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  1. ---
  2. title: "Omega: Alphascape V4.0 (Savage) Raid Strategy Guide"
  3. description: "Description Test"
  4. date: 2018-08-31T21:34:07-03:00
  5. author: "Kiri Kotone"
  6. twitter: "https://www.twitter.com/kiriuwu"
  7. twitch: "https://www.twitch.tv/kiri_yume"
  8. youtube: "https://www.youtube.com/c/Kiriyume"
  9. draft: false
  10. ---
  11.  
  12. # Intro
  13.  
  14. ```
  15. Experiment concluded.
  16. I am the Alpha. I am the Omega.
  17. ```
  18.  
  19. This guide aims to provide tips and strategies for defeating Omega M, Omega F, and the Final Omega in Alphascape V4.0 (Savage).
  20.  
  21. Omega is the fourth fight in the Alphascape Raid, available September 18th in Patch 4.4. Players must have completed the Main Scenario Quest “Stormblood” and the sidequest “To Kweh Under Distant Skies”. Players must be item level 380 or above to challenge this fight in a non-premade group.
  22.  
  23. ## Videos ##
  24. [Omega-M and Omega-F NIN PoV](https://www.youtube.com/watch?v=FVI7EEkrlOs)
  25. [The Final Omega NIN PoV](https://www.youtube.com/watch?v=9KSimrR7Mq0)
  26.  
  27. {{% accordion name="Drops" %}}
  28. ## Equipment ##
  29.  
  30. **Chest 1**
  31. + Omega Gambison of Fending
  32. + Omega Gambison of Striking
  33. + Omega Gambison of Maiming
  34. + Omega Jacket of Aiming
  35. + Omega Coat of Scouting
  36. + Omega Coat of Healing
  37. + Omega Jacket of Casting
  38.  
  39. **Chest 2**
  40. + Omega Sword and Omega Shield
  41. + Omega Knuckles
  42. + Omega Battleaxe
  43. + Omega Trident
  44. + Omega Samurai Blade
  45. + Omega Bow
  46. + Omega Sickles
  47. + Omegafire
  48. + Omega Cane
  49. + Omega Rod
  50. + Omega Grimoire
  51. + Omega Codex
  52. + Omega Torquetum
  53. + Omega Smallsword
  54.  
  55. ## Other ##
  56. + OMG
  57. + Omega Weapon Coffer
  58. + Model O Identification Key
  59.  
  60. The Omega Coffer when consumed will give the player a Omega weapon for the job they are on at the time of consumption.
  61.  
  62. ## Token (one per weekly kill per player) ##
  63. + Alphascape Datalog V4.0
  64.  
  65. Eight Datalogs can be traded for a Weapon or Body equip of your choice.
  66.  
  67. {{% /accordion %}}
  68.  
  69. ## Mechanics ##
  70. **Omega-M and Omega-F**
  71. Assign protean positions (cardinal and intercardinal) for all players to deal with mechanics in the fight. Ideally, melee should be cardinal, or have preassigned cardinal spots. Assign 4 players - one tank, one healer, and two DPS - for each boss. The platform of the arena can be walked off of. Place markers on all cardinal edges.
  72.  
  73. There is a giant eye, the Optical Unit, outside the arena that rotates to the cardinals at random every once in a while. The eye interacts with the mechanics **Suppression** and **Advanced Suppression**. Both effects occur ten seconds after the cast bar resolves.
  74.  
  75. **Suppression**
  76. The Optical Unit shoots a large line AoE down the centre of the arena, dealing lethal damage.
  77.  
  78. **Advanced Suppression**
  79. The Optical Unit shoots a large circular AoE that covers the side of the arena it's on, dealing lethal damage.
  80.  
  81. Omega-F will transform into Omega-F, then after the second transform back, splits into two. Both bosses must be tanked. Omega-M and Omega-F will ready either **Synthetic Blades** or **Synthetic Shield**. Each of these mechanics indicates the mechanic order that is to follow.
  82.  
  83. **Operational Synergy**
  84. Cast after Synthetic Shield or Synthetic Blades, and indicates mechanics are about to occur.
  85.  
  86. Omega-M's **Synthetic Shield**
  87. **Subject Simulation F**
  88. Transforms into Omega-F; casts Discharger shortly after.
  89.  
  90. **Beyond Defense**
  91. Targets one player, jumps to them, and deals heavy damage while inflicting Magic Vulnerability Up. Followed up with Pile Pitch.
  92.  
  93. **Pile Pitch**
  94. Targets one player to receive a shared magic damage stack. Players not hit by Beyond Defense must stack to share the damage.
  95.  
  96. **Beyond Strength**
  97. Jumps to a random player. A donut AoE centered around Omega-M.
  98.  
  99. **Efficient Bladework**
  100. Jumps to a random player if casted. A circular AoE centered around Omega-M.
  101.  
  102. Omega-F's **Synthetic Blades**
  103. **Subject Simulation M**
  104. Transforms into Omega-M.
  105.  
  106. **Optimized Fire III**
  107. High damage AoE centered around all players. Spread in order to not clip each other.
  108.  
  109. **Optimized Blizzard III**
  110. A horizontal and vertical line AoE centered on Omega-F.
  111.  
  112. **Superliminal Motion**
  113. An large 325 degree conal AoE that hits everywhere except behind Omega-F.
  114.  
  115. **Superliminal Steel**
  116. A large AoE parallel to the sides of Omega-F.
  117.  
  118. **Discharger**
  119. Moderate magic raid-wide damage and knockback.
  120.  
  121. **Other Abilities**
  122. **Fundamental Synergy**
  123. Omega-M marks all players with Packet Filter F with one to four rectangles and Omega-F marks all players with Packet Filter M with one to four triangles. Readies Electric Slide (dash).
