Difference between revisions of "Asphodelos: The Fourth Circle (Savage)"
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====Phase 1==== | ====Phase 1==== | ||
* '''Decollation''': Unavoidable Roomwide AoE. Mitigate and heal through. | * '''Decollation''': Unavoidable Roomwide AoE. Mitigate and heal through. | ||
* '''Bloodrake''': This mechanic will target either all DPS or all tanks and healers. The boss will tether to these players and deal damage and absorb their aether. This is the boss noting which roles it tethered to. | * '''Bloodrake''': This mechanic will target either all DPS or all tanks and healers. The boss will tether to these players and deal high damage and absorb their aether, represented by the [[File:Aethersucker icon1.png|link=]] '''Aethersucker''' buff on the boss. This is the boss noting which roles it tethered to. | ||
* '''Aetheric Chlamys''': The boss stores the aether absorbed by the blade in | * '''Aetheric Chlamys''': The boss stores the aether absorbed by the blade in its cloak (Chlamys), gaining the [[File:Casting chlamys icon1.png|link=]] '''Casting Chlamys''' buff. The boss will follow up with another '''Bloodrake''' and target the opposite role group from before. | ||
* '''Director's Belone''': The boss poisons the aether in its blade and releases it onto the party, debuffing four random players with '''Role Call'''. Players whose aether was absorbed into the blade before this must not have this debuff, and need to pass it on to other players. To do this, a debuffed player must simply pass over the player they wish to hand the debuff off to. | * '''Director's Belone''': The boss poisons the aether in its blade and releases it onto the party, debuffing four random players with [[File:Role call icon1.png|link=]] '''Role Call'''. Players whose aether was absorbed into the blade before this must not have this debuff, and need to pass it on to other players. To do this, a debuffed player must simply pass over the player they wish to hand the debuff off to. Players who passed their debuff will gain [[File:Miscast icon1.png|link=]] '''Miscast''', preventing them from obtaining Role Call again for the debuff duration. | ||
* '''Inversive Chlamys''': The boss poisons the aether within its cape and releases it | * '''Inversive Chlamys''': The boss poisons the aether within its cape and releases it onto random players with tethers, which can be exchanged with other players. The role group that didn't have its aether stored in the cape must pick up these tethers and move away from the group, as they deal heavy damage in a large AoE ('''Cursed Casting'''), and will kill any player with the '''Role Call''' debuff. This attack also debuffs with {{status effect|magic vulnerability up}} '''[[Magic Vulnerability Up]]''', so overlapping these attacks will also result in death. | ||
* '''Elegant Evisceration''': A multi-hit tankbuster that debuffs with '''Magic Vulnerability Up''' in between hits, making the second hit lethal. Either tankswap to handle this mechanic, or use a tank invulnerability skill. | * In other words, the role group that was ''not'' hit by the '''first''' Bloodrake should pick up the tethers. The role group that was ''not'' hit by the '''second''' Bloodrake must pick up the Role Call debuff. | ||
* For example, if DPS was hit by the first Bloodrake, and supports were hit by the second Bloodrake, then supports will need tethers and DPS will need Role Call. The Role Call will resolve before the tethers do. To resolve this cleanly, the supports should stack south of the boss's hitbox. Any Role Call debuffs on them will immediately transfer to another support while the original inflicted players will receive Miscast, preventing them from receiving Role Call again. The DPS who need Role Call will sequentially enter the stack to pick up the debuff, then go south in max melee range. Because the entire party is south, and the DPS are behind the supports, all tethers will immediately be intercepted by the supports, who will then spread out to prevent overlapping damage from Cursed Casting. | |||
* The boss will follow this up with another Decollection, so healers need to be ready. | |||
* '''Elegant Evisceration''': A telegraphed, multi-hit AoE tankbuster that debuffs with {{status effect|magic vulnerability up}} '''Magic Vulnerability Up''' in between hits, making the second hit lethal. Either tankswap to handle this mechanic, or use a tank invulnerability skill. | |||
* '''Setting the Scene''': Drops four tiles on each quadrant of the arena, each of which has a specific effect when called upon: | * '''Setting the Scene''': Drops four tiles on each quadrant of the arena, each of which has a specific effect when called upon: | ||
** '''Fire Panel''': Both healers are targeted with a | ** '''Fire Panel''': Both healers are targeted with a split damage AoE ('''Lava Mekhane''') with no indicator. Players should quickly split up into their "light parties" to mitigate. Each group will also be debuffed with {{status effect|magic vulnerability up}} '''Magic Vulnerability Up''', so overlapping these stacks will result in a wipe. | ||
** '''Water Panel''': A | ** '''Water Panel''': A strong knockback ('''Well Mekhane''') from the center of the arena. Players must stand very close to the center of the arena to survive or use knockback immunities. | ||
** '''Thunder Panel''': A | ** '''Thunder Panel''': A proximity AoE ('''Levinstrike Mekhane''') from the center of the arena. Players should be against the walls to mitigate, as they will take lethal damage if they are too close. | ||
** '''Poison Panel''': Each player will drop a point blank AoE. Players must spread out to avoid. Each player will also be debuffed with '''Magic Vulnerability Up''', so overlapping these stacks will result in death. | ** '''Poison Panel''': Each player will drop a point blank AoE ('''Acid Mekhane'''). Players must spread out to avoid. Each player will also be debuffed with {{status effect|magic vulnerability up}} '''Magic Vulnerability Up''', so overlapping these stacks will result in death. | ||
** Note that when each panel activates, it becomes unsafe to stand in them, dealing heavy damage and debuffing with a '''Damage Down''' debuff. | ** Note that when each panel activates, it becomes unsafe to stand in them, dealing heavy damage ('''Lava/Well/Levinstrike/Acid Pinax''') and debuffing with a {{status effect|damage down}} '''Damage Down''' debuff. | ||
** A small puddle is in the middle of each panel. Stepping on this puddle will inflict a heavy damage-over-time debuff. | |||
* When the panels spawn, the main tank should immediately move the boss to between the '''Fire''' and '''Thunder''' panels. The party will spread on these two panels to resolve the upcoming '''Pinax''' mechanic. | |||
