The Ridorana Lighthouse
The Ridorana Lighthouse
- Level
- 70
- Item Level
- 335
- Difficulty
- Normal
- Party size
- Alliance
24 man • 3 6 15 - Unsyncing
- Allowed
- Time limit
- 120 minutes
- Roulette
- Alliance Raids
- Req. quest
- Annihilation
- Patch
- 4.3
“South of Rabanastre, in a remote corner of the Valnard Sea gapes a fathomless maw that, for centuries, has slowly devoured the world around it: Ridorana. Whether you believe the cataract natureal wonder or demon-torn gate to the very underworld, journeys to her edge should be made with that utmost caution, seeing as none who have stumbled into the darkness have ever returned to tell their tale. An ancient spire once used by the Dalmascans as a lighthouse rises defiantly above the churning waters to warn forethoughtful and foolhardy alike. It is into this spire that the transformed Ba'Gamnan has fled. It is into this hell that you must follow.
— In-game description
The Ridorana Lighthouse is a level 70 raid introduced in patch 4.3 with Stormblood.
Objectives
Bosses
Famfrit the Darkening Cloud
Abilities
- Tide Pod: Tankbuster.
- Water IV: Significant area wide AOE damage.
- Briny Cannonade: Mark player with an AOE circle. Damage to all player inside the AOE.
- Tsunami: AOE knockback, followed by Famfrit charging its amphora with water (visual effect) and releasing a large cone shaped AOE. Staying inside this AOE will kill in only a few seconds. It is suggested to ensure not to be hit by it. Famfrit will do this more than one time. The visual of the amphora will indicate the direction of the AOE.
- Dark Ewer: Famfrit spawns a number of amphora, that will downpour and move around. Getting hit by any of it will result in medium damage.
- Dark Rain: A number of AOE circles will be placed around the area.
- Darkening Rainfall: Famfrit spawns three (or more, later into the fight) Dark Rain ADD's. Expect Water IV shortly after the spawn. Having failed to kill all ADD's may result in several dead player or even a wipe.
- Dark Cannonade: Player are marked with red triangle. After a short time player will be tossed into the air and take moderate damage.
ADD
- Dark Rain: Blob like ADD. Must be killed in about 30 seconds. If not killed in time, it will cast Explosion and deal significant area wide damage and inflict one (1) stack of Magic Vulnerability Up.
Construct 7
Crude Scrawling at X:10.5, Y:13.8: A wise artithmetican once said the primes were the most lonesome of numbers. To that I say bollocks! 2, 3, 5, 7, 11, 13, 17, 19, 23, 31 ... and so on to eternity. There are enough digits here to start a fellowship!
Construct 7 has two modes:
- Annihilation Mode - it will use its normal damage abilities. It starts in this mode.
- Computation Mode - it will excute a mathematical examination but will do nothing otherwise. See further down.
Abilities
- Destroy: Tankbuster.
- Accelerate: Places large AOE circles under some players. Marks one player with a stack marker.
- Pulverize: Circular AOE around Construct 7. Followed by Compress.
- Compress: Linear AOE from Construct 7 in a random direction. Later in the fight, this will be X-shaped linear AOE's.
- The construct cogs begin to whirr.: Places six (6) AOE circles (cog wheels like, later blue). Construct 7 will charge the area in a linear fashion. Places AOE circles under players and finally places a meteor area wide AOE in the centre of the arena.
- Lithobrake: Meteor AOE in The construct cogs begin to whirr. phase. Damage according to proximy to centre of the AOE.
- Dispose: Medium sized cone shaped AOE (approximatly 45° wide) shortly after Lithobrake. Construct 7 will jump to the centre of the area and start using this ability, rotating anticlockwise or anticlockwise. Be very wary of this ability. It is letal. Further, Damage Down will be inflicted on a hit. It is suggested, that player rush to Construct 7 after Lithobrake and stay at its back at all time during Dispose.
- Computation Mode: This is a minigame phase. Player health is set to a single digit value. This is the base value for the mathematical operation. Stepping into one of the circles (1, 2, 3, 4) will add the respective value to the health of the player. The player is ask to step into a circle so that the player health, plus, possibly, the value of that circle, can be divided by a given number. Sometimes stepping into such a circle is not required, if the player health already fulfills the equation. Failure will apply one (1) stack of Computation Error. Success will apply one (1) stack of Computation Boost. Expect an Incinerate after this phase.It seems prudent, that healer would bring the party back to full health.
- Subtract: Preparation for Computation Mode. Set player health to a single digit value.
- Divide by Four: Step into one of the circles, so that the value of your current health plus the value of the circle (1 - 4) can be divided by four.