  124.  
  125. **Electric Slide (dash)**
  126. Omega-M dashes to rectangle marked players in sequence, and Omega-F dashes to triangle marked players in sequence. The dashes do a wide line AoE and inflict Magic Vulnerability Up, as well as dealing proximity damage to the target and anyone in the way.
  127.  
  128. **Electric Slide (Stack)**
  129. Two stack markers on both healers. Omega-M and Omega-F appear on the location the stack damage is taken, though which one appears where is random.
  130.  
  131. **Firewall**
  132. + The four closest players to Omega-M are inflicted with Packet Filter F, preventing any damage done to Omega-F.
  133. + The four closest players to Omega-F are inflicted with Packet Filter M, preventing any damage done to Omega-M.
  134. + If Packet Filters are already active, all debuffs are swapped.
  135.  
  136. **Resonance**
  137. Casted by both bosses - grants both Remote Resonance or Local Resonance. On second cast, will grant the one that has not been granted previously.
  138. + Local Resonance tethers bosses if they are close to each other, buffing them immensely.
  139. + Remote Resonance tethers bosses if they are far away from each other, buffing them immensely.
  140.  
  141. **Laser Shower**
  142. Moderate raidwide magical damage. Once casted by both bosses, becomes heavy.
  143.  
  144. **Solar Ray**
  145. A tank buster AoE that hits in a circular AoE around the target.
  146.  
  147. **Cosmo Memory**
  148. Heavy raidwide magical damage. Once casted by both bosses, becomes Gigaflare-tier.
  149.  
  150. **Optimized Sagittarius Arrow**
  151. Omega-M's Limit Break - marks a tank to take a line AoE, dealing extremely heavy magic damage.
  152.  
  153. **Optimized Meteor**
  154. Omega-F's Limit Break - marks a tank to take a proximity AoE, dealing extremely heavy magic damage to all party members.
  155.  
  156. **Optimized Blade Dance**
  157. An extremely heavy physical tank buster on both tanks.
  158.  
  159. **The Final Omega**
  160. ```
  161. <blip> <bleep> FoR rIFt ENergY uNnecEsSAry iT iS?
  162. oUtPut mAXimiZeD, BUg mAss pROductTIOn...
  163. <bleep> hELLo, WOrLD!?
  164. ```
  165.  
  166. The platform of the arena can be walked off of. Place markers based on what Hello World strat your group will be using. I will recommend different strats and you can pick which one you like the best - here I will just explain the main mechanic of the fight, **Hello World**.
  167.  
  168. **Hello World**
  169. Hello World is an extremely complicated mechanic involving the resolution of several debuffs inflicted at the time of cast. Omega teleports to the middle of the arena and deals light raidwide magical damage.
  170. + One tank, one healer, and one DPS are inflicted with Latent Defect. Players with Latent Defect must take damage from Critical Overflow Bug or Critical Synchronization Bug before the effect ends, or it will instantly kill the player, likely wiping the raid.
  171. + One tank is inflicted with Critical Overflow Bug. When the debuff resolves, it will deal heavy damage and inflict Critical Overflow Bug on all players hit in a large AoE around the affected player. The affected player will instead receive Overflow Debugger, which prevents one instance of being afflicted with Critical Overflow Bug. If a player dies with Critical Overflow Bug, it will instantly resolve.
  172. + Two DPS are inflicted with Critical Synchronization Bug. When the debuff resolves, it will deal heavy damage and inflict Critical Synchronization Bug on one player in a small AoE around the affected player. The affected player will instead receive Synchronization Debugger, which prevents one instance of being inflicted with Critical Synchronization Bug.
  173. + In the second Hello World only (Hello World 2), one healer is inflicted with Critical Underflow Bug. When the debuff resolves, it will instantly kill any player in a small AoE around the affected player. Critical Underflow Bug can be passed by contact but not removed, and will remove Cascading Latent Defect once the debuff resolves. The affected player will instead receive Underflow Debugger, which prevents one instance of being inflicted with Critical Underflow Bug.
  174. + In the second Hello World only (Hello World 2), three towers appear as Critical Error is being cast. They will resolve and instantly wipe the party unless a player is standing in them. Inflicts all players standing inside with Cascading Latent Defect, which will wipe the raid if it is allowed to resolve. Resolution of Critical Underflow Bug will remove Cascading Latent Defect.
  175.  
  176. **Critical Error**
  177. If any player has Critical Overflow Bug, it instantly kills them and triggers the debuff. Deals light raidwide magical damage and inflicts all players with Critical Overflow Bug. Players with Overflow Debugger will not receive the debuff.
  178.  
  179. **Target Analysis**
  180. Omega randomly targets the first or second on aggro with a circular AoE, dealing light magical damage and inflicting Magic Vulnerability Up. Followed by Savage Wave Cannon on whoever Target Analysis targeted.
  181.  
  182. **Savage Wave Cannon**
  183. A heavy magical line AoE tankbuster that must be shared. The tank with magic vulnerability must stand behind the other tank.
  184.  
  185. **Patch**
  186. Tethers DPS with tanks and healers together with two sets of Local Regression (green/red) and two sets of Remote Regression (blue). When the debuffs resolve, they inflict two stacks of Magic Vulnerability Up sequentially for two seconds and deal light AoE damage. Debuffs can be resolved prematurely:
  187. + Players with Local Regression can break tethers by coming close to each other.
  188. + Players with Remote Regression can break tethers by going far apart from each other.
  189.  
  190. The goal of Patch is to break each tether sequentially, while not having Magic Vulnerability Debuffs during Oversampled Wave Cannon and Ion Efflux.
