that small space to avoid overlapping AoE markers. | ||
'''Unstable Gravity''' | |||
Marks four players with the Unstable Gravity debuff. When this resolves, it emits a large AoE damaging all players hit. | Marks four players with the Unstable Gravity debuff. When this resolves, it emits a large AoE damaging all players hit. | ||
'''Long Drop''' | |||
An AoE stack marker that knocks anyone floating back from the center of the stack. Players on the ground are not knocked back. Deals heavy damage to all players hit. | An AoE stack marker that knocks anyone floating back from the center of the stack. Players on the ground are not knocked back. Deals heavy damage to all players hit. | ||
* Unstable Gravity goes off a few seconds after Long Drop. Have the players marked with Unstable Gravity get knocked back to their assigned positions once the Antilight Blue and Yellow resolves. | * Unstable Gravity goes off a few seconds after Long Drop. Have the players marked with Unstable Gravity get knocked back to their assigned positions once the Antilight Blue and Yellow resolves. | ||
* Alternatively, you can have the players marked with Unstable Gravity move right after the Antilight Blue and Yellow resolves to their assigned positions, and heavily mitigate the Long Drop with Feint, Shields, Reprisal, etc. I do not recommend this but it does work, and has about the same uptime. | * Alternatively, you can have the players marked with Unstable Gravity move right after the Antilight Blue and Yellow resolves to their assigned positions, and heavily mitigate the Long Drop with Feint, Shields, Reprisal, etc. I do not recommend this but it does work, and has about the same uptime. | ||
===Fight | ===Fight=== | ||
'''Phase 1''' | '''Phase 1''' |
Revision as of 04:21, 29 July 2017
Deltascape V2.0 (Savage) or O2S is the first floor of Omega: Deltascape (Savage) and tougher version of Deltascape V2.0. Players are required to have item level of 315+ to queue for it.
Strategy
Mechanics
Many mechanics in the fight only affect you if you are floating and vice-versa. Sometimes you have to float and sometimes you have to stay on the ground. To float, use the Duty Action, which costs an oGCD.
Before starting, assign each tank/healer and each DPS with a main cardinal direction, N/E/S/W. One tank/healer and one DPS should be at each main cardinal direction.
Catastrophe enrages at 10:45, with a raid DPS requirement of at least ~20500.
Antilight
The main mechanic in the fight. Catastrophe summons large spheres that cover a large portion of the arena. Blue spheres are on the ground and Yellow spheres are in the air. Stand in the safe spot to avoid probably dying.
Antilight Yellow
- Floating players are not safe. Do not float until a ground mechanic resolves in order to dodge this.
Antilight Blue and Yellow
- The middle will be safe, whether you are floating or not.
- For the very first one, only being on the ground in the middle is safe.
Tremblor
A small raidwide AoE, and indicates that Earthquake is about to come. Happens twice.
Earthquake
Instantly kills anyone on the ground when the castbar resolves.
100Gs
Two blue circles spawn on players with #1 enmity and #2 enmity. Players standing in these circles will be forced to the ground. Always stack to ensure everyone safely makes it to the ground.
Gravitational Wave
A magical raid buster AoE that does lots of damage. Mitigate as necessary.
Gravitational Manipulation
Catastrophe forces one tank/healer and one DPS to either float or be on the ground, then puts a stack marker AoE around them both (Fourfold Sacrifice). Four players including the marked player must be in each stack. Failure to do so will do heavy AoE damage and apply a vuln stack.
- Assign tanks/healers OR DPS to float. This will always satisfy the Fourfold Sacrifice’s condition. We had DPS always float.
Aetherial Rift
Inflicts the 6 Fulms Under debuff to anyone standing on the ground. If the debuff resolves, it instantly kills the player. Float to get rid of the debuff.
Paranormal Wave
A cleave directed towards the MT. Inflicts a stacking debuff called Gradual Petrification. If a player has three stacks, it will petrify them and likely instantly kill them. There will always be three in a row, and an Evilsphere after the second cleave.
- Tank swap after the second cleave to ensure the MT does not die from the third cleave. The MT should move to the side afterwards to avoid getting cleaved. We have the OT provoke during Evilsphere.
Evilsphere
A high damage magical tank buster. Mitigate as necessary.
Maniacal Probe
Marks tanks/healers or DPS with tentacle spawns. The marked players must bring their tentacles to their assigned positions. These tentacles, after Epicenter casts, will indicate where Earthquakes will spawn from. Deals slight damage to the marked players.
Epicenter
The tentacles begin to react to where the Earthquakes are. The very edge of the arena where the first tentacle to stop glowing will be safe.
Death’s Gaze
A standard gaze type attack that will kill anyone looking at the boss when the cast bar resolves.
-100Gs
Catastrophe summons three Antilight Blue and Yellows across the centre of the arena. The very North and South is safe. Additionally, he marks a few players with an AoE - be careful not to overlap these. When the cast bar resolves, all players will be flung into the air.