* '''Pinax''': Two of the panels will light up, indicating which panels the boss will activate and in what order. After the first two panels activate, the other two will flash, indicating what order they will be used in. These panels will be activated in quick succession, so players need to pay attention to what mechanics are coming out and move accordingly. | * '''Pinax''': Two of the panels will light up, indicating which panels the boss will activate and in what order. After the first two panels activate, the other two will flash, indicating what order they will be used in. These panels will be activated in quick succession, so players need to pay attention to what mechanics are coming out and move accordingly. | ||
* '''Shift''': The boss will drop a marker at one of the four cardinals of the map, and hold its sword and cape out to either side of it. This will indicate where the boss is moving to, as well as what mechanic will be performed. If the sword is glowing, the boss will use a massive cleave that can only be avoided by standing directly next to the wall where the marker is. If the cape is glowing, | **The first panel to resolve will always be '''Thunder''' (proximity) or '''Water''' (knockback). The second panel will always be '''Fire''' (healer stacks) or '''Poison''' (full spread). | ||
* '''(Northerly / Easterly / Southerly / Westerly) Shift''': The boss will teleport to the center of the arena, drop a marker at one of the four cardinals of the map, and hold its sword and cape out to either side of it. This will indicate where the boss is moving to, as well as what mechanic ('''Shifting Strike''') will be performed. The boss will always face north during this mechanic. If the sword is glowing, the boss will use a massive cleave that can only be avoided by standing directly next to the wall where the marker is. If the cape is glowing, it will do a heavy knockback from its teleport destination that can and should be mitigated with knockback immunities. | |||
The boss will follow this up with another '''Elegant Evisceration''', then use another '''Bloodrake''', dealing raidwide damage. This time, however, the boss will tether to three of the tiles, leaving the untethered tile as a safe zone for a later mechanic. The boss will remove the floor tiles and cast '''Setting the Scene''' again, shifting their locations. Players must remember which tile was their safe zone for later. | The boss will follow this up with another '''Elegant Evisceration''', then use another '''Bloodrake''', dealing raidwide damage. This time, however, the boss will tether to three of the tiles, leaving the untethered tile as a safe zone for a later mechanic. The boss will remove the floor tiles and cast '''Setting the Scene''' again, shifting their locations. Players must remember which tile was their safe zone for later. | ||
* '''Vengeful Belone''': All players will receive a debuff. Tanks and healers receive '''Acting DPS'', while two DPS will receive '''Acting Tank''' and the remaining two will receive '''Acting Healer'''. Later on, players will need to grab an orb tethered to a player that corresponds to their debuff, and the orbs must be grabbed in pairs, as the orbs deal split damage, and will kill a singular player. | * '''Vengeful Belone''': All players will receive a debuff. Tanks and healers receive [[File:Acting dps icon1.png|link=]] '''Acting DPS''', while two DPS will receive [[File:Acting tank icon1.png|link=]] '''Acting Tank''' and the remaining two will receive [[File:Acting healer icon1.png|link=]] '''Acting Healer'''. Later on, players will need to grab an orb tethered to a player that corresponds to their debuff, and the orbs must be grabbed in pairs, as the orbs deal split damage, and will kill a singular player. | ||
* '''Elemental Belone''': Debuffs all players with '''Elemental Resistance Down''', which means that players not standing on the correct panel later will die. | * '''Elemental Belone''': Debuffs all players with [[File:Elemental resistance down icon1.png|link=]] '''Elemental Resistance Down''', which means that players not standing on the correct panel later will die. | ||
The boss will use another heavy-hitting '''Bloodrake''', requiring mitigation and healing, then will cast '''Belone Bursts''', summoning the orbs to the field. Each orb will have a marker over it indicating which players need to take it. To make this mechanic easier, it is recommended that players group up according to their debuff, so tanks group together, healers group together, then the '''Acting Tanks''' | The boss will use another heavy-hitting '''Bloodrake''', requiring mitigation and healing, then will cast '''Belone Bursts''', summoning the orbs to the field. Each orb will have a marker over it indicating which players need to take it. To make this mechanic easier, it is recommended that players group up according to their debuff, so tanks group together, healers group together, then the '''Acting Tanks''' group together, and the '''Acting Healers''' group together, then each stand in a pre-marked position (usually each group will stand in the inner corner of each panel), making it easy for players to identify which orbs they need to take. Once the orbs tether, players can set about running into them. It should be noted as well that each orb explodes in a large AoE, and also debuffs any player hit with a stack of [[File:Twice-come ruin icon1.png|link=]] '''Thrice-come Ruin''', meaning that players can only be hit by two orbs. If the stack reaches three, the player will be debuffed with {{status effect|doom}} '''[[Doom]]''' and will die. Soon after the boss will begin casting '''Periaktoi'''. | ||