  191.  
  192. **Diffuse Wave Cannon**
  193. A 90 degree conal AoE that hits either the flanks or the rear and the front. The lights on Omega indicates where the AoE will hit - if the lights are vertical it will hit the flanks, and if the lights are horizontal it will hit front/rear.
  194.  
  195. **Oversampled Wave Cannon**
  196. A heavy large AoE magical tankbuster on two random players either left or right of Omega, where the monitors appear.
  197.  
  198. **Ion Efflux**
  199. Gigaflare-tier raidwide magical damage.
  200. **Program Omega:** Ion Efflux now casts one moderate raidwide magical damage hit, five light raidwide magical damage hits, and one Gigaflare-tier raidwide magical damage hit.
  201.  
  202. **Archive Peripheral**
  203. Omega teleports to the middle of the arena. Three arm units spawn at the outside of the arena with rotationalal arrows/colours on them. They shoot a line AoE down the middle of the arena which rotates in the direction their rotational arrow indicates. Orange units will turn clockwise and blue units will turn counter-clockwise.
  204.  
  205. **Index and Archive Peripheral**
  206. Omega teleports to the middle of the arena and readies Hyper Pulse and Wave Cannon. Spawns three untargetable arm units which tether to a tank, DPS, and healer each.
  207.  
  208. **Hyper Pulse**
  209. The arm units tethers to a tank, healer, and DPS with a proximity AoE marker. They must be completely opposite of their arm unit.
  210.  
  211. **Wave Cannon**
  212. Omega shoots a line AoE at the four closest players.
  213.  
  214. **Archive All**
  215. Omega summons a giant line AoE laser that rotates around the arena. The colour and rotation the arrow is determines which way it rotates - orange will go clockwise and blue will go counter-clockwise. It does not rotate fully across the arena. Spawns three Left Arm Units and three Right Arm Units hexagonally on the arena, which cast **Colossal Blow**, a large circular AoE centered around the Arm Unit.
  216.  
  217. **Electric Slide**
  218. A proximity-based physical AoE that is targeted on either end of the Archive All line AoE.
  219.  
  220. **Delta Attack**
  221. Omega readies **Spotlight** on one random player, **Floodlight** on four random players, and **Optimized Fire III** on four random players.
  222.  
  223. **Floodlight**
  224. Four AoEs appear under random party members; dodge and spread out.
  225.  
  226. **Spotlight**
  227. A share marker on a random player, which must be soaked by four players.
  228.  
  229. **Optimized Fire III**
  230. An AoE centered around four random players. Spread in the area allotted.
  231.  
  232. **Program Omega**
  233. Signals the start of the soft enrage phase. Gains one stack of damage up for every cast of Ion Efflux.
  234.  
  235. ## Fight Mechanics ##
  236. **Omega-M and Omega-F**
  237.  
  238. **Phase 1**
  239.  
  240. Synthetic Shield
  241. Suppression
  242. Beyond Defense
  243. Pile Pitch
  244. Optical Unit moves
  245. Subject Simulation F
  246. Discharger
  247. Synthetic Blades
  248. Advanced Suppression
  249. Superliminal Motion
  250. Optimized Fire III
  251. Optical Unit moves
  252. Subject Simulation M
  253. Electric Slide (stack)
  254. Discharger + Efficient Bladework
  255.  
  256. **Phase 2**
  257.  
  258. [M+F] Firewall
  259. [M+F] Resonance
  260. [M+F] Fundamental Synergy
  261. [M+F] Advanced Suppression
  262. [M+F] Electric Slide (dash)
  263. Optical Unit moves
  264. [M+F] Laser Shower
  265. [M+F] Solar Ray
  266.  
  267. **Phase 3 - Synthetic Shield**
  268.  
  269. [M] Synthetic Shield
  270. [M+F] Operational Synergy
  271. [M] Beyond Defense + [F] Optimized Blizzard III
  272. [M] Pile Pitch
  273. [F] Optimized Fire III
  274. [M] Beyond Strength
  275. [M] Efficient Bladework + [F] Laser Shower
  276. [M+F] Laser Shower
  277.  
  278. **Phase 3 - Synthetic Blades**
  279.  
  280. [F] Synthetic Blades
  281. [M+F] Operational Synergy
  282. [F] Superliminal Steel
  283. [M] Pile Pitch + [F] Optimized Blizzard III
  284. [F] Superliminal Motion
  285. [M] Efficient Bladework + [F] Optimized Fire III
  286. [M] Laser Shower
  287. [M+F] Laser Shower
  288.  
  289. **Phase 4**
  290.  
  291. [M+F] Firewall
  292. [M+F] Resonance
  293. [M+F] Fundamental Synergy
  294. [M+F] Advanced Suppression
  295. [M+F] Electric Slide (dash)
  296. Optical Unit moves
  297. [M+F] Laser Shower
  298. [M+F] Solar Ray
  299.  
  300. **Phase 5**
  301.  
  302. Does Phase 3 - Synthetic Blades if Phase 3 was Synthetic Shield / Does Phase 3 - Synthetic Shield if Phase 3 was Synthetic Blades
  303.  
  304. **Phase 6**
  305.  
  306. [M+F] Laser Shower
  307. Suppression
  308. [M] Optimized Sagittarius Arrow + [F] Optimized Meteor
  309. Optical Unit moves
  310. [M+F] Cosmo Memory
  311. [M+F] Laser Shower
  312. [M+F] Optimized Blade Dance
  313. Advanced Suppression
  314. [M] Optimized Sagittarius Arrow + [F] Optimized Meteor
  315. [M+F] Cosmo Memory
  316. [M+F] Laser Shower
  317. [M+F] Optimized Blade Dance
  318. Enrage
  319.  