- Stand in the very North and South of the arena, and spread out in that small space to avoid overlapping AoE markers.
Unstable Gravity
Marks four players with the Unstable Gravity debuff. When this resolves, it emits a large AoE damaging all players hit.
Long Drop
An AoE stack marker that knocks anyone floating back from the center of the stack. Players on the ground are not knocked back. Deals heavy damage to all players hit.
- Unstable Gravity goes off a few seconds after Long Drop. Have the players marked with Unstable Gravity get knocked back to their assigned positions once the Antilight Blue and Yellow resolves.
- Alternatively, you can have the players marked with Unstable Gravity move right after the Antilight Blue and Yellow resolves to their assigned positions, and heavily mitigate the Long Drop with Feint, Shields, Reprisal, etc. I do not recommend this but it does work, and has about the same uptime.
Fight
Phase 1 Tremblor x2 Earthquake 100 Gs Antilight Blue and Yellow Gravitational Wave Gravitational Manipulation Aetherial Rift Paranormal Wave Paranormal Wave Evilsphere Paranormal Wave
Phase 2 Maniacal Probe Tanks/Healers Death’s Gaze Epicenter Gravitational Wave 100 Gs Gravitational Wave Paranormal Wave Gravitational Manipulation Paranormal Wave Evilsphere Paranormal Wave -100 Gs Death’s Gaze 100 Gs Antilight Blue and Yellow + Unstable Gravity Tanks/Healers Long Drop 100 Gs Antilight Yellow Tremblor x2 Earthquake 100 Gs
Phase 3 Maniacal Probe DPS Death’s Gaze Epicenter Gravitational Manipulation Antilight Blue and Yellow + Unstable Gravity DPS Long Drop Paranormal Wave Paranormal Wave Evilsphere Paranormal Wave Antilight Yellow 100 Gs
Phase 4 Maniacal Probe Tanks/Healers Death’s Gaze Epicenter Gravitational Manipulation Antilight Blue and Yellow + Unstable Gravity Tanks/Healers Long Drop Death’s Gaze Aetherial Rift Gravitational Wave Paranormal Wave Antilight Yellow 100 Gs Paranormal Wave Evilsphere Paranormal Wave Gravitational Manipulation Aetherial Rift Antilight Yellow 100 Gs Tremblor x2 Earthquake Gravitational Wave -100 Gs Death’s Gaze Antilight Yellow 100 Gs Tremblor x2 Earthquake Gravitational Wave Enrage
Enrage is a long Gravitational Wave cast that ends at around ~10:45.
Personal notes: A few instawipe mechanics that can spiral out of control, but for the most part you can brute force this fight.
DRK CDs: WIP i am doing something much stronger this week
Loot
In addition to dropping two random pieces of gear from the below list, everyone in the group will also receive an Deltascape Datalog v2.0. They can be traded for any one of the below items of your choice to Gelfradus in Rhalgr's Reach (x13.7,y12.0).
Hand Armor
Item | Icon | Level | Item Level | Requirement | Slot | Defence | Magic Defence | Materia Slots | Stats and Attributes |
---|---|---|---|---|---|---|---|---|---|
Genji Kote of Aiming | 70 | 340 | ARC, BRD, MCH | Hands | 418 | 418 | 2 | Dexterity +172, Vitality +182, Critical Hit +109, Determination +156 | |
Genji Kote of Casting | 70 | 340 | THM, ACN, BLM, SMN, RDM | Hands | 304 | 532 | 2 | Vitality +164, Intelligence +172, Spell Speed +156, Direct Hit Rate +109 | |
Genji Kote of Fending | 70 | 340 | GLA, MRD, PLD, WAR, DRK | Hands | 759 | 759 | 2 | Strength +172, Vitality +182, Skill Speed +156, Tenacity +109 | |
Genji Kote of Healing | 70 | 340 | CNJ, WHM, SCH, AST | Hands | 304 | 532 | 2 | Vitality +164, Mind +172, Spell Speed +156, Piety +109 | |
Genji Kote of Maiming | 70 | 340 | LNC, DRG | Hands | 532 | 418 | 2 | Strength +172, Vitality +182, Critical Hit +109, Direct Hit Rate +156 | |
Genji Kote of Scouting | 70 | 340 | ROG, NIN | Hands | 418 | 418 | 2 | Dexterity +172, Vitality +182, Determination +156, Skill Speed +109 | |
Genji Kote of Striking | 70 | 340 | PGL, MNK, SAM | Hands | 418 | 418 | 2 | Strength +172, Vitality +182, Skill Speed +109, Direct Hit Rate +156 |
Feet Armor
Lore
Taken by curiosity, you activate something called the Savage Initiative at a Garlond Ironworks terminal.
Apparently a program to address work-related stress, you are treated to a soothing song composed by a certain minstrel, its lush strains massaging your mind and adding vibrant flourishes to the memories of your trials within the Deltascape...