* '''Periaktoi''': The boss will cause all tiles to erupt, so players must stand on the tile that was previously untethered to, or they will die. | * '''Periaktoi''': The boss will cause all tiles to erupt, so players must stand on the tile that was previously untethered to, or they will die. Standing in the correct tile will still result in heavy damage, requiring mitigation. | ||
The boss will perform another '''Bloodrake''', tethering to each player and dealing heavy raidwide damage, then will cast '''Belone Coils'''. | The boss will perform another '''Bloodrake''', tethering to each player and dealing heavy raidwide damage, then will cast '''Belone Coils'''. | ||
* '''Belone Coils''': The boss will spawn four | * '''Belone Coils''': The boss will spawn four towers, with either the DPS or healer/tank symbols crossed out in them. This indicates which role can handle the towers. At the same time, the boss will use '''Inversive Chlamys''' and tether four random players, which the four players ''not'' soaking the towers (i.e., their role group is labeled on the towers) must grab and move away from each other and the players soaking towers to avoid overlapping damage. | ||
* The boss will cast '''Aetheric Chlamys''', storing the aether of the players who picked up the tethers. | |||
* This will be followed by another '''Bloodrake''' on all players and another '''Belone Coils''', which is resolved similarly as before, but with no concurrent tethers. After the towers resolve, the boss will cast '''Director's Belone''' and give [[File:Role call icon1.png|link=]] '''Role Call''' to four random players. Shortly after, it will use '''Inversive Chlamys''' again, tethering four random players. | |||
* Players will need to remember which role group soaked each set of towers to determine who needs Role Call and who needs the tethers. The role group who did ''not'' soak the first set of towers (i.e., they handled the first set of tethers) will also handle this set of tethers. The role group that did ''not'' soak the second set of towers will need to get Role Call. This is resolved similarly as in the beginning of the fight. | |||
Following this, the boss will use another '''Decollation''', so healing and mitigation are advised, followed by another '''Elegant Evisceration'''. For this phase, the boss will repeat the '''Setting the Scene'''/'''Pinax'''/'''Shift''' mechanics, followed by three casts of '''Decollation''', then become untargetable and cast a hard enrage '''Decollation'''. The boss must reach less than 50% health before becoming untargetable or the party will wipe. | Following this, the boss will use another '''Decollation''', so healing and mitigation are advised, followed by another '''Elegant Evisceration'''. For this phase, the boss will repeat the '''Setting the Scene'''/'''Pinax'''/'''Shift''' mechanics, followed by three casts of '''Decollation''', then become untargetable and cast a hard enrage '''Decollation'''. The boss must reach less than 50% health before becoming untargetable or the party will wipe. | ||
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** '''Purple Orb''': Raidwide AoE. Will do significantly increased damage if the Thornprickled debuff naturally expires. | ** '''Purple Orb''': Raidwide AoE. Will do significantly increased damage if the Thornprickled debuff naturally expires. | ||
** '''Green Orb''': Instant death to both players if the tether is broken. Will do no damage if the Thornprickled debuff naturally expires. | ** '''Green Orb''': Instant death to both players if the tether is broken. Will do no damage if the Thornprickled debuff naturally expires. | ||
** Each set of orbs exploding will result in a '''Magic Vulnerability Up''' debuff, meaning getting hit by any other mechanic will result in death. | ** Each set of orbs exploding will result in a {{status effect|magic vulnerability up}} '''Magic Vulnerability Up''' debuff, meaning getting hit by any other mechanic will result in death. | ||
One tank and one healer and a DPS pair will receive '''Red Orbs''', the remaining healer will receive a '''Purple Orb''', the second DPS pair will receive a '''Green Orb''' and finally the remaining tank will receive nothing. The mechanic is resolved by breaking the tethers or letting the mechanic naturally time out. When the mechanic resolves, the effect of the orbs will occur. The boss will also cast '''Dark Design''', dropping AoEs under all players. To handle this mechanic, it is recommended that players position themselves under the boss to bait the AoEs, then have the purple orb players break their tether, then stand in the first set of tethered towers. The DPS players with the red orbs will move to one safe zone to avoid the boss's tethered AoEs with the tank with a red orb, while the healer with the other red orb will move to the other side of the map with the DPS players that have the green orbs. This will break the other tether, and since players are stacked this will mitigate the damage. Free from their tethers, after the AoEs resolve, the other tank and healer will move to the next set of towers to soak them, then the two DPS with the red orbs will separate, resulting in the other two tethers breaking. Once all the AoEs have resolved, all the tethers should be broken and all the attacks should be mitigated. | One tank and one healer and a DPS pair will receive '''Red Orbs''', the remaining healer will receive a '''Purple Orb''', the second DPS pair will receive a '''Green Orb''' and finally the remaining tank will receive nothing. The mechanic is resolved by breaking the tethers or letting the mechanic naturally time out. When the mechanic resolves, the effect of the orbs will occur. The boss will also cast '''Dark Design''', dropping AoEs under all players. To handle this mechanic, it is recommended that players position themselves under the boss to bait the AoEs, then have the purple orb players break their tether, then stand in the first set of tethered towers. The DPS players with the red orbs will move to one safe zone to avoid the boss's tethered AoEs with the tank with a red orb, while the healer with the other red orb will move to the other side of the map with the DPS players that have the green orbs. This will break the other tether, and since players are stacked this will mitigate the damage. Free from their tethers, after the AoEs resolve, the other tank and healer will move to the next set of towers to soak them, then the two DPS with the red orbs will separate, resulting in the other two tethers breaking. Once all the AoEs have resolved, all the tethers should be broken and all the attacks should be mitigated. | ||