  320. Enrage is a Cosmo Memory after both become untargetable.
  321.  
  322. **The Final Omega**
  323.  
  324. **Introduction**
  325.  
  326. Target Analysis
  327. Savage Wave Cannon
  328. Patch
  329. Diffuse Wave Cannon
  330. Oversampled Wave Cannon
  331. Ion Efflux
  332.  
  333. **Hello World 1**
  334.  
  335. Hello World
  336. Critical Error
  337. Ion Efflux
  338.  
  339. **Repeat Phase**
  340.  
  341. Archive Peripheral
  342. Target Analysis
  343. Savage Wave Cannon
  344. Diffuse Wave Cannon
  345. Oversampled Wave Cannon
  346. Index and Archive Peripheral
  347. Wave Cannon
  348. Target Analysis
  349. Savage Wave Cannon
  350. Patch
  351. Diffuse Wave Cannon
  352. Oversampled Wave Cannon
  353. Ion Efflux
  354. Archive All
  355. Electric Slide
  356. Optimized Fire III + Spotlight
  357. Diffuse Wave Cannon
  358.  
  359. **Hello World 2**
  360.  
  361. Hello World
  362. Critical Error + Cascading Latent Defect
  363. Ion Efflux
  364.  
  365. **Repeat Phase**
  366.  
  367. Archive Peripheral
  368. Target Analysis
  369. Savage Wave Cannon
  370. Diffuse Wave Cannon
  371. Oversampled Wave Cannon
  372. Index and Archive Peripheral
  373. Wave Cannon
  374. Target Analysis
  375. Savage Wave Cannon
  376. Patch
  377. Diffuse Wave Cannon
  378. Oversampled Wave Cannon
  379. Ion Efflux
  380. Archive All
  381. Electric Slide
  382. Optimized Fire III + Spotlight
  383. Diffuse Wave Cannon
  384.  
  385. **Soft Enrage Phase**
  386.  
  387. Program Omega
  388. Ion Efflux
  389. Ion Efflux
  390. Ion Efflux
  391. Ion Efflux
  392. Enrage
  393.  
  394. Enrage is a long casted Ion Efflux that wipes the entire party.
  395.  
  396. ## Fight Strategy ##
  397. **Omega-M and Omega-F**
  398.  
  399. **Phase 1:**
  400. + Abilities with [M] indicate that they are casted by Omega-M. Abilites with [F] indicate they are casted by Omega-F. Abilities with [M+F] indicate that they are casted by both at the same time.
  401. + The party should group near the east side of the arena and pull the boss to the west, as Suppression is cast quickly into the fight.
  402. + Spread out loosely on the east side of the arena to avoid clipping another player with Beyond Defense (melee on cardinal, ranged away), while dodging Suppression. Immediately after, all players should stack up on the rear of the boss for Pile Pitch, except the one that was targeted for Beyond Defense. Both deal heavy damage.
  403. + As the boss is already on the east edge, stack behind when Subject Simulation F is casting to avoid being knocked off by Discharger. Knockback prevention skills work on this.
  404. + Pull the boss to the middle and face her towards the eye. Stack up behind her during Superliminal Motion, then spread out loosely on the side of the arena opposite of the eye to dodge Advanced Suppression. The MT should move after Advanced Suppression resolves.
  405. + The boss becomes untargetable after Subject Simulation M. Two stacks appear on either healer; they should move with their stacks to south and east. After taking the stack, Omega-M and Omega-F will appear randomly. Go to Omega-F, and get knocked back by Discharger but not into Omega-M, which casts Efficient Bladework.
  406. + The two groups should split up and be near their bosses. Aggro resets.
  407.  
  408. **Phase 2:**
  409. + Tanks must re-establish aggro onto both bosses. Drag both out a bit before they cast Firewall.
  410. + As both groups are already near the bosses they should hit, Firewall will place Packet Filter debuffs on the correct targets.
  411. + Resonance will determine whether the tanks have to drag the bosses far apart or close together. Look for the debuff and react accordingly. Keep the boss near the edge of the arena, but not at the very edge.
  412. + The Optical Unit's location will determine which tank moves. The bosses must be positioned perpendicular to the eye, so the tank with the boss parallel to the eye will move the boss either close to the other tank or opposite of the other tank. All party members should follow their respective buffs and stay relatively close to the boss.
  413. + To do Fundamental Synergy efficiently, the players who receive an odd number of triangles OR rectangles move to the opposite side of the arena they are currently on. Players who were attacking the male (Packet Filter F) should stand on the marker, while players who were attacking the female should stand on the side of the arena away from the eye. This is to dodge the Advanced Suppression that happens halfway through.
  414. + All players should be at the very edge, in a rectangular pattern, relatively far from each other.
  415.  
  416. If bosses were close:
  417. ```
  418. 3 1 2 4
  419. 3 1 2 4
  420. ```
  421. If bosses were far:
  422. ```
  423. 3 1 2 4
  424. 4 2 1 3
  425. ```
  426. + The players in the front should move back once they have been dashed to. The players who are in the back should move forward as well, as to not hit the first two players with their dash. The two players in the front should stand relatively far from each other, as the dashes are quite wide.
  427. + This strategy ensures the same movement for both methods of Fundamental Synergy.
  428. + If the tank has to run back from a distance, they should Sprint and run back along the outside edge once they have been hit to make sure the bosses stay far enough from each other. Melee can do this too for uptime.
  429. + After the dashes, heal up for double Laser Shower. If the bosses are far, try to stay near the centre to be in range for heals.
  430. + As Solar Ray is an AoE, stay far away from the tank when it is being casted. Mitigate and heal up accordingly.
