- Moves and Mechanics
- Chaotic Dispersion: Hard hitting tankbuster with a lengthy cast time.
- Damning Edict: 180 degree attack targeting the tank. Get behind him to dodge.
- Latitudinal Implosion: Two conal attacks to the sides, followed a second later by two more to the front and back. Get out of the first pair and wait for them to go off before going where they were to dodge the front and back combo.
- Blaze: This move hits the entire arena, despite what the AoE shows. It deals heavy damage and inflicts all players with Entropy. The AoE indicator is where fire will appear, inflicting a deadly Burn to any players who enter, so players should still get to the circle in the middle. Chaos enters the Fire phase afterwards.
- Entropy Technically not a move, players will have a red marker and AoE around themselves when the debuff is close to falling off showing where it will hit. It will first fall off the tanks and healers, and then off the DPS. The AoE will deal damage to anyone caught in the blast, and anyone besides the target will also be knocked back into the flames. If all players scatter to the 8 compass directions and stay there, nobody will be caught in another's AoE.
- Tsunami: This move hits the entire arena, despite what the AoE shows. It deals heavy damage and inflicts all players with Dynamic Fluid. The AoE indicator is where water will appear, inflicting a deadly Dropsy to any players who enter, so players should still get to the middle north/south lane. Chaos enters the Water phase afterwards.
- Dynamic Fluid: Technically not a move, players will have a ring around them when the debuff is close to falling off showing where it will hit. It will first fall off the tanks and healers, and then off the DPS. If all the players except the main tank stack behind the boss at max melee range while the tank stays in front no players should be hit.
- Earthquake: This move hits the entire arena, despite what the AoE shows, dealing heavy damage. The AoE indicator is where dust will appear, inflicting a deadly Sludge to any players who enter, so players should still get to the north side of the arena. Chaos enters the Earth phase afterwards.
- Knockback (Earth/Wind): An unnamed attack, it pushes players to the south in Earth and away from the middle in Wind. This is done once at the start of the earth phase and again before Latitudinal Implosion. Position at the far north in Earth or right at the edge of the circle pointing towards a corner in Wind.
- Knock Down (Fire/Earth): Used immediately after Entropy wears off in Fire, or after the first Knockback in Earth, this is a stack mechanic that will target two DPS at once. It's magical and also inflicts Magic Vulnerability when it hits, making it deadly to take both at once. parties should split into two groups consisting of a tank, healer, marked DPS, and unmarked DPS. He will use this twice in a row, but properly split will target both groups.
- Knock Down (Water/Wind): Used immediately after Dynamic Fluid wears off in Water or after the first Knockback in Wind. Both healers will be targeted with proximity attacks and should take them far away from the party.
- Big Bang (Fire/Earth): Used after Knock Down. Circular AoE targeting all the DPS. Stack to bait them to one location, then spread out to dodge.
- Big Bang (Water/Wind): Two large AoEs will land where Knock did earlier. Further reason to place them as close to the edge as you can.
- Chaosphere: Does nothing on its own, but indicates some Chaospheres will appear a while later.
- Fiendish Orbs (Fire/Earth): Four Chaospheres will land around the arena and use Orbshadow to dash around in a predetermined pattern. Extremely easy to dodge in Fire because the middle will be safe.
- Fiendish Orbs (Water/Wind): Two Chaospheres will land where Knock Down did and target the nearest player for a heavy single target Orbshadow. Tanks can and should grab this off of other players.
- Bowels of Agony: Indicates the start of the DPS phase, this will drop everyone to 1 HP, inflict the DPS with Entropy and the Tanks/Healers with Dynamic Fluid.
- Soul of Chaos: Chaos' ultimate attack, deals more damage the higher the Dark Aether gauge fills during the Dark Crystal phase.
- Tips and Rotation
- This fight is heavily scripted. After an initial Chaotic Dispersion, he will use either Damning Edict or Latitudinal Implosion. If he uses Latitudinal Implosion he will do his Fire Phase then Wind, if he uses Damning Edict he will do Water Phase and then Earth.
- Fire Phase: Beginning with Blaze, everyone will be inflicted with Entropy afterwards. Perhaps the easiest way to deal with this mechanic is to have each player spread out equally along the edge of the arena so nobody is in range of anyone else. Then Knock Down will fire, which can be handled by the party splitting into two light parties that have both a marked DPS and an unmarked DPS. After the first one hits, players stay in their respective light party to handle the second one as well. Next, Big Bang will drop AoE markers on the DPS, who should bait it in one location and scatter once it begins casting. Finally, get in the middle to dodge the Chaospheres.
- Wind Phase: Beginning with Cyclone, the entire party should gather in a single corner right at the edge of the circle. The players will be knocked away from the center, which requires either being at the edge of the circle pointing towards the corner or using an anti-knockback like Tempered Will or Surecast. Chaos will use Damning Edict immediately afterwards, which can hit all three other corners at once which is why you should gather together. After Chaotic Dispersion and another Knockback, he'll use Knock Down on the two healers, who should run to two neighboring corners to reduce party damage. He'll follow up with Big Bang, but so long as the healers took Knock Down far enough away and returned to the corner it won't hit anyone. Finally, two Chaospheres will target the players closest to where Knock Down was dropped, and the tanks should grab and mitigate these.
- Water Phase: Beginning with Tsunami, everyone will be inflicted with Dynamic Fluid, so the entire party should gather in the middle to dodge it. Next he'll use Knock Down on the two healers, who should run to the far north and south to reduce party damage. He'll follow up with Big Bang, but so long as the healers took Knock Down far enough away and returned to the middle it won't hit anyone. Finally, two Chaospheres will target the players closest to where Knock Down was dropped, and the tanks should grab and mitigate these.
- Earth Phase: Beginning with Earthquake, the entire party should stack on the far north end of the arena or use an anti-knockback like Arm's Length or Tempered Will to avoid being knocked into the dust. Chaos will use Latitudinal Implosion immediately afterwards, so be prepared to move to a safe spot. After Chaotic Dispersion and another Knockback, Knock Down will fire, which can be handled by the party splitting into two light parties that have both a marked DPS and an unmarked DPS. After the first one hits, players stay in their respective light party to handle the second one as well. Next, Big Bang will drop AoE markers on the DPS, who should bait it in one location and scatter once it begins casting. Finally, you'll have to deal with the Chaospheres, so get into a safe spot for their first pattern and be prepared to dodge their second pattern after they move.
- Dark Crystal Phase: After doing two elemental phases he will hop to the middle and use Bowels of Agony. Healers should get everyone up ASAP, then the DPS should scatter to avoid hitting people with Entropy before everyone stacks in the middle to dodge Dynamic Fluid. The whole time the party should be attacking the Dark Crystal that Chaos is tethered to. If they cannot defeat it before the Dark Aether gauge hits 100, the following Soul of Chaos attack will be an instant wipe. After this he will do whichever two elemental phases he did not do before, then go back to alternating between the two pairs of elemental phases until the fight is over.
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