* '''Ultimate Impulse''': High damage roomwide AoE that needs to be mitigated and healed through. | * '''Ultimate Impulse''': High damage roomwide AoE that needs to be mitigated and healed through. | ||
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** '''Blue Orb''': Players deal damage in a point blank AoE. | ** '''Blue Orb''': Players deal damage in a point blank AoE. | ||
** '''Purple Orb''': Players deal a roomwide AoE. | ** '''Purple Orb''': Players deal a roomwide AoE. | ||
To handle this mechanic, first mitigate the second '''Searing Stream''' the boss casts, then the blue orb players (tethered to towers) should move across the arena to the opposite thorn, plus one in a clockwise direction. Purple orb players should move clockwise one thorn. When the blue orb tethers break, they will also cause the towers to explode, which should be where the purple orb players are standing. Once the blue tethers are broken, players will meet in the middle and rotate clockwise around the edge of the arena, breaking purple tethers one by one, dealing room wide damage while also setting off the AoE's they are tethered to on the other side of the arena. Players should break these slowly but steadily, as they also inflict a '''Magic Vulnerability Up''' debuff, making subsequent hits deal heavy damage. The boss will also begin casting '''Ultimate Impulse''', so the tethers should all be broken before that, players should all be healed up, and mitigation should be applied to survive. Another '''Searing Stream''' will follow this. | To handle this mechanic, first mitigate the second '''Searing Stream''' the boss casts, then the blue orb players (tethered to towers) should move across the arena to the opposite thorn, plus one in a clockwise direction. Purple orb players should move clockwise one thorn. When the blue orb tethers break, they will also cause the towers to explode, which should be where the purple orb players are standing. Once the blue tethers are broken, players will meet in the middle and rotate clockwise around the edge of the arena, breaking purple tethers one by one, dealing room wide damage while also setting off the AoE's they are tethered to on the other side of the arena. Players should break these slowly but steadily, as they also inflict a {{status effect|magic vulnerability up}} '''Magic Vulnerability Up''' debuff, making subsequent hits deal heavy damage. The boss will also begin casting '''Ultimate Impulse''', so the tethers should all be broken before that, players should all be healed up, and mitigation should be applied to survive. Another '''Searing Stream''' will follow this. | ||
* '''Akanthai: Finale''': The boss will show eight towers, dropping thorns, then will summon additional thorns behind some of the towers. The extra thorns will tether to players, giving them a small point blank AoE that will knock back anyone hit by it. The AoEs also deal a '''Magic Vulnerability Up''' debuff, so simply move towards the tower and spread out to avoid overlapping damage. The boss will also cast '''Fleeting Impulse''', firing dark orbs at each player in turn. Players need to pay attention to this, as this will determine what tower a player needs to soak in what order. Once all players have been hit, the boss will begin tethering to towers one by one. Players will position themselves in order based on what number orb hit them and what number tower the boss tethered to (for example, if a player is hit by the third orb fired, they will stand in the third tower the boss tethers to). The boss will follow this mechanic with another '''Near/Farsight''' and '''Searing Stream''', so players should move accordingly and healers should be ready. The boss will use another '''Demigod Double''', so tanks should be ready to split this attack. | * '''Akanthai: Finale''': The boss will show eight towers, dropping thorns, then will summon additional thorns behind some of the towers. The extra thorns will tether to players, giving them a small point blank AoE that will knock back anyone hit by it. The AoEs also deal a {{status effect|magic vulnerability up}} '''Magic Vulnerability Up''' debuff, so simply move towards the tower and spread out to avoid overlapping damage. The boss will also cast '''Fleeting Impulse''', firing dark orbs at each player in turn. Players need to pay attention to this, as this will determine what tower a player needs to soak in what order. Once all players have been hit, the boss will begin tethering to towers one by one. Players will position themselves in order based on what number orb hit them and what number tower the boss tethered to (for example, if a player is hit by the third orb fired, they will stand in the third tower the boss tethers to). The boss will follow this mechanic with another '''Near/Farsight''' and '''Searing Stream''', so players should move accordingly and healers should be ready. The boss will use another '''Demigod Double''', so tanks should be ready to split this attack. | ||