  431. + The next phase has two different patterns, depending on if Omega-M casts Synthetic Shield or if Omega-F casts Synthetic Blades. The best way to position them is to have Omega-M in the middle facing any direction, and Omega-F slightly away facing the outside, preferably on any cardinal. This ensures uptime for both patterns.
  432.  
  433. **Phase 3 - Synthetic Shield**
  434. + [Our group uses the eye position as north for this sequence. However, using Omega-F boss north is fine too - just make sure everyone is on the same page.]
  435. + Omega-M casts Synthetic Shield, signalling the start of the Shield phase.
  436. + Both will cast Operational Synergy. This is the start of the mechanic sequence.
  437. + Be prepared to run out to protean spots based on the eye. As soon as Optimized Blizzard III starts casting, move outside to dodge it and stay until Beyond Defense resolves.
  438. + All players run back and stack in the middle except for the player that was targeted by Beyond Defense. All players should then immediately head to their protean spots (ranged slightly further) to not clip each other with Optimized Fire III. It may be a good idea to keep one healer in the centre of the arena so their heals reach all players. Do not run too far.
  439. + Immediately after, Omega-M jumps to a random player and casts Beyond Strength. Immediately collapse in, then run out as he casts Efficient Bladework shortly after. Heal up for Laser Shower, as double Laser Shower is incoming.
  440.  
  441. **Phase 3 - Synthetic Blades**
  442. + [Our group uses Omega-F as boss north for this sequence. However, using the eye position as north is fine too - just make sure everyone is on the same page.]
  443. + Omega-F casts Synthetic Blades, signalling the start of the Blades phase.
  444. + Both will cast Operational Synergy. This is the start of the mechanic sequence.
  445. + Stand near east, inside Superliminal Steel, then dodge east right after it finishes as a group. This ensures no one is hit by Optimized Blizzard III while still stacking for Pile Pitch.
  446. + Return to the middle of the arena to dodge Superliminal Motion. Dodge outside for Efficient Bladework, heading to protean spots to avoid clipping each other with Optimized Fire III.
  447. + Heal up for Laser Shower, then heal and mitigate double Laser Shower.
  448.  
  449. **Phase 4:**
  450. + Phase 4 is the same as Phase 2, however Firewall will swap the debuffs, meaning whoever was attacking Omega-M will now attack Omega-F, and vice-versa.
  451. + The Resonance debuff will swap as well - if the bosses had to be far previously, now they have to be close, and vice-versa. Make sure to position the bosses so they are perpendicular to the eye, as to dodge Advanced Suppression.
  452. + Position the boss like the end of Phase 2 as well.
  453.  
  454. **Phase 5:**
  455. + Phase 5 will be whichever Synthetic pattern was not done in Phase 3. React accordingly.
  456. + Afterwards, move the boss perpendicular to the eye near the edge a bit south of the eye.
  457.  
  458. **Phase 6**
  459. + Heal up the second double Laser Shower. Suppression will cast, followed by Optimized Sagittarius Arrow and Optimized Meteor.
  460. + The tank with Optimized Meteor should quickly run to the opposite side of the arena to not get hit by Suppression. The tank with Optimized Sagittarius Arrow should run south relative to the eye. All other party members should stack at the edge where the bosses are; max melee range of the boss is fine. Mitigate and heal through the high tank damage, and moderate party damage.
  461. + Mitigate and heal through double Cosmo Memory, an extremely hard hitting raid buster. Then heal through another double Laser Shower.
  462. + Optimized Blade Dance is a heavy physical AoE. One tank should Provoke the other boss and use an invuln on both hits if one is available. Alternatively, use extremely heavy cooldowns.
  463. + As the eye moves, the bosses must be moved as well again.
  464. + This time, do not stand on the side of the arena the eye is on, as Advanced Suppression will cast. Do the same things as before.
  465.  
  466. **The Final Omega**
  467.  
  468. **Introduction**
  469. + The OT should quickly Provoke seven seconds in in order to be second on aggro for Target Analysis. The target of Target Analysis should head to an unoccupied northern intercardinal, then stand behind the other tank. If choosing to use an invuln, they stand by themselves in the front; have the other tank move away.
  470. + Patch is the first major mechanic in the fight. It is always accompanied with Diffuse Wave Cannon, Oversampled Wave Cannon, and Ion Efflux. Tanks and healers are tethered to DPS with Local Regression (red/green) or Remote Regression (blue).
  471. + Players must break these tethers sequentially, as they give two stacks of a magic vulnerability up debuff. However, the debuff cannot be active while Oversampled Wave Cannon or Ion Efflux resolve - it will kill the tanks or everyone. Breaking the tether deals moderate magic damage to all party members.
  472. + The priority for breaking the tethers should be MT, then OT, then shield healer, then regen healer. (MT > OT > H1 > H2)
  473. + As Patch casts, all party members should be stacked on the rear, except the MT. DPS with Local Regression should immediately move to the front of the boss. The MT should break their tether ASAP. Dodge Diffuse Wave Cannon, then the OT should break their tether ASAP. To dodge Diffuse Wave Cannon without breaking tethers unintentionally, all players rotate counterclockwise if they have to move. The OT then breaks their tether immediately after.
  474. + The party should then move to the side unaffected by Oversampled Wave Cannon. DPS who still have Local Regression should still go north. Both tanks should go max melee, and the MT should go to the N side and the OT go to the S side to avoid clipping each other. One healer should then break their tether with the help of their DPS partner, wait three seconds or until all magic vulnerability debuffs have faded, then the other healer should break their tether with the help of their partner.
  475. + Heal up to full and mitigate Ion Efflux. Heal up to full again and prepare mitigation for the oncoming Hello World 1.