- Divide by Five: Step into one of the circles, so that the value of your current health plus the value of the circle (1 - 4) can be divided by five.
- Divide by Three: Step into one of the circles, so that the value of your current health plus the value of the circle (1 - 4) can be divided by three.
- Indivisable: Player health shall be a primal number.
- Tartarean Protocol Loaded: ADD phase. Kill the Construct 7.1 in time and step into the bluish orb in between the three arenas. Failure will result in the death of the player in this arena.
- Incinerate: Arena wide AOE.
- Ventilate: Unknown so far. Speculation: Preparation for enrage. Construct 7 uses this a few times. Message suggest overheat. Might result in area wide lethal AOE damage.
ADD
- Construct 7.1:' Uses Acceleration Bomb. Same as Ozzma, dice like debuff icon. Do not move or act in any way once the coundown (4s) ist finished.
Belias, the Gigas
Belias may split in two. Both will charge in a linear fashion. Note the arrow marker. Both Belias will charge to such a marker and from it into the direction of the arrow. The Belias will stop for about 3 seconds at such a marker. Getting hit by the charge will deal damage and inflict one (1) stack of Vulnerability Up and Slow. It might be prudent to stand in the centre tile and move from there if necessary. In general, expect to be inflicted by Vulnerability Up if you fail to avoid an avoidable damaging ability.
Abilities
- Fire: Prepare for Fire IV.
- Fire IV: Area wide AOE, significant damage.
- Time Eruption: Places nine (9) rectangle shaped AOE's. The AOE's look like clockwork, with a fast or slow spinning hand. Fast spinning will explode first, slower second.
- The Hand of Time: Standing marker, tethered to players. After some few seconds, freezes all player in line with the tether for a few seconds.
- Rise, loyal minions. Heed my call!: Summons three (3) Gigas. Charges Mana meter as long as the ADD's are alive.
- Hellfire: Ultimate. Damage according to the charged Mana' meter.
- Time Bomb: Places four (4) meteor marker. Clockwork hand will indicate the direction of the AOE. Getting hit will inflict Vulnerability Up also.
ADD
- Gigas: Mob has proximity shield that lowers damage sufferd. It is suggested to pull them away from Belias and each other.
Yizamt
Abilities
- Rake: Tankbuster.
- Yizamt faces away from the MT, lifts its head and frontlegs into the air: A cone shaped AOE in the direction Yizamt is facing will follow shortly after this animation.
- Dust Storm: Arena wide AOE, medium damage.
- White Breath: Arena wide AOE, save zone close to Yizamt, preferable at its backside.
- Magnetic Lysis: Marks player with +/-, divides arena in +/- zone. Players should stay in the opposite zone of the player mark.
- Magnetic Lysis +: Signified by two redish + signs around the player. Stay on the bluish ground.
- Magnetic Lysis -: Signified by two bluish - signs around the player. Stay on the redish ground.
- Dust Storm will follow and deal more damage if the player is raised up from the ground, i.e. not in the correct half of the arena.
- Like a knife through butter!: Arrow marker placed on the ground. Yizamt will execute Rake and charge to the arrow marker, slowly and then continue to charge around the arena. Getting hit by Yizamt will deal significant damage and inflict Damage Down.
- Summon: Summons three Wind Azer.
- Cyclone: AOE whirling all player around, significant damage. Group should be above 50% health.
- First time will be the prelude to the ultimate phase. Spawns three (3) Archaeodemon shortly after the player are on the ground again. The spawnpoints are in a triangle around Yizamt. The first is right at the entrance, number two and three are in the north north west and north north east quadrant. As long as the Archaeodemon are alive, the Mana meter will be charged. If the three Archaeodemon are dead, the Heart of the Dragon becomes available.
- Second time will be followed by Death Strike.
- Solar Storm: Ultimate. At fully charged Mana meter, this will deal 300,000 points of damage. Can be reduced by shields, though. Anything above a 75% charged Mana meter will be some serious damage.
- Death Strike: Stack marker on a player.
- Growing Threat: Damage Up buff on Yizamt.
ADD
- Wind Azer: Tether with one player. Uses Ancient Aero - line shaped AOE into the direction of the tethered player.
- Archaeodemon: Summoned in ultimate phase. Must be killed in time to destroy the dragons heart and end this phase. If two of them are close to each other, both will be buffed with Invulnerability.
- Abilities
- Karma: Large, cone shaped AOE.
- Unholy Darkness: Circular AOE, placed under player.
- Abilities
- Heart of the Dragon: Must be killed to end the ultimate phase. It might be prudent to use any LB availabel.