* '''Akanthai: Curtain Call''': Each player will be tethered to a thorn, and receive a purple orb over their head, which will deal a raidwide AoE and a short '''Magic Vulnerability Up''' debuff, meaning each tether needs to be staggered to survive the attack. There are four different timers for the '''Thornpricked''' debuff before the tether breaks: 12s, 22s, 32s, and 42s. Each DPS will have one of these timers, and each tank and healer will have one of these timers. To handle this mechanic, The DPS player in each pair should break their tether first at 12 seconds, then five seconds later, after the debuff wears off, the tank or healer with the same timer should break theirs at seven seconds. This will stagger the debuffs enough for everyone to survive. During this, the boss will cast '''Hell's Sting''', firing several conal AoEs out towards the edges of the arena, then the safe spaces in between each AoE will also explode. Players need to dodge out of the AOEs, then back into the area where they were to avoid the second hit. Getting hit by either of these will result in a '''Damage Down''' debuff, lowering DPS output. | * '''Akanthai: Curtain Call''': Each player will be tethered to a thorn, and receive a purple orb over their head, which will deal a raidwide AoE and a short {{status effect|magic vulnerability up}} '''Magic Vulnerability Up''' debuff, meaning each tether needs to be staggered to survive the attack. There are four different timers for the '''Thornpricked''' debuff before the tether breaks: 12s, 22s, 32s, and 42s. Each DPS will have one of these timers, and each tank and healer will have one of these timers. To handle this mechanic, The DPS player in each pair should break their tether first at 12 seconds, then five seconds later, after the debuff wears off, the tank or healer with the same timer should break theirs at seven seconds. This will stagger the debuffs enough for everyone to survive. During this, the boss will cast '''Hell's Sting''', firing several conal AoEs out towards the edges of the arena, then the safe spaces in between each AoE will also explode. Players need to dodge out of the AOEs, then back into the area where they were to avoid the second hit. Getting hit by either of these will result in a '''Damage Down''' debuff, lowering DPS output. | ||
Once all the tethers have been broken, the boss will cast another '''Ultimate Impulse''', requiring healing and mitigation, then the mechanic will repeat again and can be handled in the exact same way. Finally, the boss will slow cast '''Ultimate Impulse''' as an enrage, and must be defeated before the cast finishes, or the party will wipe and return to the start of the phase. | Once all the tethers have been broken, the boss will cast another '''Ultimate Impulse''', requiring healing and mitigation, then the mechanic will repeat again and can be handled in the exact same way. Finally, the boss will slow cast '''Ultimate Impulse''' as an enrage, and must be defeated before the cast finishes, or the party will wipe and return to the start of the phase. |
Revision as of 06:39, 12 December 2022
- See also: Asphodelos (Savage) and Asphodelos: The Fourth Circle
Asphodelos: The Fourth Circle (Savage)
- Level
- 90
- Item Level
- 580
- Difficulty
- Savage
- Party size
- Full Party
8 man • 2 2 4 - Unsyncing
- Allowed
- Time limit
- 120 minutes
- Duty Finder
- Savage Raids (Endwalker)
- Tomestones
- Req. quest
- Who Wards the Warders?
- Location
- The Sanguine Limbo
- Region
- The World Unsundered
- Patch
- 6.05
- The Echo
- Permanent +15%
“As you approach the conclusion of your tale of Asphodelos, you cast a hesitant glance at the greatly enthused, yet utterly exhausted Nemjiji. Whether or not her writing arm—or the facts of your confrontation with Hesperos—will withstand the inevitable fit of her excitement remains to be seen...
— In-game description
Asphodelos: The Fourth Circle (Savage) is a level 90 raid introduced in patch 6.05 with Endwalker. The raid is also known as P4S.
Phases & Abilities
Hemitheos: Hesperos
Players should note that the arena is surrounded by spikes on all sides, that if touched, will result in death. It is recommended that players form "light parties" consisting of a tank, healer and two DPS for a stacking mechanic later.
Phase 1
- Decollation: Unavoidable Roomwide AoE. Mitigate and heal through.
- Bloodrake: This mechanic will target either all DPS or all tanks and healers. The boss will tether to these players and deal high damage and absorb their aether, represented by the Aethersucker buff on the boss. This is the boss noting which roles it tethered to.
- Aetheric Chlamys: The boss stores the aether absorbed by the blade in its cloak (Chlamys), gaining the Casting Chlamys buff. The boss will follow up with another Bloodrake and target the opposite role group from before.
- Director's Belone: The boss poisons the aether in its blade and releases it onto the party, debuffing four random players with Role Call. Players whose aether was absorbed into the blade before this must not have this debuff, and need to pass it on to other players. To do this, a debuffed player must simply pass over the player they wish to hand the debuff off to. Players who passed their debuff will gain Miscast, preventing them from obtaining Role Call again for the debuff duration.
- Inversive Chlamys: The boss poisons the aether within its cape and releases it onto random players with tethers, which can be exchanged with other players. The role group that didn't have its aether stored in the cape must pick up these tethers and move away from the group, as they deal heavy damage in a large AoE (Cursed Casting), and will kill any player with the Role Call debuff. This attack also debuffs with Magic Vulnerability Up, so overlapping these attacks will also result in death.
- In other words, the role group that was not hit by the first Bloodrake should pick up the tethers. The role group that was not hit by the second Bloodrake must pick up the Role Call debuff.
- For example, if DPS was hit by the first Bloodrake, and supports were hit by the second Bloodrake, then supports will need tethers and DPS will need Role Call. The Role Call will resolve before the tethers do. To resolve this cleanly, the supports should stack south of the boss's hitbox. Any Role Call debuffs on them will immediately transfer to another support while the original inflicted players will receive Miscast, preventing them from receiving Role Call again. The DPS who need Role Call will sequentially enter the stack to pick up the debuff, then go south in max melee range. Because the entire party is south, and the DPS are behind the supports, all tethers will immediately be intercepted by the supports, who will then spread out to prevent overlapping damage from Cursed Casting.