  476.  
  477. **Hello World 1**
  478. + There are multiple Hello World 1+2 strats out there. However, the best strats minimize healer and movement, maximize melee uptime, and are able to do the same movement for Hello World 1 and Hello World 2.
  479. + The goal of Hello World 1 is to remove both Critical Synchronization Errors, remove all three Latent Defects, and make sure at least four players have Overflow Debugger before Critical Error resolves.
  480. + The Unreal strategy can be found [here](https://docs.google.com/presentation/d/1d6pbEYqVx2jclVyvll8-CEMLozcYtk-mm_KyBSNf158/edit?usp=sharing).
  481. + Our strategy is listed in the pictures here: [1](https://puu.sh/BA46g/5a2fcbeecd.png), [2](https://puu.sh/BA46T/4ba912b044.png), [3](https://puu.sh/BA4is/b6afadc2a8.png), [4](https://puu.sh/BA47f/a3ecda8a29.png), with some minor adjustments from the diagram.
  482. + For our strategy, an explanation is as follows. Follow the markers on the diagrams if unsure. The same movements are effectively done for Hello World 1 as Hello World 2.
  483. + The two DPS with long Critical Synchronization Error (now referred to as "share") and short share head north, long left of the marker short right of the marker. Make sure neither share will hit the actual marker itself.
  484. + The unmarked healer will stack with long share, and the unmarked DPS will stack with short share.
  485. + The tank with Critical Overflow Bug ("defamation") will head south.
  486. + The tank, DPS, and healer Latent Defect ("latent") heads south, where all three will be hit with defamation.
  487. + Players who had latent and now have defamations spread out to their spot along the outside edge of the arena - DPS between D and 1, tank between B and 2, and healer at A.
  488. + Immediately after the first tank defamation detonates, the tank heads over to C (north). Short share and long share will detonate in sequence, then short share again.
  489. + As the second set of defamations detonate, those players should head back inside the boss hitbox. Long share detonates again, and then Critical Error casts, putting defamation on long share, short share, unmarked healer, and unmarked DPS.
  490. + These four players should spread out to 1, B, D, and 2 respectively. All other players stack at C. After defamation resolves, head back and stack up to receive heavy mitigation and healing for Ion Efflux.
  491.  
  492. **Repeat Phase**
  493. + This is called the repeat phase as it repeats again after Hello World 2.
  494. + Omega will teleport to the middle of the arena and cast Archive Peripheral. Three arm units that fire rotating line AoE lasers spawn, with six spaces at the outside of the arena - only one is safe. These arm units always spawn north.
  495. + If all three are blue, west is safe.
  496. + If all three are orange, east is safe.
  497. + If the only blue is in the middle or the only orange is in the northwest, northwest is safe.
  498. + If the only orange is in the middle or the only blue is in the northeast, northeast is safe.
  499. + If the only orange is in the northeast, southwest is safe.
  500. + If the only blue is in the northwest, southeast is safe.
  501. + Do another Target Analysis - note the tank might need to squeeze through the boss or go to the side - the party should remain stacked at the edge.
  502. + Dodge Diffuse Wave Cannon and position for Index and Archive Peripheral.
  503. + Omega will teleport to the middle of the arena and cast Index and Archive Peripheral. All players should spread to their protean positions. Three arm units will tether to a tank, healer, and DPS with a proximity tether. These players must be opposite of their tether as Wave Cannon resolves.
  504. + Meanwhile, the four players will be targeted by Wave Cannon. Do not overlap with any other player, and step back if necessary to dodge Hyper Pulse.
  505. + Target Analysis immediately follows. Collapse back in the middle and give whichever targeted tank space. Ideally, this one is invulned.
  506. + A period of autoattacks follows, and then Patch. This is the perfect time to melee LB3.
  507. + Do Patch the same as before - it is the same mechanic order, including Diffuse Wave Cannon, Oversampled Wave Cannon, and Ion Efflux.
  508. + The party should stack and align themselves with the line AoE as Archive All finishes casting. As Electric Slide starts, Omega will face either north or south relative to the line AoE - go opposite of where the boss is facing. If the AoE is rotating clockwise (orange), go southeast and destroy that Arm Unit, and if the AoE is rotating counter-clockwise (blue), go southwest and destroy that Arm Unit. Stack at the very edge as a group. Heal up Electric Slide.
  509. + As Delta Attack comes out, all players should move out. The player with the stack as well as all three unmarked players should move back into where the party was stacked before. The players with Optimized Fire III should spread out and not clip anyone. All players should stack back where they were after all mechanics resolve to dodge the other Colossal Blows.
  510. + Dodge Diffuse Wave Cannon, and get ready for Hello World 2.
  511.  
  512. **Hello World 2**
  513. + The goal of Hello World 2 is to remove both Critical Synchronization Errors, remove all three Latent Defects, make sure at least four players have Overflow Debugger before Critical Error resolves, while passing around Critical Underflow Bug such that at least three players have it in order to soak Cascading Latent Defect.
  514. + For our strategy, an explanation is as follows. Follow the markers on the diagrams if unsure. The same movements are effectively done for Hello World 1 as Hello World 2.
  515. + The two DPS with long share and short share head north, long left of the marker short right of the marker. Make sure neither share will hit the actual marker itself.
  516. + The unmarked healer will now get Critical Underflow Bug ("pink"). They will pass it immediately to the healer with Latent Defect. and stack with long share - however they will never touch long share and must make sure never to pass pink to them. The unmarked DPS will stack with short share.
  517. + The tank with defamation will head south.
  518. + The healer with latent stacks with the unmarked healer, receiving pink instantly. They then run to the tank with defamation and immediately pass it, and then go to their spot, taking care not to pass pink to anyone but the first defamation tank. The tank and DPS with latent head south. All three will receive defamation, removing latent.