- The boss will follow this up with another Decollection, so healers need to be ready.
- Elegant Evisceration: A telegraphed, multi-hit AoE tankbuster that debuffs with Magic Vulnerability Up in between hits, making the second hit lethal. Either tankswap to handle this mechanic, or use a tank invulnerability skill.
- Setting the Scene: Drops four tiles on each quadrant of the arena, each of which has a specific effect when called upon:
- Fire Panel: Both healers are targeted with a split damage AoE (Lava Mekhane) with no indicator. Players should quickly split up into their "light parties" to mitigate. Each group will also be debuffed with Magic Vulnerability Up, so overlapping these stacks will result in a wipe.
- Water Panel: A strong knockback (Well Mekhane) from the center of the arena. Players must stand very close to the center of the arena to survive or use knockback immunities.
- Thunder Panel: A proximity AoE (Levinstrike Mekhane) from the center of the arena. Players should be against the walls to mitigate, as they will take lethal damage if they are too close.
- Poison Panel: Each player will drop a point blank AoE (Acid Mekhane). Players must spread out to avoid. Each player will also be debuffed with Magic Vulnerability Up, so overlapping these stacks will result in death.
- Note that when each panel activates, it becomes unsafe to stand in them, dealing heavy damage (Lava/Well/Levinstrike/Acid Pinax) and debuffing with a Damage Down debuff.
- A small puddle is in the middle of each panel. Stepping on this puddle will inflict a heavy damage-over-time debuff.
- When the panels spawn, the main tank should immediately move the boss to between the Fire and Thunder panels. The party will spread on these two panels to resolve the upcoming Pinax mechanic.
- Pinax: Two of the panels will light up, indicating which panels the boss will activate and in what order. After the first two panels activate, the other two will flash, indicating what order they will be used in. These panels will be activated in quick succession, so players need to pay attention to what mechanics are coming out and move accordingly.
- The first panel to resolve will always be Thunder (proximity) or Water (knockback). The second panel will always be Fire (healer stacks) or Poison (full spread).
- (Northerly / Easterly / Southerly / Westerly) Shift: The boss will teleport to the center of the arena, drop a marker at one of the four cardinals of the map, and hold its sword and cape out to either side of it. This will indicate where the boss is moving to, as well as what mechanic (Shifting Strike) will be performed. The boss will always face north during this mechanic. If the sword is glowing, the boss will use a massive cleave that can only be avoided by standing directly next to the wall where the marker is. If the cape is glowing, it will do a heavy knockback from its teleport destination that can and should be mitigated with knockback immunities.
The boss will follow this up with another Elegant Evisceration, then use another Bloodrake, dealing raidwide damage. This time, however, the boss will tether to three of the tiles, leaving the untethered tile as a safe zone for a later mechanic. The boss will remove the floor tiles and cast Setting the Scene again, shifting their locations. Players must remember which tile was their safe zone for later.
- Vengeful Belone: All players will receive a debuff. Tanks and healers receive Acting DPS, while two DPS will receive Acting Tank and the remaining two will receive Acting Healer. Later on, players will need to grab an orb tethered to a player that corresponds to their debuff, and the orbs must be grabbed in pairs, as the orbs deal split damage, and will kill a singular player.
- Elemental Belone: Debuffs all players with Elemental Resistance Down, which means that players not standing on the correct panel later will die.
The boss will use another heavy-hitting Bloodrake, requiring mitigation and healing, then will cast Belone Bursts, summoning the orbs to the field. Each orb will have a marker over it indicating which players need to take it. To make this mechanic easier, it is recommended that players group up according to their debuff, so tanks group together, healers group together, then the Acting Tanks group together, and the Acting Healers group together, then each stand in a pre-marked position (usually each group will stand in the inner corner of each panel), making it easy for players to identify which orbs they need to take. Once the orbs tether, players can set about running into them. It should be noted as well that each orb explodes in a large AoE, and also debuffs any player hit with a stack of Thrice-come Ruin, meaning that players can only be hit by two orbs. If the stack reaches three, the player will be debuffed with Doom and will die. Soon after the boss will begin casting Periaktoi.
- Periaktoi: The boss will cause all tiles to erupt, so players must stand on the tile that was previously untethered to, or they will die. Standing in the correct tile will still result in heavy damage, requiring mitigation.
The boss will perform another Bloodrake, tethering to each player and dealing heavy raidwide damage, then will cast Belone Coils.
- Belone Coils: The boss will spawn four towers, with either the DPS or healer/tank symbols crossed out in them. This indicates which role can handle the towers. At the same time, the boss will use Inversive Chlamys and tether four random players, which the four players not soaking the towers (i.e., their role group is labeled on the towers) must grab and move away from each other and the players soaking towers to avoid overlapping damage.
- The boss will cast Aetheric Chlamys, storing the aether of the players who picked up the tethers.
- This will be followed by another Bloodrake on all players and another Belone Coils, which is resolved similarly as before, but with no concurrent tethers. After the towers resolve, the boss will cast Director's Belone and give Role Call to four random players. Shortly after, it will use Inversive Chlamys again, tethering four random players.