  519. + Players who had latent and now have defamations spread out to their spot along the outside edge of the arena - DPS between D and 1, tank between B and 2, and healer at A.
  520. + Immediately after the first tank defamation detonates, the tank heads over to C (north). Short share and long share will detonate in sequence, then short share again. When long share detonates, the healer with pink and long share must run slightly away from each other to not get hit by pink's explosion. Long share, short share, and unmarked DPS should head to C, where they pick up pink from the defamation tank. They should then immediately run out to not get hit by that tank's pink explosion. Long share goes back to the healer, sharing with them.
  521. + As the second set of defamations detonate, those players should head back inside the boss hitbox. Long share detonates again, and then Critical Error casts, putting defamation on long share, short share, unmarked healer, and unmarked DPS.
  522. + Long share should then take the west tower, unmarked middle tower, and short share east tower. Make sure not to pass pink to anyone else. Once the tower detonates and those players receive Cascading Latent Defect, they should head to their spots - 1, 2, and B respectively. The healer who started with pink should already be at D.
  523. + Once pink and defamations resolve, head back north, mitigate and heal up for Ion Efflux.
  524.  
  525. **Repeat Phase**
  526. + This phase should be done the exact same as previously. Nothing changes.
  527.  
  528. **Soft Enrage Phase**
  529. + Omega teleports to the middle after Diffuse Wave Cannon and starts casting Program Omega. Full burn here.
  530. + Soft enrage Ion Efflux will cast one moderate Ion Efflux, five light Ion Effluxs, and one mega Ion Efflux. These increase in intensity every time one is cast. Healers must be on their toes with healing, and tanks and ranged should assist in mitigation and resource recovery.
  531. + We take the first mega Ion Efflux with Reprisal, second one with Reprisal, third one with Shake It Off and Soil, and fourth with Divine Veil, Deployment Tactics, Passage of Arms, and Addle. Adjust your mitigation as necessary. All mega Ion Effluxes should have a shield, and everyone should be topped.
  532. + Congratulations!
  533.  
  534. ## Role Specific Tips ##
  535. **Omega-M and Omega-F**
  536. **Tank:**
  537. + Pull the boss to the east side of the arena to start. There is not a lot of tank damage in the beginning, so rotate cooldowns for autoattacks and AoE damage as necessary.
  538. + Make sure you always know where the eye is so you can position the boss(es) accordingly.
  539. + After being knocked back by Discharger, you can jump back to the boss (DRK Plunge/WAR Onslaught/PLD Tempered Will) and walk them to the middle or simply let the boss come to you.
  540. + The MT should immediately move to the front of the boss after Advanced Suppression goes off to not clip the other melee.
  541. + Prepare to pick up your boss immediately as it spawns after Electric Slide. Swap to tank stance and prepare to use an aggro combo, as they both spawn with fresh enmity tables.
  542. + It may be helpful for someone to call out Local or Remote Resonance for you - either another player or a trigger - so you can quickly position the boss. Do not position the boss at the edge, but rather close to the edge so that there is space between the boss and the edge.
  543. + Save Sprint or a dash to get back to the boss if you are an odd number during Local Resonance. The boss will move slightly after Electric Slide (dash) finishes, and if you are still running the bosses will tether.
  544. + Stand at max melee range near the edge for Solar Ray and use appropriate mitigation.
  545. + Position the bosses afterwards correctly. Omega-F always should be facing outwards, slightly away from the centre. Omega-M should be in the centre, but facing any direction.
  546. + Swap with each other once the second Firewall comes out. Position the boss opposite of what it was last time - if it was far last time, it will be close now, and if it was close now it'll be far.
  547. + Position the bosses again correctly.
  548. + For Optimized Meteor and Sagittarius Arrow, save Sprint for running across the arena for Meteor. The boss should be near the edge. The tank with Sagittarius Arrow should be south as to point the line AoE away from the party. Mitigate both.
  549. + Use shields for Cosmo Memory and Reprisal Laser Shower.
  550. + One tank should take both bosses with Ultimatum and invuln the first Optimized Blade Dance. The other tank should take it back as it finishes casting.
  551. + Move the bosses afterwards and do the mechanic again.
  552.  
  553. **Healer:**
  554. + The AoE damage in this fight, while not occuring at a high frequency, deals heavy damage. Spend extra AoE heals accordingly.
  555. + HoTs and oGCD heals should be able to cover the first Pile Pitch, Discharger, and Optimized Fire III.'
  556. + Surecast can be used for Discharger to keep casting heals or damage.
  557. + Make sure you discuss with your co-healer where you are going for Electric Slide (stack). Shield and heal beforehand, but do not use HoTs as both bosses spawn with a new aggro table.
  558. + If it is Local Resonance, players will be at the opposite side of the room. Stay in the middle of the arena to make sure everyone is in range for heals.
  559. + It may be wise to have a healer stand in the centre during Optimized Fire III during Synthetic Shield phase so they can hit everyone with heals. This requires everyone else fan out slightly, but it is worth the uptime loss.
  560. + Save oGCD heals for periods of heavy movement during Operational Synergy mechanics. Keep HoTs rolling and mitigate accordingly.
  561. + The heavy healing part is in the last phase. Make sure all players are topped before Optimized Meteor and Optimized Sagittarius Arrow. Extremely heavy raidwide damage follows that, and then heavy raidwide damage, then heavy tank damage unless invulns are used. This happens twice, so make sure you have enough tools to deal with it.
  562.  
  563. **DPS:**
  564. + Always try to be in range of heals, and don't fan out too far for mechanics.