- Players will need to remember which role group soaked each set of towers to determine who needs Role Call and who needs the tethers. The role group who did not soak the first set of towers (i.e., they handled the first set of tethers) will also handle this set of tethers. The role group that did not soak the second set of towers will need to get Role Call. This is resolved similarly as in the beginning of the fight.
Following this, the boss will use another Decollation, so healing and mitigation are advised, followed by another Elegant Evisceration. For this phase, the boss will repeat the Setting the Scene/Pinax/Shift mechanics, followed by three casts of Decollation, then become untargetable and cast a hard enrage Decollation. The boss must reach less than 50% health before becoming untargetable or the party will wipe.
Phase 2
Reaching this point in the fight acts as a checkpoint, so if the party wipes, they will restart from here. Note that leaving the battle and restarting will erase this checkpoint. The arena has transformed from a square to a smaller circle.
- Searing Stream: Unavoidable raidwide AoE. Mitigate and heal through.
- Akanthai: Act 1: The boss will summon several overlapping AoEs and towers. These will initially do nothing and disappear. Once they leave the screen, several dark thorns will drop on to the arena, demonstrating where and when mechanics will resolve, and the boss will cast another Searing Stream. The boss will then begin tethering to the thorns, showing what order they will erupt in. Generally, the boss will tether to either the north/south or east/west thorns, indicating they will erupt first, then the thorns where the towers were, indicating players need to stand in those next, then finally the last set of thorns that weren't tethered to before. These will erupt in quick succession, requiring players to pay attention, move to the safe zones between the massive AoEs, cover towers, then move to the next safe zones.
- Near/Farsight: The boss will target either the two closest or two furthest players at the end of the cast (based on which attack used) and deliver a heavy hitting tankbuster to them. Tanks need to mitigate and move to the correct location before the cast finishes.
- Akanthai: Act 2: Similar to the first act, the boss will show where the towers and AoEs will originate, then they will disappear and be replaced by thorns. The boss will cast Demigod Double, a double tankbuster requiring either both tanks to stack or an invulnerability skill. The boss will then begin tethering to thorns again, demonstrating the safe zones and when mechanics will come out. Then the boss will tether players together with colored orbs over their heads. The orbs will disappear and each player will receive a Thornpriclked debuff, indicating they are under the effect of a tether. The tethers can be broken if the tethered players move far enough apart, which will be indicated by the tether changing color from blue to dark red/black, before triggering a specific effect centered on each player around two seconds after the tether changes color.
- Red Orb: A medium-sized group soak AoE. Will do significantly increased damage if the Thornprickled debuff naturally expires.
- Purple Orb: Raidwide AoE. Will do significantly increased damage if the Thornprickled debuff naturally expires.
- Green Orb: Instant death to both players if the tether is broken. Will do no damage if the Thornprickled debuff naturally expires.
- Each set of orbs exploding will result in a Magic Vulnerability Up debuff, meaning getting hit by any other mechanic will result in death.
One tank and one healer and a DPS pair will receive Red Orbs, the remaining healer will receive a Purple Orb, the second DPS pair will receive a Green Orb and finally the remaining tank will receive nothing. The mechanic is resolved by breaking the tethers or letting the mechanic naturally time out. When the mechanic resolves, the effect of the orbs will occur. The boss will also cast Dark Design, dropping AoEs under all players. To handle this mechanic, it is recommended that players position themselves under the boss to bait the AoEs, then have the purple orb players break their tether, then stand in the first set of tethered towers. The DPS players with the red orbs will move to one safe zone to avoid the boss's tethered AoEs with the tank with a red orb, while the healer with the other red orb will move to the other side of the map with the DPS players that have the green orbs. This will break the other tether, and since players are stacked this will mitigate the damage. Free from their tethers, after the AoEs resolve, the other tank and healer will move to the next set of towers to soak them, then the two DPS with the red orbs will separate, resulting in the other two tethers breaking. Once all the AoEs have resolved, all the tethers should be broken and all the attacks should be mitigated.
- Ultimate Impulse: High damage roomwide AoE that needs to be mitigated and healed through.
- Akanthai: Act 3: The boss shows 8 towers and a roomwide knockback from the center of the arena. The boss will tether to four towers on one side, then the other. The knockback will come between the two sides' towers resolving. The boss will then cast Kothornos Kick, leaping to the player that is the furthest away, dealing damage and placing a Vulnerability Up debuff on them while knocking everyone nearby away. four players (preferably ranged) will soak the towers while a player baits the kick over near the other towers. The boss will then target the three closest players with an attack, so it is recommended that the player who just got hit by the kick move away while melee players move in. During this time the first four towers will resolve, then almost immediately after the knockback will occur. It is recommended to use a knockback resist skill, as it will be difficult to reach the center of the arena for all players before the knockback occurs. The players that previously baited the attacks from the boss should now be near towers to soak the next attack. The boss will then repeat the Kothornos Kick mechanic, this time with no castbar. The ranged players near the first tower will draw the kick, then the remaining players on that side will move in to the hitbox to bait the close range attack. The boss will then use another Near/Farsight, so players should move accordingly.
- Heart Stake: The boss attacks the top two players in the enmity list, dealing heavy damage and a significant Bleed debuff. Healing is recommended.