  565. + Know your assigned spots ahead of time to prevent confusion and AoE clipping.
  566. + Arms Length and Surecast are effective for keeping uptime during Discharger.
  567. + Use Diversion when the boss splits so you don't get chunked by an auto. The enmity resets at that point, so enmity tools are extremely effective.
  568. + If you have to run to the opposite side for Fundamental Synergy, run back along the outside to get back to the boss faster.
  569. + If the bosses are positioned correctly during Operational Synergy, there should only be a few disconnects and little uptime loss. You can attack the other boss to keep your combo and gauges flowing, however it will deal zero damage.
  570. + It does not matter which DPS does melee LB3. Once one boss reaches 1 HP, Packet Filter will fade, allowing one group to attack the other boss.
  571.  
  572. **The Final Omega**
  573. **Tank:**
  574. + Target Analysis and Oversampled Wave Cannon are the two tank busters of the fight, and both require two tanks (Target Analysis one if invulned) and moderate mitigation.
  575. + The OT should provoke seven seconds in in order to be 2nd on aggro for Target Analysis. They should keep doing this if they are not 2nd in aggro.
  576. + Move away from each other during Target Analysis to not clip each other with the debuff. Make sure the tank without the debuff is standing closer to the boss.
  577. + The MT should quickly break their tether as soon as Patch comes out. The OT should break their tether right after Diffuse Wave Cannon resolves.
  578. + The MT should be north side and OT be south side for Oversampled Wave Cannon. Mitigate as necessary.
  579. + Use tank shields and Reprisal for Ion Efflux. An instant Passage of Arms (PLD) works wonders.
  580. + The tank who starts with Defamation in Hello World should make sure they do not clip any non-Latents.
  581. + You do not need to move the boss after most mechanics, as he will teleport to the middle for every Peripheral, Archive, and Hello World.
  582. + There is a lot of time to move for Archive Peripheral, so move the boss all the way in such that the rear positional is available for melee. You may need to squeeze through the lasers for the incoming Target Analysis.
  583. + Target Analysis is immediately after Index and Archive Peripheral, so make sure no one is standing where you return to. This one is a prime one to use an invulnerability on.
  584. + A good guideline for Program Omega mitigation is nothing on first Ion Efflux, Reprisal on second, Reprisal and buffed Shake (WAR) on third, and Divine Veil + Passage (PLD) on fourth. If playing with a DRK, shift the buffed Shake one Ion Efflux further.
  585.  
  586. **Healer:**
  587. + There is extremely heavy healing required in this fight. Most mechanics are accompanied with heavy AoE damage, a tank buster, or both. Top off the party before all instances of AoE damage.
  588. + Give the OT extra care during the first Target Analysis as they may take an auto while securing threat.
  589. + Patch requires an AoE heal after every single tether break. Oversampled Wave Cannon requires healing on both tanks. Have HoTs rolling and use healing buffs with your AoE heals, while keeping the tanks up.
  590. + Ion Efflux requires all players to be topped as well as some form of % mitigation or shield.
  591. + Hello World requires heavy healing. Critical Synchronization Bug deals almost 50k to each share target, and Critical Overflow Bug deals 20k damage. Start with heavy mitigation for the entire party as Hello World finishes casting. Have HoTs rolling and single target heal each target of the share as they take the damage. The defamations and Critical Error can be healed up with AoE heals, but heavy single target healing is required for the shares. Make sure everyone is full for the Ion Efflux that follows.
  592. + Top off the party before Hyper Pulse and Wave Cannon. Top off the tanks after the damage goes off as Target Analysis is about to go off. The party can wait - there is no AoE damage until Patch almost twenty seconds later.
  593. + Top off the party for Electric Slide and for Optimized Fire III + Spotlight. HoTs can take care of the rest, as there is no AoE damage until Hello World 2.
  594. + The healing for Hello World 2 should be the same as the healing for Hello World 1. Critical Underflow Bug does no damage, and Cascading Latent Defect only does less than 3k.
  595. + Save healing buffs and all mitigation for Program Omega. Heavy buffs like Sacred Soil, Thin Air, and Lightspeed should be used for the third and fourth Ion Effluxes.
  596.  
  597. **DPS:**
  598. + Safety is far more important than uptime in this fight. Any error during Hello World will likely instantly wipe the group.
  599. + You should be moving immediately to the front if you have Local Regression (red/green) during Patch. If you are tethered to the MT, it will break, and if you are tethered to anyone but the MT it will not break. Help your healers break the tethers, as they have to stand still to move.
  600. + The third tether should be broken immediately after Oversampled Wave Cannon resolves, and the fourth right as Ion Efflux starts casting or the third one's debuff is gone.
  601. + Again, safety is far more important than uptime in Hello World. Get those Piercing Talons, Throwing Daggers, and Enpis on your hotbar! When learning the mechanic, you should determine when and when can you not hit the boss based on your strategy, and never greed more than that.
  602. + Move slightly backwards during Index and Archive Peripheral's Wave Cannon so you don't get clipped by Hyper Pulse.
  603. + Archive All comes at a slightly bad time for everyone's cooldowns. Make sure you have enough DPS to kill the Arm Unit add - save something if necessary.
  604. + A second potion can be fit right after Archive All's mechanic is done, and it will be up in time for the final burst in the fight, right after Program Omega starts casting.
  605. + The boss autoattacks are physical, so Feint helps during periods of long autoattacks. This is during Archive Peripheral, and right after Wave Cannon.
  606. + Use Addle on Ion Effluxes and Apocatastasis on whichever tank needs it the most.
  607. + Palisade is also useful for periods of heavy autoattacks. There are no physical tank busters in the fight, so use it whenever.
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