- Akanthai: Act 4: The boss will show four towers and four AoEs, then cast Searing Stream, which should be mitigated. Players will then be tethered to either an AoE thorn or a tower thorn, and marked with either a blue or purple orb:
- Blue Orb: Players deal damage in a point blank AoE.
- Purple Orb: Players deal a roomwide AoE.
To handle this mechanic, first mitigate the second Searing Stream the boss casts, then the blue orb players (tethered to towers) should move across the arena to the opposite thorn, plus one in a clockwise direction. Purple orb players should move clockwise one thorn. When the blue orb tethers break, they will also cause the towers to explode, which should be where the purple orb players are standing. Once the blue tethers are broken, players will meet in the middle and rotate clockwise around the edge of the arena, breaking purple tethers one by one, dealing room wide damage while also setting off the AoE's they are tethered to on the other side of the arena. Players should break these slowly but steadily, as they also inflict a Magic Vulnerability Up debuff, making subsequent hits deal heavy damage. The boss will also begin casting Ultimate Impulse, so the tethers should all be broken before that, players should all be healed up, and mitigation should be applied to survive. Another Searing Stream will follow this.
- Akanthai: Finale: The boss will show eight towers, dropping thorns, then will summon additional thorns behind some of the towers. The extra thorns will tether to players, giving them a small point blank AoE that will knock back anyone hit by it. The AoEs also deal a Magic Vulnerability Up debuff, so simply move towards the tower and spread out to avoid overlapping damage. The boss will also cast Fleeting Impulse, firing dark orbs at each player in turn. Players need to pay attention to this, as this will determine what tower a player needs to soak in what order. Once all players have been hit, the boss will begin tethering to towers one by one. Players will position themselves in order based on what number orb hit them and what number tower the boss tethered to (for example, if a player is hit by the third orb fired, they will stand in the third tower the boss tethers to). The boss will follow this mechanic with another Near/Farsight and Searing Stream, so players should move accordingly and healers should be ready. The boss will use another Demigod Double, so tanks should be ready to split this attack.
- Akanthai: Curtain Call: Each player will be tethered to a thorn, and receive a purple orb over their head, which will deal a raidwide AoE and a short Magic Vulnerability Up debuff, meaning each tether needs to be staggered to survive the attack. There are four different timers for the Thornpricked debuff before the tether breaks: 12s, 22s, 32s, and 42s. Each DPS will have one of these timers, and each tank and healer will have one of these timers. To handle this mechanic, The DPS player in each pair should break their tether first at 12 seconds, then five seconds later, after the debuff wears off, the tank or healer with the same timer should break theirs at seven seconds. This will stagger the debuffs enough for everyone to survive. During this, the boss will cast Hell's Sting, firing several conal AoEs out towards the edges of the arena, then the safe spaces in between each AoE will also explode. Players need to dodge out of the AOEs, then back into the area where they were to avoid the second hit. Getting hit by either of these will result in a Damage Down debuff, lowering DPS output.
Once all the tethers have been broken, the boss will cast another Ultimate Impulse, requiring healing and mitigation, then the mechanic will repeat again and can be handled in the exact same way. Finally, the boss will slow cast Ultimate Impulse as an enrage, and must be defeated before the cast finishes, or the party will wipe and return to the start of the phase.
Loot
- 1 Asphodelos Mythos IV (Guaranteed)
Treasure Coffer 1
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Paladin's Asphodelos Arms (IL 605) | Other | N/A | Blue | 1 |
Asphodelos War Hammer | Marauder's Arm | 605 | Blue | 1 |
Asphodelos Claymore | Dark Knight's Arm | 605 | Blue | 1 |
Asphodelos Bayonet | Gunbreaker's Arm | 605 | Blue | 1 |
Asphodelos Trident | Lancer's Arm | 605 | Blue | 1 |
Asphodelos War Scythe | Reaper's Arm | 605 | Blue | 1 |
Asphodelos Knuckles | Pugilist's Arm | 605 | Blue | 1 |
Asphodelos Samurai Blade | Samurai's Arm | 605 | Blue | 1 |
Asphodelos Daggers | Rogue's Arm | 605 | Blue | 1 |
Asphodelos Harp Bow | Archer's Arm | 605 | Blue | 1 |
Asphodelos Arquebus | Machinist's Arm | 605 | Blue | 1 |
Asphodelos Tathlums | Dancer's Arm | 605 | Blue | 1 |
Asphodelos Staff | Two-handed Thaumaturge's Arm | 605 | Blue | 1 |
Asphodelos Grimoire | Arcanist's Grimoire | 605 | Blue | 1 |
Asphodelos Foil | Red Mage's Arm | 605 | Blue | 1 |
Asphodelos Cane | Two-handed Conjurer's Arm | 605 | Blue | 1 |
Asphodelos Codex | Scholar's Arm | 605 | Blue | 1 |
Asphodelos Orrery | Astrologian's Arm | 605 | Blue | 1 |
Asphodelos Pendulums | Sage's Arm | 605 | Blue | 1 |
Asphodelos Chest Gear Coffer (IL 600) | Other | N/A | Basic | 1 |
Treasure Coffer 2
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Asphodelos Weapon Coffer (IL 605) | Other | N/A | Basic | 1 |
Demi-Phoinix Horn | Other | N/A | Basic | 1 |